ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/Deliantra/Deliantra/Data.pm
Revision: 1.2
Committed: Wed Feb 22 20:33:05 2006 UTC (18 years, 3 months ago) by root
Branch: MAIN
Changes since 1.1: +32 -32 lines
Log Message:
*** empty log message ***

File Contents

# User Rev Content
1 root 1.1 =head1 NAME
2    
3     Crossfire::Data - various data structures useful for understanding archs and objects
4    
5     =head1
6    
7     THIS FILE IS AUTOGENERATED, DO NOT EDIT!
8    
9     It's a translation of the following files:
10    
11     res/spells.xml
12     res/types.xml
13     res/typenumbers.xml
14    
15     See F<res/README> for more info.
16    
17     =cut
18    
19     our %TYPE = (
20     0 => {
21     name => "*NONE*",
22     type => {
23     Floor => {
24     attr => {
25     Main => {
26     damned => {
27     desc => "If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.",
28     name => "no prayers",
29     type => "bool"
30     },
31     is_floor => {
32     desc => "",
33     name => undef,
34     type => "fixed"
35     },
36     msg => {
37     desc => "This text may describe the object.",
38 root 1.2 end => "endmsg",
39 root 1.1 name => "description",
40     type => "text"
41     },
42     no_magic => {
43     desc => "If enabled, it is impossible for players to use (wizard-) spells on that spot.",
44     name => "no spells",
45     type => "bool"
46     },
47     no_pass => {
48     desc => "If set, the object cannot be passed by players nor monsters.",
49     name => "blocking passage",
50     type => "bool"
51     },
52     no_pick => {
53     desc => "",
54     name => undef,
55     type => "fixed"
56     },
57     unique => {
58     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>.",
59     name => "unique map",
60     type => "bool"
61     }
62     },
63     terrain => {
64     is_hilly => {
65     desc => "This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.",
66     name => "hilly terrain",
67     type => "bool"
68     },
69     is_wooded => {
70     desc => "This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.",
71     name => "wooded terrain",
72     type => "bool"
73     },
74     slow_move => {
75     desc => "If <slow movement> is set to a value greater zero, all creatures moving over this spot will be slower than normal. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 7 - spider web (sticky as hell)",
76     name => "slow movement",
77     type => "int"
78     }
79     }
80     },
81     desc => "Floor is a very basic thing whithout too much functionality. It's a floor - you stand on it.",
82     ignore => [
83     [
84     "value",
85     "nrof",
86     "weight",
87     "name_pl",
88     "material",
89     "no_pick",
90     "unpaid",
91     "title",
92     "identified"
93     ]
94     ],
95     import => [
96     {
97     attr => {
98     Main => {
99     blocksview => {
100     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.",
101     name => "block view",
102     type => "bool"
103     },
104     face => {
105     desc => "The image-name defines what image is displayed for this object in-game.",
106     name => "image",
107     type => "string"
108     },
109     glow_radius => {
110     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 emmit.",
111     name => "glow radius",
112     type => "int"
113     },
114     identified => {
115     desc => "If an item is identified, the player has full knowledge about it.",
116     name => "identified",
117     type => "bool"
118     },
119     invisible => {
120     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.",
121     name => "invisible",
122     type => "bool"
123     },
124     material => {
125     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.",
126     name => "material",
127     type => "bitmask_material"
128     },
129     name => {
130     desc => "This is the name of the object, displayed to the player.",
131     name => "name",
132     type => "string"
133     },
134     name_pl => {
135     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.",
136     name => "plural name",
137     type => "string"
138     },
139     no_pick => {
140     desc => "If set, the object cannot be picked up (Neither by players nor monsters).",
141     name => "non-pickable",
142     type => "bool"
143     },
144     nrof => {
145     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.",
146     name => "number",
147     type => "int"
148     },
149     title => {
150     desc => "This is the object's title. Once an object is identified the title is attached to the name. Typical titels are \"of mostrai\", \"of xray vision\" etc.",
151     name => "title",
152     type => "string"
153     },
154     unpaid => {
155     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.",
156     name => "unpaid",
157     type => "bool"
158     },
159     value => {
160     desc => "Adds a certain value to the object: It will be worth that many times the default value from it's archetype (E.g. \"value = 3\" means three times worth the default value). Value for buying/selling will be further modified by various factors. Hence, testing values in-game is usually inevitable.",
161     name => "value",
162     type => "int"
163     },
164     weight => {
165     desc => "This value defines the object's weight in gramm (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 ;) ).",
166     name => "weight",
167     type => "int"
168     }
169     }
170     }
171     }
172     ],
173     required => {
174     alive => 0,
175     is_floor => 1
176     }
177     },
178     Misc => {
179     attr => {
180     Main => {
181     cursed => {
182     desc => "Curses can have various effects: On equipment and food, they generally harm the player in some way.",
183     name => "cursed",
184     type => "bool"
185     },
186     damned => {
187     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.",
188     name => "damned",
189     type => "bool"
190     },
191     msg => {
192     desc => "This text may describe the object.",
193 root 1.2 end => "endmsg",
194 root 1.1 name => "description",
195     type => "text"
196     },
197     no_pass => {
198     desc => "If set, the object cannot be passed by players nor monsters.",
199     name => "blocking passage",
200     type => "bool"
201     },
202     startequip => {
203     desc => "A godgiven item vanishes as soon as the player drops it to the ground.",
204     name => "godgiven item",
205     type => "bool"
206     },
207     unique => {
208     desc => "Unique items exist only one time on a server. If the item is taken, lost or destroyed - it's gone for good.",
209     name => "unique item",
210     type => "bool"
211     }
212     }
213     },
214     import => [
215     $TYPE{0}{type}{Floor}{import}[0]
216     ],
217     required => {
218     misc => "x"
219     }
220     },
221     "Monster & NPC" => {
222     attr => {
223     Main => {
224     alive => {
225     desc => "",
226     name => undef,
227     type => "fixed"
228     },
229     carrying => {
230     desc => "If a monster has something in the inventory, this value can be set to reflect the slowdown due to the carried weight.",
231     name => "carries weight",
232     type => "int"
233     },
234     exp => {
235     desc => "When a player kills this monster, he will get exactly this amount of <experience>. The experience will flow into the skill-cathegory the player used for the kill. If you create special monsters of tweaked strenght/abilities, always make sure that the <experience> is set to a reasonable value. Compare with existing arches to get a feeling what reasonable means. Keep in mind that spellcasting monsters are a lot harder to kill than non-spellcasters!",
236     name => "experience",
237     type => "int"
238     },
239     flying => {
240     desc => "Flying monsters won't get slowed down in rough terrain and they won't be affected by movers.",
241     name => "flying",
242     type => "bool"
243     },
244     generator => {
245     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.",
246     name => "multiply",
247     type => "bool"
248     },
249     level => {
250     desc => "A monster's <level> is the most important attribute. <level> affects the power of a monster in various ways.",
251     name => "level",
252     type => "int"
253     },
254     msg => {
255     desc => "",
256 root 1.2 end => "endmsg",
257 root 1.1 name => "npc message",
258     type => "text"
259     },
260     other_arch => {
261     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.",
262     name => "breed monster",
263     type => "string"
264     },
265     race => {
266     desc => "Every monster should have a race set to cathegorize it. The monster's <race> can have different effects: Slaying weapons inflict tripple damage against enemy races and holy word kills only enemy races of the god.",
267     name => "race",
268     type => "string"
269     },
270     randomitems => {
271     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>.",
272     name => "treasurelist",
273     type => "treasurelist"
274     },
275     speed => {
276     desc => "The <speed> determines how fast a monster will both move and fight. High <speed> makes a monster considerably stronger.",
277     name => "speed",
278     type => "float"
279     },
280     undead => {
281     desc => "Several spells only affect undead monsters: turn undead, banish undead, holy word, etc.",
282     name => "undead",
283     type => "bool"
284     },
285     use_content_on_gen => {
286     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.",
287     name => "template generation",
288     type => "bool"
289     }
290     },
291     ability => {
292     Int => {
293     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.",
294     name => "detect hidden",
295     type => "int"
296     },
297     can_see_in_dark => {
298     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.",
299     name => "see in darkness",
300     type => "bool"
301     },
302     can_use_armour => {
303     desc => "Monster is able to wear protective equipment like brestplate armour, shields, helmets etc.",
304     name => "can use armour",
305     type => "bool"
306     },
307     can_use_bow => {
308     desc => "Monster is able to use missile-weapon type objects.",
309     name => "can use bows",
310     type => "bool"
311     },
312     can_use_ring => {
313     desc => "Monster is able to wear rings.",
314     name => "can use rings",
315     type => "bool"
316     },
317     can_use_rod => {
318     desc => "Monster is able to use rods.",
319     name => "can use rods",
320     type => "bool"
321     },
322     can_use_scroll => {
323     desc => "Monster is able to read scrolls.",
324     name => "can use scrolls",
325     type => "bool"
326     },
327     can_use_skill => {
328     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>.",
329     name => "can use skills",
330     type => "bool"
331     },
332     can_use_wand => {
333     desc => "Monster is able to use wands and staves.",
334     name => "can use wands",
335     type => "bool"
336     },
337     can_use_weapon => {
338     desc => "Monster is able to wield weapon type objects.",
339     name => "can use weapons",
340     type => "bool"
341     },
342     see_invisible => {
343     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.",
344     name => "see invisible",
345     type => "bool"
346     }
347     },
348     behave => {
349     Wis => {
350     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.",
351     name => "sensing range",
352     type => "int"
353     },
354     attack_movement => {
355     desc => "",
356     name => "attack movement",
357     type => "int"
358     },
359     friendly => {
360     desc => "<friendly> monsters help the player, attacking any non-friendly monsters in range.",
361     name => "friendly",
362     type => "bool"
363     },
364     monster => {
365     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.",
366     name => "monster behaviour",
367     type => "bool"
368     },
369     pick_up => {
370     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.",
371     name => "pick up",
372     type => "bitmask_pick_up"
373     },
374     run_away => {
375     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.",
376     name => "run at % health",
377     type => "int"
378     },
379     sleep => {
380     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.",
381     name => "asleep",
382     type => "bool"
383     },
384     stand_still => {
385     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.",
386     name => "stand still",
387     type => "bool"
388     },
389     unaggressive => {
390     desc => "<unaggressive> monsters do not attack players unless attacked first.",
391     name => "unaggressive",
392     type => "bool"
393     },
394     will_apply => {
395     desc => "This entry defines which kinds of environment actions the creature is able to perform.",
396     name => "misc. actions",
397     type => "bitmask_will_apply"
398     }
399     },
400     melee => {
401     Con => {
402     desc => "Monsters regenerate this many hit points each move. Each time the monster has a move, it gets <healing rate> health points back. Hence, <movement speed> has great effect on the monster's healing rate as well.",
403     name => "healing rate",
404     type => "int"
405     },
406     ac => {
407     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).",
408     name => "armour class",
409     type => "int"
410     },
411     attacktype => {
412     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.",
413     name => "attacktype",
414     type => "bitmask_attacktype"
415     },
416     dam => {
417     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.",
418     name => "damage",
419     type => "int"
420     },
421     hitback => {
422     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.",
423     name => "hitback",
424     type => "bool"
425     },
426     hp => {
427     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>.",
428     name => "health points",
429     type => "int"
430     },
431     maxhp => {
432     desc => "<max health> is the maximum amount of <health points> this monster can have.",
433     name => "max health",
434     type => "int"
435     },
436     one_hit => {
437     desc => "Monsters with <one hit only> dissapear after one successful hit to a player.",
438     name => "one hit only",
439     type => "bool"
440     },
441     reflect_missile => {
442     desc => "A monster with this flag has the ability to <reflect missiles>, all kinds of projectiles (e.g. arrows, bolts, boulders) will bounce off.",
443     name => "reflect missiles",
444     type => "bool"
445     },
446     wc => {
447     desc => "Monsters of high <weapon class> are more likely to really hit their opponent. <weapon class> can be considered the \"counterpiece\" to <armour class>.",
448     name => "weapon class",
449     type => "int"
450     }
451     },
452     resistance => {
453     resist_acid => {
454     desc => "",
455     name => "resist acid %",
456     type => "int"
457     },
458     resist_blind => {
459     desc => "",
460     name => "resist blinding %",
461     type => "int"
462     },
463     resist_chaos => {
464     desc => "",
465     name => "resist chaos %",
466     type => "int"
467     },
468     resist_cold => {
469     desc => "",
470     name => "resist cold %",
471     type => "int"
472     },
473     resist_confusion => {
474     desc => "",
475     name => "resist confusion %",
476     type => "int"
477     },
478     resist_death => {
479     desc => "",
480     name => "resist death-attack %",
481     type => "int"
482     },
483     resist_deplete => {
484     desc => "",
485     name => "resist depletion %",
486     type => "int"
487     },
488     resist_drain => {
489     desc => "",
490     name => "resist draining %",
491     type => "int"
492     },
493     resist_electricity => {
494     desc => "",
495     name => "resist electricity %",
496     type => "int"
497     },
498     resist_fear => {
499     desc => "",
500     name => "resist fear %",
501     type => "int"
502     },
503     resist_fire => {
504     desc => "",
505     name => "resist fire %",
506     type => "int"
507     },
508     resist_ghosthit => {
509     desc => "",
510     name => "resist ghosthit %",
511     type => "int"
512     },
513     resist_godpower => {
514     desc => "",
515     name => "resist godpower %",
516     type => "int"
517     },
518     resist_holyword => {
519     desc => "",
520     name => "resist holy power %",
521     type => "int"
522     },
523     resist_magic => {
524     desc => "",
525     name => "resist magic %",
526     type => "int"
527     },
528     resist_paralyze => {
529     desc => "",
530     name => "resist paralyze %",
531     type => "int"
532     },
533     resist_physical => {
534     desc => "",
535     name => "resist physical %",
536     type => "int"
537     },
538     resist_poison => {
539     desc => "",
540     name => "resist poison %",
541     type => "int"
542     },
543     resist_slow => {
544     desc => "",
545     name => "resist slow %",
546     type => "int"
547     },
548     resist_turn_undead => {
549     desc => "",
550     name => "resist turn undead %",
551     type => "int"
552     },
553     resist_weaponmagic => {
554     desc => "",
555     name => "resist weaponmagic %",
556     type => "int"
557     }
558     },
559     spellcraft => {
560     Pow => {
561     desc => "Monsters regenerate this many spellpoints each move. Each time the monster has a move, it gets <spellpoint regen.> spellpoints back. Hence, <movement speed> has great effect on the monster's spellpoint regeneration as well. 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.",
562     name => "spellpoint regen.",
563     type => "int"
564     },
565     can_cast_spell => {
566     desc => "If <can cast spell> is disabled, the monster cannot cast any spell. Only wands/rods/etc can be used, given the appropriate abilities.",
567     name => "can cast spell",
568     type => "bool"
569     },
570     maxsp => {
571     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.",
572     name => "max spellpoints",
573     type => "int"
574     },
575     path_attuned => {
576     desc => "Click on the <attuned paths> button to select spellpaths. The creature will get attuned to the specified spellpaths.",
577     name => "attuned paths",
578     type => "bitmask_spellpath"
579     },
580     path_denied => {
581     desc => "Click on the <denied paths> button to select spellpaths. The creature won't be able to cast spells of the specified paths.",
582     name => "denied paths",
583     type => "bitmask_spellpath"
584     },
585     path_repelled => {
586     desc => "Click on the <repelled paths> button to select spellpaths. The creature will get repelled to the specified spellpaths.",
587     name => "repelled paths",
588     type => "bitmask_spellpath"
589     },
590     reflect_spell => {
591     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.",
592     name => "reflect spells",
593     type => "bool"
594     },
595     sp => {
596     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>.",
597     name => "spellpoints",
598     type => "int"
599     }
600     }
601     },
602     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.",
603     ignore => [
604     "material",
605     "name_pl",
606     "nrof",
607     "value",
608     "unpaid"
609     ],
610     import => [
611     $TYPE{0}{type}{Floor}{import}[0]
612     ],
613     required => {
614     alive => 1,
615     is_floor => 0,
616     tear_down => 0
617     },
618     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. :-)"
619     },
620     Wall => {
621     attr => {
622     Main => {
623     can_roll => {
624     desc => "If set, the object is able to \"roll\", so it can be pushed around. This setting is used for boulders and barrels.",
625     name => "moveable",
626     type => "bool"
627     },
628     damned => {
629     desc => "This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.",
630     name => "restrict prayers",
631     type => "bool"
632     },
633     no_magic => {
634     desc => "This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.",
635     name => "restrict spells",
636     type => "bool"
637     },
638     no_pass => {
639     desc => "If set, the object cannot be passed by players nor monsters.",
640     name => "blocking passage",
641     type => "bool"
642     }
643     }
644     },
645     desc => "Walls usually block passage and sight.",
646     ignore => [
647     "nrof",
648     "title",
649     "name_pl",
650     "value",
651     "unpaid"
652     ],
653     import => [
654     $TYPE{0}{type}{Floor}{import}[0]
655     ],
656     required => {
657     alive => 0,
658     is_floor => 0,
659     no_pass => 1
660     }
661     },
662     "Weak Wall" => {
663     attr => {
664     Main => {
665     ac => {
666     desc => "Weak walls of high <armour class> are less likely to get hit. <armour class> can be considered the \"counterpiece\" to <weapon class>.",
667     name => "armour class",
668     type => "int"
669     },
670     alive => {
671     desc => "",
672     name => undef,
673     type => "fixed"
674     },
675     hp => {
676     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.",
677     name => "health points",
678     type => "int"
679     },
680     level => {
681     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.",
682     name => "level",
683     type => "int"
684     },
685     maxhp => {
686     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.",
687     name => "max health",
688     type => "int"
689     },
690     no_pick => {
691     desc => "",
692     name => undef,
693     type => "fixed"
694     },
695     race => {
696     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.",
697     name => "race",
698     type => "string"
699     },
700     tear_down => {
701     desc => "",
702     name => undef,
703     type => "fixed"
704     }
705     },
706     resistance => {
707     resist_acid => {
708     desc => "",
709     name => "resist acid %",
710     type => "int"
711     },
712     resist_blind => {
713     desc => "",
714     name => "resist blinding %",
715     type => "int"
716     },
717     resist_chaos => {
718     desc => "",
719     name => "resist chaos %",
720     type => "int"
721     },
722     resist_cold => {
723     desc => "",
724     name => "resist cold %",
725     type => "int"
726     },
727     resist_confusion => {
728     desc => "",
729     name => "resist confusion %",
730     type => "int"
731     },
732     resist_death => {
733     desc => "",
734     name => "resist death-attack %",
735     type => "int"
736     },
737     resist_deplete => {
738     desc => "",
739     name => "resist depletion %",
740     type => "int"
741     },
742     resist_drain => {
743     desc => "",
744     name => "resist draining %",
745     type => "int"
746     },
747     resist_electricity => {
748     desc => "",
749     name => "resist electricity %",
750     type => "int"
751     },
752     resist_fear => {
753     desc => "",
754     name => "resist fear %",
755     type => "int"
756     },
757     resist_fire => {
758     desc => "",
759     name => "resist fire %",
760     type => "int"
761     },
762     resist_ghosthit => {
763     desc => "",
764     name => "resist ghosthit %",
765     type => "int"
766     },
767     resist_godpower => {
768     desc => "",
769     name => "resist godpower %",
770     type => "int"
771     },
772     resist_holyword => {
773     desc => "",
774     name => "resist holy power %",
775     type => "int"
776     },
777     resist_magic => {
778     desc => "",
779     name => "resist magic %",
780     type => "int"
781     },
782     resist_paralyze => {
783     desc => "",
784     name => "resist paralyze %",
785     type => "int"
786     },
787     resist_physical => {
788     desc => "",
789     name => "resist physical %",
790     type => "int"
791     },
792     resist_poison => {
793     desc => "",
794     name => "resist poison %",
795     type => "int"
796     },
797     resist_slow => {
798     desc => "",
799     name => "resist slow %",
800     type => "int"
801     },
802     resist_turn_undead => {
803     desc => "",
804     name => "resist turn undead %",
805     type => "int"
806     },
807     resist_weaponmagic => {
808     desc => "",
809     name => "resist weaponmagic %",
810     type => "int"
811     }
812     }
813     },
814     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.",
815     ignore => [
816     $TYPE{0}{type}{Floor}{ignore}[0]
817     ],
818     import => [
819     $TYPE{0}{type}{Floor}{import}[0]
820     ],
821     required => {
822     alive => 1,
823     is_floor => 0,
824     tear_down => 1
825     },
826     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."
827     }
828     }
829     },
830     1 => {
831     name => "PLAYER"
832     },
833     2 => {
834     name => "BULLET"
835     },
836     3 => {
837     name => "ROD",
838     type => {
839     Rod => {
840     attr => {
841     Main => {
842     hp => {
843     desc => "This value represents the initial amount of spellpoints in the rod. Naturally, this is quite unimportant.",
844     name => "initial spellpoints",
845     type => "int"
846     },
847     level => {
848     desc => "The casting level of the <spell> determines it's power. For attack spells, level should be set to something reasonable.",
849     name => "casting level",
850     type => "int"
851     },
852     maxhp => {
853     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.",
854     name => "max. spellpoints",
855     type => "int"
856     },
857     msg => {
858     desc => "This text may contain a description of the rod.",
859 root 1.2 end => "endmsg",
860 root 1.1 name => "description",
861     type => "text"
862     },
863     sp => {
864     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!",
865     name => "spell",
866     type => "spell"
867     },
868     startequip => {
869     desc => "A godgiven item vanishes as soon as the player drops it to the ground.",
870     name => "godgiven item",
871     type => "bool"
872     }
873     }
874     },
875     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.",
876     ignore => [
877     "title"
878     ],
879     import => [
880     $TYPE{0}{type}{Floor}{import}[0]
881     ],
882     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>"
883     }
884     }
885     },
886     4 => {
887     name => "TREASURE",
888     type => {
889     Treasure => {
890     attr => {
891     Main => {
892     auto_apply => {
893     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.",
894     name => "auto-generate",
895     type => "bool"
896     },
897     exp => {
898     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).",
899     name => "quality level",
900     type => "int"
901     },
902     hp => {
903     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.",
904     name => "create number",
905     type => "int"
906     },
907     randomitems => {
908     desc => "This entry determines what kind of treasure will appear. Look into /crossfire/share/crossfire/treasures for details about existing treasurelists.",
909     name => "treasurelist",
910     type => "treasurelist"
911     }
912     }
913     },
914     desc => "A treasure-object turns into certain randomitems when the map is loaded into the game.",
915     ignore => [
916     "nrof",
917     "title",
918     "name_pl",
919     "weight",
920     "value",
921     "material"
922     ],
923     import => [
924     $TYPE{0}{type}{Floor}{import}[0]
925     ],
926     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."
927     }
928     }
929     },
930     5 => {
931     name => "POTION",
932     type => {
933     Potion => {
934     attr => {
935     Main => {
936     attacktype => {
937     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.",
938     name => "special effect",
939     type => "list_potion_effect"
940     },
941     cursed => {
942     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 >:)",
943     name => "cursed",
944     type => "bool"
945     },
946     level => {
947     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.",
948     name => "potion level",
949     type => "int"
950     },
951     sp => {
952     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\".",
953     name => "spell",
954     type => "spell"
955     },
956     startequip => {
957     desc => "A godgiven item vanishes as soon as the player drops it to the ground.",
958     name => "godgiven item",
959     type => "bool"
960     }
961     },
962     resistance => {
963     resist_acid => {
964     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!",
965     name => "resist acid %",
966     type => "int"
967     },
968     resist_cold => {
969     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!",
970     name => "resist cold %",
971     type => "int"
972     },
973     resist_confusion => {
974     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!",
975     name => "resist confusion %",
976     type => "int"
977     },
978     resist_deplete => {
979     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!",
980     name => "resist depletion %",
981     type => "int"
982     },
983     resist_drain => {
984     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!",
985     name => "resist draining %",
986     type => "int"
987     },
988     resist_electricity => {
989     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!",
990     name => "resist electricity %",
991     type => "int"
992     },
993     resist_fire => {
994     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!",
995     name => "resist fire %",
996     type => "int"
997     },
998     resist_magic => {
999     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!",
1000     name => "resist magic %",
1001     type => "int"
1002     },
1003     resist_paralyze => {
1004     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!",
1005     name => "resist paralyze %",
1006     type => "int"
1007     },
1008     resist_physical => {
1009     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!",
1010     name => "resist physical %",
1011     type => "int"
1012     },
1013     resist_poison => {
1014     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!",
1015     name => "resist poison %",
1016     type => "int"
1017     },
1018     resist_weaponmagic => {
1019     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!",
1020     name => "resist weaponmagic %",
1021     type => "int"
1022     }
1023     },
1024     stats => {
1025     Cha => {
1026     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.",
1027     name => "charisma",
1028     type => "int"
1029     },
1030     Con => {
1031     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.",
1032     name => "constitution",
1033     type => "int"
1034     },
1035     Dex => {
1036     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.",
1037     name => "dexterity",
1038     type => "int"
1039     },
1040     Int => {
1041     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.",
1042     name => "intelligence",
1043     type => "int"
1044     },
1045     Pow => {
1046     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.",
1047     name => "power",
1048     type => "int"
1049     },
1050     Str => {
1051     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.",
1052     name => "strength",
1053     type => "int"
1054     },
1055     Wis => {
1056     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.",
1057     name => "wisdom",
1058     type => "int"
1059     }
1060     }
1061     },
1062     desc => "The player can drink these and gain various kinds of benefits (/penalties) by doing so.",
1063     import => [
1064     $TYPE{0}{type}{Floor}{import}[0]
1065     ],
1066     use => "One potion should never give multiple benefits at once."
1067     }
1068     }
1069     },
1070     6 => {
1071     name => "FOOD",
1072     type => {
1073     Food => {
1074     attr => {
1075     Main => {
1076     food => {
1077     desc => "The player's stomache will get filled with this amount of foodpoints. The player's health will increase by <foodpoints>/50 hp.",
1078     name => "foodpoints",
1079     type => "int"
1080     },
1081     startequip => {
1082     desc => "A godgiven item vanishes as soon as the player drops it to the ground.",
1083     name => "godgiven item",
1084     type => "bool"
1085     }
1086     }
1087     },
1088     desc => "By eating/drinking food-objects, the player can fill his stomache and gain a little health.",
1089     import => [
1090     $TYPE{0}{type}{Floor}{import}[0]
1091     ]
1092     }
1093     }
1094     },
1095     7 => {
1096     name => "POISON",
1097     type => {
1098     "Poison Food" => {
1099     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.",
1100     import => [
1101     $TYPE{0}{type}{Floor}{import}[0]
1102     ]
1103     }
1104     }
1105     },
1106     8 => {
1107     name => "BOOK",
1108     type => {
1109     Book => {
1110     attr => {
1111     Main => {
1112     level => {
1113     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.",
1114     name => "literacy level",
1115     type => "int"
1116     },
1117     msg => {
1118     desc => "This is the text that appears \"written\" in the book.",
1119 root 1.2 end => "endmsg",
1120 root 1.1 name => "book content",
1121     type => "text"
1122     },
1123     startequip => {
1124     desc => "A godgiven item vanishes as soon as the player drops it to the ground.",
1125     name => "godgiven item",
1126     type => "bool"
1127     },
1128     unique => {
1129     desc => "Unique items exist only one time on a server. If the item is taken, lost or destroyed - it's gone for good.",
1130     name => "unique item",
1131     type => "bool"
1132     }
1133     }
1134     },
1135     desc => "Applying a book, the containing message is displayed to the player.",
1136     import => [
1137     $TYPE{0}{type}{Floor}{import}[0]
1138     ]
1139     }
1140     }
1141     },
1142     9 => {
1143     name => "CLOCK",
1144     type => {
1145     Clock => {
1146     attr => {
1147     Main => {
1148     msg => {
1149     desc => "This text may describe the item",
1150 root 1.2 end => "endmsg",
1151 root 1.1 name => "description",
1152     type => "text"
1153     }
1154     }
1155     },
1156     desc => "Applying a clock, the time is displayed to the player.",
1157     import => [
1158     $TYPE{0}{type}{Floor}{import}[0]
1159     ]
1160     }
1161     }
1162     },
1163     10 => {
1164     name => "FBULLET"
1165     },
1166     11 => {
1167     name => "FBALL"
1168     },
1169     12 => {
1170     name => "LIGHTNING"
1171     },
1172     13 => {
1173     name => "ARROW",
1174     type => {
1175     Projectile => {
1176     attr => {
1177     Main => {
1178     attacktype => {
1179     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.",
1180     name => "attacktype",
1181     type => "bitmask_attacktype"
1182     },
1183     dam => {
1184     desc => "The projectile <damage> significantly affects the damage done. Damage can be further increased by the shooting weapon's attributes.",
1185     name => "damage",
1186     type => "int"
1187     },
1188     food => {
1189     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).",
1190     name => "chance to break",
1191     type => "int"
1192     },
1193     magic => {
1194     desc => "Magic bonus increases chance to hit and damage a little bit.",
1195     name => "magic bonus",
1196     type => "int"
1197     },
1198     msg => {
1199     desc => "This text may describe the projectile. This could be nice for very special ones.",
1200 root 1.2 end => "endmsg",
1201 root 1.1 name => "description",
1202     type => "text"
1203     },
1204     no_drop => {
1205     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.",
1206     name => "don't drop",
1207     type => "bool"
1208     },
1209     race => {
1210     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>.",
1211     name => "ammunition class",
1212     type => "string"
1213     },
1214     slaying => {
1215     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.",
1216     name => "slaying race",
1217     type => "string"
1218     },
1219     startequip => {
1220     desc => "A godgiven item vanishes as soon as the player drops it to the ground.",
1221     name => "godgiven item",
1222     type => "bool"
1223     },
1224     unique => {
1225     desc => "Unique items exist only one time on a server. If the item is taken, lost or destroyed - it's gone for good.",
1226     name => "unique item",
1227     type => "bool"
1228     },
1229     wc => {
1230     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.",
1231     name => "weaponclass",
1232     type => "int"
1233     }
1234     }
1235     },
1236     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.",
1237     import => [
1238     $TYPE{0}{type}{Floor}{import}[0]
1239     ],
1240     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."
1241     }
1242     }
1243     },
1244     14 => {
1245     name => "BOW",
1246     type => {
1247     "Shooting Weapon" => {
1248     attr => {
1249     Main => {
1250     cursed => {
1251     desc => "A cursed shooting weapon cannot be unwielded unless the curse is removed.",
1252     name => "curse",
1253     type => "bool"
1254     },
1255     dam => {
1256     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.",
1257     name => "base damage",
1258     type => "int"
1259     },
1260     damned => {
1261     desc => "A damned shooting weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.",
1262     name => "damnation",
1263     type => "bool"
1264     },
1265     item_power => {
1266     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>.",
1267     name => "item power",
1268     type => "int"
1269     },
1270     msg => {
1271     desc => "This text describes the weapons's \"story\". Every decent artifact weapon should have such a description.",
1272 root 1.2 end => "endmsg",
1273 root 1.1 name => "description",
1274     type => "text"
1275     },
1276     no_strength => {
1277     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.",
1278     name => "ignore strength",
1279     type => "bool"
1280     },
1281     race => {
1282     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.",
1283     name => "ammunition class",
1284     type => "string"
1285     },
1286     sp => {
1287     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).",
1288     name => "shooting speed",
1289     type => "int"
1290     },
1291     startequip => {
1292     desc => "A godgiven item vanishes as soon as the player drops it to the ground.",
1293     name => "godgiven item",
1294     type => "bool"
1295     },
1296     unique => {
1297     desc => "Unique items exist only one time on a server. If the item is taken, lost or destroyed - it's gone for good.",
1298     name => "unique item",
1299     type => "bool"
1300     },
1301     wc => {
1302     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.",
1303     name => "weaponclass",
1304     type => "int"
1305     }
1306     },
1307     bonus => {
1308     luck => {
1309     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.",
1310     name => "luck bonus",
1311     type => "int"
1312     },
1313     magic => {
1314     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.",
1315     name => "magic bonus",
1316     type => "int"
1317     }
1318     },
1319     stats => {
1320     Cha => {
1321     desc => "The player's charisma will rise/fall by the given value while wearing this shooting weapon.",
1322     name => "charisma",
1323     type => "int"
1324     },
1325     Con => {
1326     desc => "The player's constitution will rise/fall by the given value while wearing this shooting weapon.",
1327     name => "constitution",
1328     type => "int"
1329     },
1330     Dex => {
1331     desc => "The player's dexterity will rise/fall by the given value while wearing this shooting weapon.",
1332     name => "dexterity",
1333     type => "int"
1334     },
1335     Int => {
1336     desc => "The player's intelligence will rise/fall by the given value while wearing this shooting weapon.",
1337     name => "intelligence",
1338     type => "int"
1339     },
1340     Pow => {
1341     desc => "The player's power will rise/fall by the given value while wearing this shooting weapon.",
1342     name => "power",
1343     type => "int"
1344     },
1345     Str => {
1346     desc => "The player's strentgh will rise/fall by the given value while wearing this shooting weapon.",
1347     name => "strength",
1348     type => "int"
1349     },
1350     Wis => {
1351     desc => "The player's wisdom will rise/fall by the given value while wearing this shooting weapon.",
1352     name => "wisdom",
1353     type => "int"
1354     }
1355     }
1356     },
1357     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.",
1358     import => [
1359     $TYPE{0}{type}{Floor}{import}[0]
1360     ],
1361     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."
1362     }
1363     }
1364     },
1365     15 => {
1366     name => "WEAPON",
1367     type => {
1368     Weapon => {
1369     attr => {
1370     Main => {
1371     attacktype => {
1372     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.",
1373     name => "attacktype",
1374     type => "bitmask_attacktype"
1375     },
1376     cursed => {
1377     desc => "A cursed weapon cannot be unwielded unless the curse is removed.",
1378     name => "curse",
1379     type => "bool"
1380     },
1381     dam => {
1382     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.",
1383     name => "damage",
1384     type => "int"
1385     },
1386     damned => {
1387     desc => "A damned weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.",
1388     name => "damnation",
1389     type => "bool"
1390     },
1391     item_power => {
1392     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>.",
1393     name => "item power",
1394     type => "int"
1395     },
1396     last_sp => {
1397     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.",
1398     name => "weapon speed",
1399     type => "int"
1400     },
1401     lifesave => {
1402     desc => "An item with this flag enabled will save the players life for one time: When the player is wearing this item and his healthpoints reach zero, the item dissapears, replenishing half of the player's health. An item with <save life> should not have any decent additional bonuses!",
1403     name => "save life",
1404     type => "bool"
1405     },
1406     magic => {
1407     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.",
1408     name => "magic bonus",
1409     type => "int"
1410     },
1411     msg => {
1412     desc => "This text describes the weapons's \"story\". Every decent artifact weapon should have such a description.",
1413 root 1.2 end => "endmsg",
1414 root 1.1 name => "description",
1415     type => "text"
1416     },
1417     skill => {
1418     desc => "Matching <skill name> of the skill that is required to use this weapon.",
1419     name => "skill name",
1420     type => "string"
1421     },
1422     slaying => {
1423     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.",
1424     name => "slaying race",
1425     type => "string"
1426     },
1427     startequip => {
1428     desc => "A godgiven item vanishes as soon as the player drops it to the ground.",
1429     name => "godgiven item",
1430     type => "bool"
1431     },
1432     unique => {
1433     desc => "Unique items exist only one time on a server. If the item is taken, lost or destroyed - it's gone for good.",
1434     name => "unique item",
1435     type => "bool"
1436     },
1437     wc => {
1438     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.",
1439     name => "weapon class",
1440     type => "int"
1441     },
1442     weapontype => {
1443     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.",
1444     name => "weapontype",
1445     type => "list_weapon_type"
1446     }
1447     },
1448     misc => {
1449     food => {
1450     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.",
1451     name => "food bonus",
1452     type => "int"
1453     },
1454     grace => {
1455     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!!",
1456     name => "grace regen.",
1457     type => "int"
1458     },
1459     hp => {
1460     desc => "Positive <health regen.> bonus speeds up the player's healing process. Negative values slow it down.",
1461     name => "health regen.",
1462     type => "int"
1463     },
1464     luck => {
1465     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.",
1466     name => "luck bonus",
1467     type => "int"
1468     },
1469     path_attuned => {
1470     desc => "Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this weapon.",
1471     name => "attuned paths",
1472     type => "bitmask_spellpath"
1473     },
1474     path_denied => {
1475     desc => "Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this weapon.",
1476     name => "denied paths",
1477     type => "bitmask_spellpath"
1478     },
1479     path_repelled => {
1480     desc => "Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this weapon.",
1481     name => "repelled paths",
1482     type => "bitmask_spellpath"
1483     },
1484     reflect_missile => {
1485     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.",
1486     name => "reflect missiles",
1487     type => "bool"
1488     },
1489     reflect_spell => {
1490     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!",
1491     name => "reflect spells",
1492     type => "bool"
1493     },
1494     sp => {
1495     desc => "Positive <mana regen.> bonus speeds up the player's mana regeneration. Negative values slow it down.",
1496     name => "mana regen.",
1497     type => "int"
1498     },
1499     stealth => {
1500     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)",
1501     name => "stealth",
1502     type => "bool"
1503     },
1504     xrays => {
1505     desc => "Xray vision allows the player to see through obstacles in a two-square-wide radius. This is extremely helpful and desireable, so don't give it away for cheap on equipment.",
1506     name => "xray vision",
1507     type => "bool"
1508     }
1509     },
1510     resistance => {
1511     resist_acid => {
1512     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.",
1513     name => "resist acid %",
1514     type => "int"
1515     },
1516     resist_blind => {
1517     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.",
1518     name => "resist blinding %",
1519     type => "int"
1520     },
1521     resist_chaos => {
1522     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.",
1523     name => "resist chaos %",
1524     type => "int"
1525     },
1526     resist_cold => {
1527     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.",
1528     name => "resist cold %",
1529     type => "int"
1530     },
1531     resist_confusion => {
1532     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).",
1533     name => "resist confusion %",
1534     type => "int"
1535     },
1536     resist_death => {
1537     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!",
1538     name => "resist death-attack %",
1539     type => "int"
1540     },
1541     resist_deplete => {
1542     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).",
1543     name => "resist depletion %",
1544     type => "int"
1545     },
1546     resist_drain => {
1547     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).",
1548     name => "resist draining %",
1549     type => "int"
1550     },
1551     resist_electricity => {
1552     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.",
1553     name => "resist electricity %",
1554     type => "int"
1555     },
1556     resist_fear => {
1557     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.",
1558     name => "resist fear %",
1559     type => "int"
1560     },
1561     resist_fire => {
1562     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.",
1563     name => "resist fire %",
1564     type => "int"
1565     },
1566     resist_ghosthit => {
1567     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.",
1568     name => "resist ghosthit %",
1569     type => "int"
1570     },
1571     resist_holyword => {
1572     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.",
1573     name => "resist holy power %",
1574     type => "int"
1575     },
1576     resist_magic => {
1577     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.",
1578     name => "resist magic %",
1579     type => "int"
1580     },
1581     resist_paralyze => {
1582     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).",
1583     name => "resist paralyze %",
1584     type => "int"
1585     },
1586     resist_physical => {
1587     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.",
1588     name => "resist physical %",
1589     type => "int"
1590     },
1591     resist_poison => {
1592     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.",
1593     name => "resist poison %",
1594     type => "int"
1595     },
1596     resist_slow => {
1597     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.",
1598     name => "resist slow %",
1599     type => "int"
1600     },
1601     resist_weaponmagic => {
1602     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.",
1603     name => "resist weaponmagic %",
1604     type => "int"
1605     }
1606     },
1607     stats => {
1608     Cha => {
1609     desc => "The player's charisma will rise/fall by the given value while wearing this weapon.",
1610     name => "charisma",
1611     type => "int"
1612     },
1613     Con => {
1614     desc => "The player's constitution will rise/fall by the given value while wearing this weapon.",
1615     name => "constitution",
1616     type => "int"
1617     },
1618     Dex => {
1619     desc => "The player's dexterity will rise/fall by the given value while wearing this weapon.",
1620     name => "dexterity",
1621     type => "int"
1622     },
1623     Int => {
1624     desc => "The player's intelligence will rise/fall by the given value while wearing this weapon.",
1625     name => "intelligence",
1626     type => "int"
1627     },
1628     Pow => {
1629     desc => "The player's power will rise/fall by the given value while wearing this weapon.",
1630     name => "power",
1631     type => "int"
1632     },
1633     Str => {
1634     desc => "The player's strentgh will rise/fall by the given value while wearing this weapon.",
1635     name => "strength",
1636     type => "int"
1637     },
1638     Wis => {
1639     desc => "The player's wisdom will rise/fall by the given value while wearing this weapon.",
1640     name => "wisdom",
1641     type => "int"
1642     }
1643     }
1644     },
1645     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.",
1646     import => [
1647     $TYPE{0}{type}{Floor}{import}[0]
1648     ],
1649     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."
1650     }
1651     }
1652     },
1653     16 => {
1654     name => "ARMOUR",
1655     type => {
1656     "Brestplate Armour" => {
1657     attr => {
1658     Main => {
1659     last_heal => {
1660     desc => "This poses a penalty to spell regeneration speed, for wearing the armour. The bigger the spellpoint penalty, the worse.",
1661     name => "spellpoint penalty",
1662     type => "int"
1663     },
1664     last_sp => {
1665     desc => "Slowdown penalty reduces the player's walking speed when wearing the armour. Bigger values are worse - zero is best.",
1666     name => "slowdown penalty",
1667     type => "int"
1668     },
1669     magic => {
1670     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.",
1671     name => "magic bonus",
1672     type => "int"
1673     }
1674     }
1675     },
1676     desc => "Wearing an armour, the object's stats will directly be inherited to the player. Usually enhancing his defense.",
1677     import => [
1678     $TYPE{0}{type}{Floor}{import}[0],
1679     {}
1680     ],
1681     use => "Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps."
1682     }
1683     }
1684     },
1685     17 => {
1686     name => "PEDESTAL",
1687     type => {
1688     Pedestal => {
1689     attr => {
1690     Main => {
1691     connected => {
1692     desc => "When the pedestal is triggered, all objects with the same connection value get activated.",
1693     name => "connection",
1694     type => "int"
1695     },
1696     no_pick => {
1697     desc => "",
1698     name => undef,
1699     type => "fixed"
1700     },
1701     slaying => {
1702     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.",
1703     name => "match race",
1704     type => "string"
1705     },
1706     walk_off => {
1707     desc => "",
1708     name => undef,
1709     type => "fixed"
1710     },
1711     walk_on => {
1712     desc => "",
1713     name => undef,
1714     type => "fixed"
1715     }
1716     }
1717     },
1718     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.",
1719     ignore => [
1720     $TYPE{0}{type}{Floor}{ignore}[0]
1721     ],
1722     import => [
1723     $TYPE{0}{type}{Floor}{import}[0]
1724     ],
1725     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."
1726     }
1727     }
1728     },
1729     18 => {
1730     name => "ALTAR",
1731     type => {
1732     Altar => {
1733     attr => {
1734     Main => {
1735     connected => {
1736     desc => "If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.",
1737     name => "connection",
1738     type => "int"
1739     },
1740     food => {
1741     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.",
1742     name => "drop amount",
1743     type => "int"
1744     },
1745     msg => {
1746     desc => "This text will be displayed to the player in the exact moment when the altar is activated.",
1747 root 1.2 end => "endmsg",
1748 root 1.1 name => "message",
1749     type => "text"
1750     },
1751     no_pick => {
1752     desc => "",
1753     name => undef,
1754     type => "fixed"
1755     },
1756     slaying => {
1757     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\")",
1758     name => "match item name",
1759     type => "string"
1760     },
1761     sp => {
1762     desc => "When activated, the selected <spell> will be casted (once, on the player). This should work for any given spell. The altar will work infinitly in this way. Don't set both <spell> and <connection> for one altar.",
1763     name => "spell",
1764     type => "spell"
1765     },
1766     walk_on => {
1767     desc => "",
1768     name => undef,
1769     type => "fixed"
1770     }
1771     }
1772     },
1773     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 dissapears.",
1774     ignore => [
1775     $TYPE{0}{type}{Floor}{ignore}[0]
1776     ],
1777     import => [
1778     $TYPE{0}{type}{Floor}{import}[0]
1779     ]
1780     }
1781     }
1782     },
1783     19 => {
1784     name => "CONFUSION"
1785     },
1786     20 => {
1787     name => "LOCKED_DOOR",
1788     type => {
1789     "Locked Door" => {
1790     attr => {
1791     Main => {
1792     damned => {
1793     desc => "Restricting the use of prayers to pass this door. This should be set in most cases.",
1794     name => "restrict prayers",
1795     type => "bool"
1796     },
1797     msg => {
1798     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.",
1799 root 1.2 end => "endmsg",
1800 root 1.1 name => "lock message",
1801     type => "text"
1802     },
1803     no_magic => {
1804     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).",
1805     name => "restrict spells",
1806     type => "bool"
1807     },
1808     no_pass => {
1809     desc => "",
1810     name => undef,
1811     type => "fixed"
1812     },
1813     no_pick => {
1814     desc => "",
1815     name => undef,
1816     type => "fixed"
1817     },
1818     slaying => {
1819     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\".",
1820     name => "key string",
1821     type => "string"
1822     }
1823     }
1824     },
1825     desc => "A locked door can be opened only when carrying the appropriate special key.",
1826     ignore => [
1827     $TYPE{0}{type}{Floor}{ignore}[0]
1828     ],
1829     import => [
1830     $TYPE{0}{type}{Floor}{import}[0]
1831     ],
1832     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)."
1833     }
1834     }
1835     },
1836     21 => {
1837     name => "SPECIAL_KEY",
1838     type => {
1839     "Special Key" => {
1840     attr => {
1841     Main => {
1842     material => {
1843     desc => "For Special Keys, material should always be unset or set to Adamantite. This prevents the key from getting burned or otherwise destroyed.",
1844     name => "material",
1845     type => "bitmask_material"
1846     },
1847     msg => {
1848     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.",
1849 root 1.2 end => "endmsg",
1850 root 1.1 name => "description",
1851     type => "text"
1852     },
1853     slaying => {
1854     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.",
1855     name => "key string",
1856     type => "string"
1857     },
1858     startequip => {
1859     desc => "A godgiven item vanishes as soon as the player drops it to the ground.",
1860     name => "godgiven item",
1861     type => "bool"
1862     },
1863     unique => {
1864     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.",
1865     name => "unique item",
1866     type => "bool"
1867     }
1868     }
1869     },
1870     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.",
1871     ignore => [
1872     "material"
1873     ],
1874     import => [
1875     $TYPE{0}{type}{Floor}{import}[0]
1876     ],
1877     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\"."
1878     }
1879     }
1880     },
1881     22 => {
1882     name => "MAP"
1883     },
1884     23 => {
1885     name => "DOOR"
1886     },
1887     24 => {
1888     name => "KEY"
1889     },
1890     25 => {
1891     name => "MMISSILE"
1892     },
1893     26 => {
1894     name => "TIMED_GATE"
1895     },
1896     27 => {
1897     name => "TRIGGER",
1898     type => {
1899     "Handle Trigger" => {
1900     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.",
1901     ignore => [
1902     $TYPE{0}{type}{Floor}{ignore}[0]
1903     ],
1904     import => [
1905     $TYPE{0}{type}{Floor}{import}[0],
1906     {}
1907     ],
1908     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."
1909     }
1910     }
1911     },
1912     28 => {
1913     name => "GRIMREAPER"
1914     },
1915     29 => {
1916     name => "MAGIC_EAR",
1917     type => {
1918     "Magic Ear" => {
1919     attr => {
1920     Main => {
1921     connected => {
1922     desc => "The Magic_ear will trigger all objects with the same connection value, every time it is activated.",
1923     name => "connection",
1924     type => "int"
1925     },
1926     msg => {
1927     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!",
1928 root 1.2 end => "endmsg",
1929 root 1.1 name => "keyword-matching",
1930     type => "text"
1931     },
1932     no_pick => {
1933     desc => "",
1934     name => undef,
1935     type => "fixed"
1936     }
1937     }
1938     },
1939     desc => "Magic_ears trigger a connected value when the player speaks a specific keyword.",
1940     ignore => [
1941     [
1942     "value",
1943     "nrof",
1944     "weight",
1945     "name_pl",
1946     "material",
1947     "no_pick",
1948     "unpaid",
1949     "title",
1950     "glow_radius",
1951     "identified",
1952     "blocksview",
1953     "invisible"
1954     ]
1955     ],
1956     import => [
1957     $TYPE{0}{type}{Floor}{import}[0]
1958     ],
1959     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."
1960     }
1961     }
1962     },
1963     30 => {
1964     name => "TRIGGER_BUTTON"
1965     },
1966     31 => {
1967     name => "TRIGGER_ALTAR",
1968     type => {
1969     "Altar Trigger" => {
1970     attr => {
1971     Main => {
1972     connected => {
1973     desc => "If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.",
1974     name => "connection",
1975     type => "int"
1976     },
1977     exp => {
1978     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.",
1979     name => "reset time",
1980     type => "int"
1981     },
1982     food => {
1983     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.",
1984     name => "drop amount",
1985     type => "int"
1986     },
1987     last_sp => {
1988     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.",
1989     name => "ignore reset",
1990     type => "bool"
1991     },
1992     msg => {
1993     desc => "This text will be displayed to the player in the exact moment when the altar is activated.",
1994 root 1.2 end => "endmsg",
1995 root 1.1 name => "message",
1996     type => "text"
1997     },
1998     no_pick => {
1999     desc => "",
2000     name => undef,
2001     type => "fixed"
2002     },
2003     slaying => {
2004     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\")",
2005     name => "match item name",
2006     type => "string"
2007     },
2008     sp => {
2009     desc => "When activated, this <spell> will be casted (once, on the player). This should work for any given spell. The altar will work infinitly in this way. Don't set both <spell> and <connection> for one altar.",
2010     name => "spell",
2011     type => "spell"
2012     },
2013     walk_on => {
2014     desc => "",
2015     name => undef,
2016     type => "fixed"
2017     }
2018     }
2019     },
2020     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 infinitly.",
2021     ignore => [
2022     $TYPE{0}{type}{Floor}{ignore}[0]
2023     ],
2024     import => [
2025     $TYPE{0}{type}{Floor}{import}[0]
2026     ],
2027     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. =)"
2028     }
2029     }
2030     },
2031     32 => {
2032     name => "TRIGGER_PEDESTAL"
2033     },
2034     33 => {
2035     name => "SHIELD",
2036     type => {
2037     Shield => {
2038     attr => {
2039     Main => {
2040     magic => {
2041     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.",
2042     name => "magic bonus",
2043     type => "int"
2044     }
2045     }
2046     },
2047     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.",
2048     import => [
2049     $TYPE{0}{type}{Floor}{import}[0],
2050     $TYPE{16}{type}{"Brestplate Armour"}{import}[1]
2051     ],
2052     use => "Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps."
2053     }
2054     }
2055     },
2056     34 => {
2057     name => "HELMET",
2058     type => {
2059     Helmet => {
2060     attr => {
2061     Main => {
2062     magic => {
2063     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>.",
2064     name => "magic bonus",
2065     type => "int"
2066     }
2067     }
2068     },
2069     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.",
2070     import => [
2071     $TYPE{0}{type}{Floor}{import}[0],
2072     $TYPE{16}{type}{"Brestplate Armour"}{import}[1]
2073     ],
2074     use => "Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps."
2075     }
2076     }
2077     },
2078     35 => {
2079     name => "HORN",
2080     type => {
2081     Horn => {
2082     attr => {
2083     Main => {
2084     hp => {
2085     desc => "This value represents the initial amount of spellpoints in the horn. Naturally, this is quite unimportant.",
2086     name => "initial spellpoints",
2087     type => "int"
2088     },
2089     level => {
2090     desc => "The casting level of the <spell> determines it's power. For attack spells, level should not be set too high.",
2091     name => "casting level",
2092     type => "int"
2093     },
2094     maxhp => {
2095     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.",
2096     name => "max. spellpoints",
2097     type => "int"
2098     },
2099     msg => {
2100     desc => "This text may contain a description of the horn.",
2101 root 1.2 end => "endmsg",
2102 root 1.1 name => "description",
2103     type => "text"
2104     },
2105     sp => {
2106     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!",
2107     name => "spell",
2108     type => "spell"
2109     },
2110     startequip => {
2111     desc => "A godgiven item vanishes as soon as the player drops it to the ground.",
2112     name => "godgiven item",
2113     type => "bool"
2114     }
2115     }
2116     },
2117     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.",
2118     ignore => [
2119     "title"
2120     ],
2121     import => [
2122     $TYPE{0}{type}{Floor}{import}[0]
2123     ],
2124     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."
2125     }
2126     }
2127     },
2128     36 => {
2129     name => "MONEY",
2130     type => {
2131     Money => {
2132     attr => {
2133     Main => {
2134     race => {
2135     desc => "",
2136     name => undef,
2137     type => "fixed"
2138     }
2139     }
2140     },
2141     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.",
2142     ignore => [
2143     "unpaid"
2144     ],
2145     import => [
2146     $TYPE{0}{type}{Floor}{import}[0]
2147     ]
2148     }
2149     }
2150     },
2151     37 => {
2152     name => "CLASS"
2153     },
2154     38 => {
2155     name => "GRAVESTONE"
2156     },
2157     39 => {
2158     name => "AMULET",
2159     type => {
2160     Amulet => {
2161     attr => {
2162     Main => {
2163     ac => {
2164     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.",
2165     name => "armour class",
2166     type => "int"
2167     },
2168     applied => {
2169     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.",
2170     name => "is applied",
2171     type => "bool"
2172     },
2173     cursed => {
2174     desc => "A cursed piece of equipment cannot be unwielded unless the curse is removed.",
2175     name => "curse",
2176     type => "bool"
2177     },
2178     damned => {
2179     desc => "A damned piece of equipment cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.",
2180     name => "damnation",
2181     type => "bool"
2182     },
2183     item_power => {
2184     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>.",
2185     name => "item power",
2186     type => "int"
2187     },
2188     lifesave => {
2189     desc => "An item with this flag enabled will save the players life for one time: When the player is wearing this item and his healthpoints reach zero, the item dissapears, replenishing half of the player's health. An item with <save life> should not have any decent additional bonuses!",
2190     name => "save life",
2191     type => "bool"
2192     },
2193     msg => {
2194     desc => "This text describes the item's \"story\". Every decent artifact should have such a description.",
2195 root 1.2 end => "endmsg",
2196 root 1.1 name => "description",
2197     type => "text"
2198     },
2199     startequip => {
2200     desc => "A godgiven item vanishes as soon as the player drops it to the ground.",
2201     name => "godgiven item",
2202     type => "bool"
2203     },
2204     unique => {
2205     desc => "Unique items exist only one time on a server. If the item is taken, lost or destroyed - it's gone for good.",
2206     name => "unique item",
2207     type => "bool"
2208     },
2209     wc => {
2210     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.",
2211     name => "weapon class",
2212     type => "int"
2213     }
2214     },
2215     misc => {
2216     flying => {
2217     desc => "As soon as the player applies a piece of equipment with <levitate> set, the player will start to float in the air.",
2218     name => "levitate",
2219     type => "bool"
2220     },
2221     food => {
2222     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.",
2223     name => "food bonus",
2224     type => "int"
2225     },
2226     grace => {
2227     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!!",
2228     name => "grace regen.",
2229     type => "int"
2230     },
2231     hp => {
2232     desc => "Positive <health regen.> bonus speeds up the player's healing process. Negative values slow it down.",
2233     name => "health regen.",
2234     type => "int"
2235     },
2236     luck => {
2237     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.",
2238     name => "luck bonus",
2239     type => "int"
2240     },
2241     path_attuned => {
2242     desc => "Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this item.",
2243     name => "attuned paths",
2244     type => "bitmask_spellpath"
2245     },
2246     path_denied => {
2247     desc => "Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this item.",
2248     name => "denied paths",
2249     type => "bitmask_spellpath"
2250     },
2251     path_repelled => {
2252     desc => "Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this item.",
2253     name => "repelled paths",
2254     type => "bitmask_spellpath"
2255     },
2256     reflect_missile => {
2257     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.",
2258     name => "reflect missiles",
2259     type => "bool"
2260     },
2261     reflect_spell => {
2262     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!",
2263     name => "reflect spells",
2264     type => "bool"
2265     },
2266     sp => {
2267     desc => "Positive <mana regen.> bonus speeds up the player's mana regeneration. Negative values slow it down.",
2268     name => "mana regen.",
2269     type => "int"
2270     },
2271     stealth => {
2272     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)",
2273     name => "stealth",
2274     type => "bool"
2275     },
2276     xrays => {
2277     desc => "Xray vision allows the player to see through obstacles in a two-square-wide radius. This is extremely helpful and desireable, so don't give it away for cheap on equipment.",
2278     name => "xray vision",
2279     type => "bool"
2280     }
2281     },
2282     resistance => {
2283     resist_acid => {
2284     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.",
2285     name => "resist acid %",
2286     type => "int"
2287     },
2288     resist_blind => {
2289     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.",
2290     name => "resist blinding %",
2291     type => "int"
2292     },
2293     resist_chaos => {
2294     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.",
2295     name => "resist chaos %",
2296     type => "int"
2297     },
2298     resist_cold => {
2299     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.",
2300     name => "resist cold %",
2301     type => "int"
2302     },
2303     resist_confusion => {
2304     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).",
2305     name => "resist confusion %",
2306     type => "int"
2307     },
2308     resist_death => {
2309     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!",
2310     name => "resist death-attack %",
2311     type => "int"
2312     },
2313     resist_deplete => {
2314     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).",
2315     name => "resist depletion %",
2316     type => "int"
2317     },
2318     resist_drain => {
2319     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).",
2320     name => "resist draining %",
2321     type => "int"
2322     },
2323     resist_electricity => {
2324     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.",
2325     name => "resist electricity %",
2326     type => "int"
2327     },
2328     resist_fear => {
2329     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.",
2330     name => "resist fear %",
2331     type => "int"
2332     },
2333     resist_fire => {
2334     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.",
2335     name => "resist fire %",
2336     type => "int"
2337     },
2338     resist_ghosthit => {
2339     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.",
2340     name => "resist ghosthit %",
2341     type => "int"
2342     },
2343     resist_holyword => {
2344     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.",
2345     name => "resist holy power %",
2346     type => "int"
2347     },
2348     resist_magic => {
2349     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.",
2350     name => "resist magic %",
2351     type => "int"
2352     },
2353     resist_paralyze => {
2354     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).",
2355     name => "resist paralyze %",
2356     type => "int"
2357     },
2358     resist_physical => {
2359     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.",
2360     name => "resist physical %",
2361     type => "int"
2362     },
2363     resist_poison => {
2364     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.",
2365     name => "resist poison %",
2366     type => "int"
2367     },
2368     resist_slow => {
2369     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.",
2370     name => "resist slow %",
2371     type => "int"
2372     },
2373     resist_weaponmagic => {
2374     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.",
2375     name => "resist weaponmagic %",
2376     type => "int"
2377     }
2378     },
2379     stats => {
2380     Cha => {
2381     desc => "The player's charisma will rise/fall by the given value while wearing this piece of equipment.",
2382     name => "charisma",
2383     type => "int"
2384     },
2385     Con => {
2386     desc => "The player's constitution will rise/fall by the given value while wearing this piece of equipment.",
2387     name => "constitution",
2388     type => "int"
2389     },
2390     Dex => {
2391     desc => "The player's dexterity will rise/fall by the given value while wearing this piece of equipment.",
2392     name => "dexterity",
2393     type => "int"
2394     },
2395     Int => {
2396     desc => "The player's intelligence will rise/fall by the given value while wearing this piece of equipment.",
2397     name => "intelligence",
2398     type => "int"
2399     },
2400     Pow => {
2401     desc => "The player's power will rise/fall by the given value while wearing this piece of equipment.",
2402     name => "power",
2403     type => "int"
2404     },
2405     Str => {
2406     desc => "The player's strentgh will rise/fall by the given value while wearing this piece of equipment.",
2407     name => "strength",
2408     type => "int"
2409     },
2410     Wis => {
2411     desc => "The player's wisdom will rise/fall by the given value while wearing this piece of equipment.",
2412     name => "wisdom",
2413     type => "int"
2414     }
2415     }
2416     },
2417     desc => "Wearing an amulet, the object's stats will directly be inherited to the player. Amulets are usually meant for protection and defense.",
2418     import => [
2419     $TYPE{0}{type}{Floor}{import}[0]
2420     ],
2421     use => "Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps."
2422     }
2423     }
2424     },
2425     40 => {
2426     name => "PLAYERMOVER",
2427     type => {
2428     Mover => {
2429     attr => {
2430     Main => {
2431     attacktype => {
2432     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.",
2433     name => "forced movement",
2434     type => "bool"
2435     },
2436     hp => {
2437     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).",
2438     name => "number of uses",
2439     type => "int"
2440     },
2441     lifesave => {
2442     desc => "If enabled, the mover gets \"used up\" after a certain number of moves (specified by <number of uses>). If disabled, the mover works infinitly.",
2443     name => "gets used up",
2444     type => "bool"
2445     },
2446     maxsp => {
2447     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.",
2448     name => "freeze duration",
2449     type => "int"
2450     },
2451     sp => {
2452     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.",
2453     name => "direction",
2454     type => "list_direction"
2455     },
2456     speed => {
2457     desc => "The movement speed value determines how fast a chain of these movers will push a player along (default is -0.2).",
2458     name => "movement speed",
2459     type => "float"
2460     }
2461     },
2462     targets => {
2463     fly_on => {
2464     desc => "Move flying creatures enabled means all flying (living) objects will get moved too. If disabled, only walking (non-flying) creatures will get moved.",
2465     name => "move flying creatures",
2466     type => "bool"
2467     },
2468     level => {
2469     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.",
2470     name => "move players",
2471     type => "bool"
2472     },
2473     walk_on => {
2474     desc => "This should always be set.",
2475     name => "move walking creatures",
2476     type => "bool"
2477     }
2478     }
2479     },
2480     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.",
2481     ignore => [
2482     $TYPE{0}{type}{Floor}{ignore}[0]
2483     ],
2484     import => [
2485     $TYPE{0}{type}{Floor}{import}[0]
2486     ],
2487     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)."
2488     }
2489     }
2490     },
2491     41 => {
2492     name => "TELEPORTER",
2493     type => {
2494     Teleporter => {
2495     attr => {
2496     Main => {
2497     connected => {
2498     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.",
2499     name => "connection",
2500     type => "int"
2501     },
2502     hp => {
2503     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.",
2504     name => "destination X",
2505     type => "int"
2506     },
2507     slaying => {
2508     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.",
2509     name => "exit path",
2510     type => "string"
2511     },
2512     sp => {
2513     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.",
2514     name => "destination Y",
2515     type => "int"
2516     },
2517     speed => {
2518     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!",
2519     name => "activation speed",
2520     type => "float"
2521     }
2522     }
2523     },
2524     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.",
2525     ignore => [
2526     $TYPE{0}{type}{Floor}{ignore}[0]
2527     ],
2528     import => [
2529     $TYPE{0}{type}{Floor}{import}[0]
2530     ],
2531     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."
2532     }
2533     }
2534     },
2535     42 => {
2536     name => "CREATOR",
2537     type => {
2538     Creator => {
2539     attr => {
2540     Main => {
2541     connected => {
2542     desc => "Whenever the connection value is activated, the creator gets triggered.",
2543     name => "connection",
2544     type => "int"
2545     },
2546     hp => {
2547     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).",
2548     name => "number of uses",
2549     type => "int"
2550     },
2551     level => {
2552     desc => "The created object will be of that level. If zero/unset, the standard level of the archetype is used.",
2553     name => "level of creation",
2554     type => "int"
2555     },
2556     lifesave => {
2557     desc => "If <infinit uses> is set, the creator will work infinitly, regardless of the value in <number of uses>.",
2558     name => "infinit uses",
2559     type => "bool"
2560     },
2561     no_pick => {
2562     desc => "",
2563     name => undef,
2564     type => "fixed"
2565     },
2566     other_arch => {
2567     desc => "This string defines the object that will be created. You can choose any of the existing arches.",
2568     name => "create arch",
2569     type => "string"
2570     },
2571     slaying => {
2572     desc => "The created object will bear the name specified in <name creation>. If nothing is set, the standard name of the archetype is used.",
2573     name => "name of creation",
2574     type => "string"
2575     }
2576     }
2577     },
2578     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.",
2579     ignore => [
2580     $TYPE{29}{type}{"Magic Ear"}{ignore}[0]
2581     ],
2582     import => [
2583     $TYPE{0}{type}{Floor}{import}[0]
2584     ],
2585     use => "Don't hesitate to hide your creators under the floor. The created items will still always appear ontop of the floor."
2586     }
2587     }
2588     },
2589     43 => {
2590     name => "SKILL",
2591     type => {
2592     Skill => {
2593     attr => {
2594     Main => {
2595     can_use_skill => {
2596     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.",
2597     name => "is native skill",
2598     type => "bool"
2599     },
2600     exp => {
2601     desc => "",
2602     name => "experience",
2603     type => "int"
2604     },
2605     expmul => {
2606     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.",
2607     name => "exp multiplier",
2608     type => "float"
2609     },
2610     invisible => {
2611     desc => "",
2612     name => undef,
2613     type => "fixed"
2614     },
2615     level => {
2616     desc => "",
2617     name => "level",
2618     type => "int"
2619     },
2620     no_drop => {
2621     desc => "",
2622     name => undef,
2623     type => "fixed"
2624     },
2625     skill => {
2626     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.",
2627     name => "skill name",
2628     type => "string"
2629     },
2630     subtype => {
2631     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.",
2632     name => "skill type",
2633     type => "list_skill_type"
2634     }
2635     }
2636     },
2637     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.",
2638     ignore => [
2639     $TYPE{29}{type}{"Magic Ear"}{ignore}[0]
2640     ],
2641     import => [
2642     $TYPE{0}{type}{Floor}{import}[0]
2643     ],
2644     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>"
2645     }
2646     }
2647     },
2648     44 => {
2649     name => "EXPERIENCE"
2650     },
2651     45 => {
2652     name => "EARTHWALL"
2653     },
2654     46 => {
2655     name => "GOLEM"
2656     },
2657     47 => {
2658     name => "BOMB"
2659     },
2660     48 => {
2661     name => "THROWN_OBJ"
2662     },
2663     49 => {
2664     name => "BLINDNESS"
2665     },
2666     50 => {
2667     name => "GOD"
2668     },
2669     51 => {
2670     name => "DETECTOR",
2671     type => {
2672     Detector => {
2673     attr => {
2674     Main => {
2675     connected => {
2676     desc => "When the detector is triggered, all objects with the same connection value get activated.",
2677     name => "connection",
2678     type => "int"
2679     },
2680     no_pick => {
2681     desc => "",
2682     name => undef,
2683     type => "fixed"
2684     },
2685     slaying => {
2686     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.",
2687     name => "match name",
2688     type => "string"
2689     },
2690     speed => {
2691     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.",
2692     name => "detection speed",
2693     type => "float"
2694     }
2695     }
2696     },
2697     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.",
2698     ignore => [
2699     $TYPE{29}{type}{"Magic Ear"}{ignore}[0]
2700     ],
2701     import => [
2702     $TYPE{0}{type}{Floor}{import}[0]
2703     ],
2704     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."
2705     }
2706     }
2707     },
2708     52 => {
2709     name => "TRIGGER_MARKER",
2710     type => {
2711     "Trigger Marker" => {
2712     attr => {
2713     Main => {
2714     connected => {
2715     desc => "Unlike a regular marker this is the connection that triggers this marker to activate.",
2716     name => "connection",
2717     type => "int"
2718     },
2719     food => {
2720     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.",
2721     name => "mark duration",
2722     type => "int"
2723     },
2724     msg => {
2725     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.",
2726 root 1.2 end => "endmsg",
2727 root 1.1 name => "marking message",
2728     type => "text"
2729     },
2730     name => {
2731     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.",
2732     name => "delete mark",
2733     type => "string"
2734     },
2735     no_pick => {
2736     desc => "",
2737     name => undef,
2738     type => "fixed"
2739     },
2740     slaying => {
2741     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.",
2742     name => "key string",
2743     type => "string"
2744     }
2745     }
2746     },
2747     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.",
2748     ignore => [
2749     $TYPE{29}{type}{"Magic Ear"}{ignore}[0]
2750     ],
2751     import => [
2752     $TYPE{0}{type}{Floor}{import}[0]
2753     ],
2754     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."
2755     }
2756     }
2757     },
2758     53 => {
2759     name => "DEAD_OBJECT"
2760     },
2761     54 => {
2762     name => "DRINK"
2763     },
2764     55 => {
2765     name => "MARKER",
2766     type => {
2767     Marker => {
2768     attr => {
2769     Main => {
2770     connected => {
2771     desc => "When the detector is triggered, all objects with the same connection value get activated.",
2772     name => "connection",
2773     type => "int"
2774     },
2775     food => {
2776     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.",
2777     name => "mark duration",
2778     type => "int"
2779     },
2780     msg => {
2781     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.",
2782 root 1.2 end => "endmsg",
2783 root 1.1 name => "marking message",
2784     type => "text"
2785     },
2786     name => {
2787     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.",
2788     name => "delete mark",
2789     type => "string"
2790     },
2791     no_pick => {
2792     desc => "",
2793     name => undef,
2794     type => "fixed"
2795     },
2796     slaying => {
2797     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.",
2798     name => "key string",
2799     type => "string"
2800     },
2801     speed => {
2802     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.",
2803     name => "marking speed",
2804     type => "float"
2805     }
2806     }
2807     },
2808     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.",
2809     ignore => [
2810     $TYPE{29}{type}{"Magic Ear"}{ignore}[0]
2811     ],
2812     import => [
2813     $TYPE{0}{type}{Floor}{import}[0]
2814     ],
2815     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."
2816     }
2817     }
2818     },
2819     56 => {
2820     name => "HOLY_ALTAR",
2821     type => {
2822     "Holy Altar" => {
2823     attr => {
2824     Main => {
2825     level => {
2826     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.",
2827     name => "reconsecrate level",
2828     type => "int"
2829     },
2830     no_pick => {
2831     desc => "",
2832     name => undef,
2833     type => "fixed"
2834     },
2835     other_arch => {
2836     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.",
2837     name => "god name",
2838     type => "string"
2839     }
2840     }
2841     },
2842     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.",
2843     ignore => [
2844     $TYPE{0}{type}{Floor}{ignore}[0]
2845     ],
2846     import => [
2847     $TYPE{0}{type}{Floor}{import}[0]
2848     ]
2849     }
2850     }
2851     },
2852     57 => {
2853     name => "PLAYER_CHANGER"
2854     },
2855     58 => {
2856     name => "BATTLEGROUND",
2857     type => {
2858     Battleground => {
2859     attr => {
2860     Main => {
2861     hp => {
2862     desc => "The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.",
2863     name => "destination X",
2864     type => "int"
2865     },
2866     is_floor => {
2867     desc => "",
2868     name => undef,
2869     type => "fixed"
2870     },
2871     no_pick => {
2872     desc => "",
2873     name => undef,
2874     type => "fixed"
2875     },
2876     sp => {
2877     desc => "The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.",
2878     name => "destination Y",
2879     type => "int"
2880     }
2881     }
2882     },
2883     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.",
2884     ignore => [
2885     $TYPE{0}{type}{Floor}{ignore}[0]
2886     ],
2887     import => [
2888     $TYPE{0}{type}{Floor}{import}[0]
2889     ],
2890     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.)"
2891     }
2892     }
2893     },
2894     59 => {
2895     name => "PEACEMAKER"
2896     },
2897     60 => {
2898     name => "GEM",
2899     type => {
2900     Jewel => {
2901     attr => {
2902     Main => {
2903     msg => {
2904     desc => "This text may describe the object.",
2905 root 1.2 end => "endmsg",
2906 root 1.1 name => "description",
2907     type => "text"
2908     },
2909     race => {
2910     desc => "",
2911     name => undef,
2912     type => "fixed"
2913     }
2914     }
2915     },
2916     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.",
2917     import => [
2918     $TYPE{0}{type}{Floor}{import}[0]
2919     ]
2920     }
2921     }
2922     },
2923     61 => {
2924     name => "FIRECHEST"
2925     },
2926     62 => {
2927     name => "FIREWALL",
2928     type => {
2929     "Magic Wall" => {
2930     attr => {
2931     Main => {
2932     connected => {
2933     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.",
2934     name => "connection",
2935     type => "int"
2936     },
2937     dam => {
2938     desc => "The magic wall will cast this <spell>.",
2939     name => "spell",
2940     type => "spell"
2941     },
2942     level => {
2943     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.",
2944     name => "spell level",
2945     type => "int"
2946     },
2947     no_pass => {
2948     desc => "If set, the object cannot be passed by players nor monsters.",
2949     name => "blocking passage",
2950     type => "bool"
2951     },
2952     sp => {
2953     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.",
2954     name => "direction",
2955     type => "list_direction"
2956     },
2957     speed => {
2958     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\".",
2959     name => "casting speed",
2960     type => "float"
2961     }
2962     },
2963     destroyable => {
2964     ac => {
2965     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>.",
2966     name => "armour class",
2967     type => "int"
2968     },
2969     alive => {
2970     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.",
2971     name => "is destroyable",
2972     type => "bool"
2973     },
2974     hp => {
2975     desc => "The more <hitpoints> the wall has, the longer it takes to be destroyed.",
2976     name => "hitpoints",
2977     type => "int"
2978     },
2979     maxhp => {
2980     desc => "<max hitpoints> are the maximum amount of hitpoints the wall can have. This only makes sense if the wall can regain health.",
2981     name => "max hitpoints",
2982     type => "int"
2983     }
2984     },
2985     resistance => {
2986     resist_acid => {
2987     desc => "",
2988     name => "resist acid %",
2989     type => "int"
2990     },
2991     resist_blind => {
2992     desc => "",
2993     name => "resist blinding %",
2994     type => "int"
2995     },
2996     resist_chaos => {
2997     desc => "",
2998     name => "resist chaos %",
2999     type => "int"
3000     },
3001     resist_cold => {
3002     desc => "",
3003     name => "resist cold %",
3004     type => "int"
3005     },
3006     resist_confusion => {
3007     desc => "",
3008     name => "resist confusion %",
3009     type => "int"
3010     },
3011     resist_death => {
3012     desc => "",
3013     name => "resist death-attack %",
3014     type => "int"
3015     },
3016     resist_deplete => {
3017     desc => "",
3018     name => "resist depletion %",
3019     type => "int"
3020     },
3021     resist_drain => {
3022     desc => "",
3023     name => "resist draining %",
3024     type => "int"
3025     },
3026     resist_electricity => {
3027     desc => "",
3028     name => "resist electricity %",
3029     type => "int"
3030     },
3031     resist_fear => {
3032     desc => "",
3033     name => "resist fear %",
3034     type => "int"
3035     },
3036     resist_fire => {
3037     desc => "",
3038     name => "resist fire %",
3039     type => "int"
3040     },
3041     resist_ghosthit => {
3042     desc => "",
3043     name => "resist ghosthit %",
3044     type => "int"
3045     },
3046     resist_godpower => {
3047     desc => "",
3048     name => "resist godpower %",
3049     type => "int"
3050     },
3051     resist_holyword => {
3052     desc => "",
3053     name => "resist holy power %",
3054     type => "int"
3055     },
3056     resist_magic => {
3057     desc => "",
3058     name => "resist magic %",
3059     type => "int"
3060     },
3061     resist_paralyze => {
3062     desc => "",
3063     name => "resist paralyze %",
3064     type => "int"
3065     },
3066     resist_physical => {
3067     desc => "",
3068     name => "resist physical %",
3069     type => "int"
3070     },
3071     resist_poison => {
3072     desc => "",
3073     name => "resist poison %",
3074     type => "int"
3075     },
3076     resist_slow => {
3077     desc => "",
3078     name => "resist slow %",
3079     type => "int"
3080     },
3081     resist_turn_undead => {
3082     desc => "",
3083     name => "resist turn undead %",
3084     type => "int"
3085     },
3086     resist_weaponmagic => {
3087     desc => "",
3088     name => "resist weaponmagic %",
3089     type => "int"
3090     }
3091     }
3092     },
3093     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.",
3094     ignore => [
3095     $TYPE{0}{type}{Floor}{ignore}[0]
3096     ],
3097     import => [
3098     $TYPE{0}{type}{Floor}{import}[0]
3099     ],
3100     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\"."
3101     }
3102     }
3103     },
3104     63 => {
3105     name => "ANVIL"
3106     },
3107     64 => {
3108     name => "CHECK_INV",
3109     type => {
3110     "Inventory Checker" => {
3111     attr => {
3112     Main => {
3113     connected => {
3114     desc => "Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.",
3115     name => "connection",
3116     type => "int"
3117     },
3118     hp => {
3119     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. ;)",
3120     name => "match type",
3121     type => "int"
3122     },
3123     last_heal => {
3124     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!",
3125     name => "remove match",
3126     type => "bool"
3127     },
3128     last_sp => {
3129     desc => "Enabled means having that object is a match. Disabled means not having that object is a match.",
3130     name => "match = having",
3131     type => "bool"
3132     },
3133     no_pass => {
3134     desc => "If set, only players meeting the match criteria can pass through that space. If unset (default), the inventory checker acts like a trigger/button.",
3135     name => "blocking passage",
3136     type => "bool"
3137     },
3138     no_pick => {
3139     desc => "",
3140     name => undef,
3141     type => "fixed"
3142     },
3143     race => {
3144     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>.",
3145     name => "match arch name",
3146     type => "string"
3147     },
3148     slaying => {
3149     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.",
3150     name => "match key string",
3151     type => "string"
3152     }
3153     }
3154     },
3155     desc => "Inventory checkers passively check the players inventory for a specific object. You can set a connected value that is triggered either if that object is present or missing (-&gt; \"last_sp\") when a player walks over the inv. checker. A valid option is to remove the matching object (usually not recommended, see \"last_heal\"). <br><br> Alternatively, you can set your inv. checker to block all players that do/don't carry the matching object (-&gt; \"no_pass\"). <br><br> As you can see, inv. checkers are quite powerful, holding a great variety of possibilities.",
3156     ignore => [
3157     $TYPE{29}{type}{"Magic Ear"}{ignore}[0]
3158     ],
3159     import => [
3160     $TYPE{0}{type}{Floor}{import}[0]
3161     ],
3162     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."
3163     }
3164     }
3165     },
3166     65 => {
3167     name => "MOOD_FLOOR",
3168     type => {
3169     "Mood Floor" => {
3170     attr => {
3171     Main => {
3172     connected => {
3173     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!",
3174     name => "connection",
3175     type => "int"
3176     },
3177     damned => {
3178     desc => "If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.",
3179     name => "no prayers",
3180     type => "bool"
3181     },
3182     last_sp => {
3183     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!",
3184     name => "mood",
3185     type => "list_mood"
3186     },
3187     no_magic => {
3188     desc => "If enabled, it is impossible for players to use (wizard-) spells on that spot.",
3189     name => "no spells",
3190     type => "bool"
3191     },
3192     no_pick => {
3193     desc => "",
3194     name => undef,
3195     type => "fixed"
3196     }
3197     }
3198     },
3199     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.",
3200     ignore => [
3201     $TYPE{29}{type}{"Magic Ear"}{ignore}[0]
3202     ],
3203     import => [
3204     $TYPE{0}{type}{Floor}{import}[0]
3205     ],
3206     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.)"
3207     }
3208     }
3209     },
3210     66 => {
3211     name => "EXIT",
3212     type => {
3213     Exit => {
3214     attr => {
3215     Main => {
3216     fly_on => {
3217     desc => "If set, the player will apply the exit by \"flying into it\". Flying means the player is levitating. E.g. wearing levitation boots.",
3218     name => "apply by flying",
3219     type => "bool"
3220     },
3221     hp => {
3222     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.",
3223     name => "destination X",
3224     type => "int"
3225     },
3226     msg => {
3227     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. =)",
3228 root 1.2 end => "endmsg",
3229 root 1.1 name => "exit message",
3230     type => "text"
3231     },
3232     slaying => {
3233     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\".",
3234     name => "exit path",
3235     type => "string"
3236     },
3237     sp => {
3238     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.",
3239     name => "destination Y",
3240     type => "int"
3241     },
3242     unique => {
3243     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.",
3244     name => "unique destination",
3245     type => "bool"
3246     },
3247     walk_on => {
3248     desc => "If set, the player will apply the exit by just walking into it. This must be set for the invisible exits for example. If unset, the player has to step onto the exit and press 'a' to get transferred.",
3249     name => "apply by walking",
3250     type => "bool"
3251     }
3252     }
3253     },
3254     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.",
3255     ignore => [
3256     $TYPE{0}{type}{Floor}{ignore}[0]
3257     ],
3258     import => [
3259     $TYPE{0}{type}{Floor}{import}[0]
3260     ],
3261     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."
3262     }
3263     }
3264     },
3265     67 => {
3266     name => "ENCOUNTER",
3267     type => {
3268     "Floor (Encounter)" => {
3269     attr => {
3270     Main => {
3271     damned => {
3272     desc => "If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.",
3273     name => "no prayers",
3274     type => "bool"
3275     },
3276     is_floor => {
3277     desc => "",
3278     name => undef,
3279     type => "fixed"
3280     },
3281     msg => {
3282     desc => "This text may describe the object.",
3283 root 1.2 end => "endmsg",
3284 root 1.1 name => "description",
3285     type => "text"
3286     },
3287     no_magic => {
3288     desc => "If enabled, it is impossible for players to use (wizard-) spells on that spot.",
3289     name => "no spells",
3290     type => "bool"
3291     },
3292     no_pass => {
3293     desc => "If set, the object cannot be passed by players nor monsters.",
3294     name => "blocking passage",
3295     type => "bool"
3296     },
3297     no_pick => {
3298     desc => "",
3299     name => undef,
3300     type => "fixed"
3301     },
3302     unique => {
3303     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>.",
3304     name => "unique map",
3305     type => "bool"
3306     }
3307     },
3308     terrain => {
3309     is_hilly => {
3310     desc => "This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.",
3311     name => "hilly terrain",
3312     type => "bool"
3313     },
3314     is_wooded => {
3315     desc => "This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.",
3316     name => "wooded terrain",
3317     type => "bool"
3318     },
3319     slow_move => {
3320     desc => "If <slow movement> is set to a value greater zero, all creatures moving over this spot will be slower than normal. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 7 - spider web (sticky as hell)",
3321     name => "slow movement",
3322     type => "int"
3323     }
3324     }
3325     },
3326     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.",
3327     ignore => [
3328     $TYPE{0}{type}{Floor}{ignore}[0]
3329     ],
3330     import => [
3331     $TYPE{0}{type}{Floor}{import}[0]
3332     ]
3333     }
3334     }
3335     },
3336     68 => {
3337     name => "SHOP_FLOOR",
3338     type => {
3339     "Shop Floor" => {
3340     attr => {
3341     Main => {
3342     auto_apply => {
3343     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.",
3344     name => "generate goods",
3345     type => "bool"
3346     },
3347     damned => {
3348     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.)",
3349     name => "no prayers",
3350     type => "bool"
3351     },
3352     exp => {
3353     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.",
3354     name => "quality level",
3355     type => "int"
3356     },
3357     is_floor => {
3358     desc => "",
3359     name => undef,
3360     type => "fixed"
3361     },
3362     no_magic => {
3363     desc => "",
3364     name => undef,
3365     type => "fixed"
3366     },
3367     no_pick => {
3368     desc => "",
3369     name => undef,
3370     type => "fixed"
3371     },
3372     randomitems => {
3373     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.",
3374     name => "treasurelist",
3375     type => "treasurelist"
3376     }
3377     }
3378     },
3379     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).",
3380     ignore => [
3381     $TYPE{0}{type}{Floor}{ignore}[0]
3382     ],
3383     import => [
3384     $TYPE{0}{type}{Floor}{import}[0]
3385     ],
3386     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."
3387     }
3388     }
3389     },
3390     69 => {
3391     name => "SHOP_MAT",
3392     type => {
3393     "Shop Mat" => {
3394     attr => {
3395     Main => {
3396     fly_on => {
3397     desc => "If set, the player can enter/leave the shop by \"flying\" into the shop mat.",
3398     name => "apply by flying",
3399     type => "bool"
3400     },
3401     no_pick => {
3402     desc => "",
3403     name => undef,
3404     type => "fixed"
3405     },
3406     walk_on => {
3407     desc => "If set, the player can enter/leave the shop by just walking into the shop mat.",
3408     name => "apply by walking",
3409     type => "bool"
3410     }
3411     }
3412     },
3413     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).",
3414     ignore => [
3415     $TYPE{0}{type}{Floor}{ignore}[0]
3416     ],
3417     import => [
3418     $TYPE{0}{type}{Floor}{import}[0]
3419     ],
3420     use => "As stated above, always place TWO shop mats into your shop. Not more and not less than that."
3421     }
3422     }
3423     },
3424     70 => {
3425     name => "RING",
3426     type => {
3427     Ring => {
3428     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.",
3429     import => [
3430     $TYPE{0}{type}{Floor}{import}[0],
3431     $TYPE{16}{type}{"Brestplate Armour"}{import}[1]
3432     ],
3433     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."
3434     }
3435     }
3436     },
3437     71 => {
3438     name => "FLOOR"
3439     },
3440     72 => {
3441     name => "FLESH",
3442     type => {
3443     Flesh => {
3444     attr => {
3445     Main => {
3446     food => {
3447     desc => "The player's stomache will get filled with this amount of foodpoints. The player's health will increase by <foodpoints>/50 hp.",
3448     name => "foodpoints",
3449     type => "int"
3450     },
3451     level => {
3452     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.",
3453     name => "flesh level",
3454     type => "int"
3455     },
3456     msg => {
3457     desc => "This text may describe the item.",
3458 root 1.2 end => "endmsg",
3459 root 1.1 name => "description",
3460     type => "text"
3461     },
3462     startequip => {
3463     desc => "A godgiven item vanishes as soon as the player drops it to the ground.",
3464     name => "godgiven item",
3465     type => "bool"
3466     }
3467     },
3468     resistance => {
3469     resist_acid => {
3470     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.",
3471     name => "resist acid %",
3472     type => "int"
3473     },
3474     resist_blind => {
3475     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.",
3476     name => "resist blinding %",
3477     type => "int"
3478     },
3479     resist_chaos => {
3480     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.",
3481     name => "resist chaos %",
3482     type => "int"
3483     },
3484     resist_cold => {
3485     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.",
3486     name => "resist cold %",
3487     type => "int"
3488     },
3489     resist_confusion => {
3490     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.",
3491     name => "resist confusion %",
3492     type => "int"
3493     },
3494     resist_death => {
3495     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.",
3496     name => "resist death-attack %",
3497     type => "int"
3498     },
3499     resist_deplete => {
3500     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.",
3501     name => "resist depletion %",
3502     type => "int"
3503     },
3504     resist_drain => {
3505     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.",
3506     name => "resist draining %",
3507     type => "int"
3508     },
3509     resist_electricity => {
3510     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.",
3511     name => "resist electricity %",
3512     type => "int"
3513     },
3514     resist_fear => {
3515     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.",
3516     name => "resist fear %",
3517     type => "int"
3518     },
3519     resist_fire => {
3520     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.",
3521     name => "resist fire %",
3522     type => "int"
3523     },
3524     resist_ghosthit => {
3525     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.",
3526     name => "resist ghosthit %",
3527     type => "int"
3528     },
3529     resist_magic => {
3530     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.",
3531     name => "resist magic %",
3532     type => "int"
3533     },
3534     resist_paralyze => {
3535     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.",
3536     name => "resist paralyze %",
3537     type => "int"
3538     },
3539     resist_physical => {
3540     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.",
3541     name => "resist physical %",
3542     type => "int"
3543     },
3544     resist_poison => {
3545     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.",
3546     name => "resist poison %",
3547     type => "int"
3548     },
3549     resist_slow => {
3550     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.",
3551     name => "resist slow %",
3552     type => "int"
3553     },
3554     resist_weaponmagic => {
3555     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.",
3556     name => "resist weaponmagic %",
3557     type => "int"
3558     }
3559     }
3560     },
3561     desc => "Just like with food, the player can fill his stomache and gain a little health by eating flesh-objects. <br> For dragon players, flesh plays a very special role though: If the flesh has resistances set, a dragon player has a chance to gain resistance in those cathegories. The only constraint to this process is the &lt;flesh level&gt;. Don't forget that flesh items with resistances have to be balanced according to map/monster difficulty.",
3562     import => [
3563     $TYPE{0}{type}{Floor}{import}[0]
3564     ],
3565     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."
3566     }
3567     }
3568     },
3569     73 => {
3570     name => "INORGANIC",
3571     type => {
3572     Inorganic => {
3573     attr => {
3574     Main => {
3575     is_dust => {
3576     desc => "",
3577     name => "is dust",
3578     type => "bool"
3579     }
3580     },
3581     resistance => {
3582     resist_acid => {
3583     desc => "",
3584     name => "resist acid %",
3585     type => "int"
3586     },
3587     resist_chaos => {
3588     desc => "",
3589     name => "resist chaos %",
3590     type => "int"
3591     },
3592     resist_cold => {
3593     desc => "",
3594     name => "resist cold %",
3595     type => "int"
3596     },
3597     resist_death => {
3598     desc => "",
3599     name => "resist death-attack %",
3600     type => "int"
3601     },
3602     resist_electricity => {
3603     desc => "",
3604     name => "resist electricity %",
3605     type => "int"
3606     },
3607     resist_fire => {
3608     desc => "",
3609     name => "resist fire %",
3610     type => "int"
3611     },
3612     resist_ghosthit => {
3613     desc => "",
3614     name => "resist ghosthit %",
3615     type => "int"
3616     },
3617     resist_holyword => {
3618     desc => "",
3619     name => "resist holy power %",
3620     type => "int"
3621     },
3622     resist_magic => {
3623     desc => "",
3624     name => "resist magic %",
3625     type => "int"
3626     },
3627     resist_physical => {
3628     desc => "",
3629     name => "resist physical %",
3630     type => "int"
3631     },
3632     resist_poison => {
3633     desc => "",
3634     name => "resist poison %",
3635     type => "int"
3636     },
3637     resist_weaponmagic => {
3638     desc => "",
3639     name => "resist weaponmagic %",
3640     type => "int"
3641     }
3642     }
3643     },
3644     desc => "Inorganic materials are generally used as ingredients for alchemical receipes. By themselves, they have no special functionalities.",
3645     import => [
3646     $TYPE{0}{type}{Floor}{import}[0]
3647     ]
3648     }
3649     }
3650     },
3651     74 => {
3652     name => "SKILL_TOOL"
3653     },
3654     75 => {
3655     name => "LIGHTER"
3656     },
3657     76 => {
3658     name => "TRAP_PART"
3659     },
3660     77 => {
3661     name => "WALL"
3662     },
3663     78 => {
3664     name => "LIGHT_SOURCE"
3665     },
3666     79 => {
3667     name => "MISC_OBJECT"
3668     },
3669     80 => {
3670     name => "MONSTER"
3671     },
3672     81 => {
3673     name => "SPAWN_GENERATOR"
3674     },
3675     82 => {
3676     name => "LAMP"
3677     },
3678     83 => {
3679     name => "DUPLICATOR",
3680     type => {
3681     Duplicator => {
3682     attr => {
3683     Main => {
3684     connected => {
3685     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!",
3686     name => "connection",
3687     type => "int"
3688     },
3689     level => {
3690     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.",
3691     name => "multiply factor",
3692     type => "int"
3693     },
3694     other_arch => {
3695     desc => "Only objects of matching archtype, lying ontop of the dublicator will be dublicated, multiplied or removed. All other objects will be ignored.",
3696     name => "target arch",
3697     type => "string"
3698     }
3699     }
3700     },
3701     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.",
3702     ignore => [
3703     $TYPE{29}{type}{"Magic Ear"}{ignore}[0]
3704     ],
3705     import => [
3706     $TYPE{0}{type}{Floor}{import}[0]
3707     ],
3708     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%."
3709     }
3710     }
3711     },
3712     84 => {
3713     name => "TOOL"
3714     },
3715     85 => {
3716     name => "SPELLBOOK",
3717     type => {
3718     Spellbook => {
3719     attr => {
3720     Main => {
3721     msg => {
3722     desc => "This text may contain a nice description of the spellbook's cover or something.",
3723 root 1.2 end => "endmsg",
3724 root 1.1 name => "description",
3725     type => "text"
3726     },
3727     randomitems => {
3728     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.",
3729     name => "treasurelist",
3730     type => "treasurelist"
3731     },
3732     skill => {
3733     desc => "",
3734     name => undef,
3735     type => "fixed"
3736     },
3737     startequip => {
3738     desc => "A godgiven item vanishes as soon as the player drops it to the ground.",
3739     name => "godgiven item",
3740     type => "bool"
3741     }
3742     }
3743     },
3744     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.",
3745     import => [
3746     $TYPE{0}{type}{Floor}{import}[0]
3747     ],
3748     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."
3749     }
3750     }
3751     },
3752     86 => {
3753     name => "BUILDFAC"
3754     },
3755     87 => {
3756     name => "CLOAK",
3757     type => {
3758     Cloak => {
3759     attr => {
3760     Main => {
3761     magic => {
3762     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>.",
3763     name => "magic bonus",
3764     type => "int"
3765     }
3766     }
3767     },
3768     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.",
3769     import => [
3770     $TYPE{0}{type}{Floor}{import}[0],
3771     $TYPE{16}{type}{"Brestplate Armour"}{import}[1]
3772     ],
3773     use => "Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps."
3774     }
3775     }
3776     },
3777     88 => {
3778     name => "CONE",
3779     type => {
3780     "Hazard Floor" => {
3781     attr => {
3782     Main => {
3783     attacktype => {
3784     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.",
3785     name => "attacktype",
3786     type => "bitmask_attacktype"
3787     },
3788     dam => {
3789     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.",
3790     name => "base damage",
3791     type => "int"
3792     },
3793     damned => {
3794     desc => "If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.",
3795     name => "no prayers",
3796     type => "bool"
3797     },
3798     is_floor => {
3799     desc => "",
3800     name => undef,
3801     type => "fixed"
3802     },
3803     level => {
3804     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.",
3805     name => "attack level",
3806     type => "int"
3807     },
3808     lifesave => {
3809     desc => "",
3810     name => undef,
3811     type => "fixed"
3812     },
3813     no_magic => {
3814     desc => "If enabled, it is impossible for players to use (wizard-) spells on that spot.",
3815     name => "no spells",
3816     type => "bool"
3817     },
3818     no_pick => {
3819     desc => "",
3820     name => undef,
3821     type => "fixed"
3822     },
3823     unique => {
3824     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>.",
3825     name => "unique map",
3826     type => "bool"
3827     },
3828     walk_on => {
3829     desc => "",
3830     name => undef,
3831     type => "fixed"
3832     },
3833     wc => {
3834     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.",
3835     name => "weaponclass",
3836     type => "int"
3837     }
3838     },
3839     terrain => {
3840     is_hilly => {
3841     desc => "This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.",
3842     name => "hilly terrain",
3843     type => "bool"
3844     },
3845     is_wooded => {
3846     desc => "This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.",
3847     name => "wooded terrain",
3848     type => "bool"
3849     },
3850     slow_move => {
3851     desc => "If <slow movement> is set to a value greater zero, all creatures moving over this spot will be slower than normal. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 7 - spider web (sticky as hell)",
3852     name => "slow movement",
3853     type => "int"
3854     }
3855     }
3856     },
3857     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.",
3858     ignore => [
3859     $TYPE{0}{type}{Floor}{ignore}[0]
3860     ],
3861     import => [
3862     $TYPE{0}{type}{Floor}{import}[0]
3863     ],
3864     required => {
3865     is_floor => 1
3866     },
3867     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."
3868     }
3869     }
3870     },
3871     89 => {
3872     name => "AURA"
3873     },
3874     90 => {
3875     name => "SPINNER",
3876     type => {
3877     Spinner => {
3878     attr => {
3879     Main => {
3880     fly_on => {
3881     desc => "",
3882     name => undef,
3883     type => "fixed"
3884     },
3885     sp => {
3886     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.",
3887     name => "direction number",
3888     type => "int"
3889     },
3890     walk_on => {
3891     desc => "",
3892     name => undef,
3893     type => "fixed"
3894     }
3895     }
3896     },
3897     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.",
3898     ignore => [
3899     $TYPE{0}{type}{Floor}{ignore}[0]
3900     ],
3901     import => [
3902     $TYPE{0}{type}{Floor}{import}[0]
3903     ],
3904     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."
3905     }
3906     }
3907     },
3908     91 => {
3909     name => "GATE",
3910     type => {
3911     Gate => {
3912     attr => {
3913     Main => {
3914     connected => {
3915     desc => "Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.",
3916     name => "connection",
3917     type => "int"
3918     },
3919     damned => {
3920     desc => "Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.",
3921     name => "restrict prayers",
3922     type => "bool"
3923     },
3924     no_magic => {
3925     desc => "Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.",
3926     name => "restrict spells",
3927     type => "bool"
3928     },
3929     no_pass => {
3930     desc => "For open gates, <blocking passage> should be unset. For closed gates it must be set.",
3931     name => "blocking passage",
3932     type => "bool"
3933     },
3934     no_pick => {
3935     desc => "",
3936     name => undef,
3937     type => "fixed"
3938     },
3939     wc => {
3940     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.",
3941     name => "position state",
3942     type => "int"
3943     }
3944     }
3945     },
3946     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.",
3947     ignore => [
3948     $TYPE{0}{type}{Floor}{ignore}[0]
3949     ],
3950     import => [
3951     $TYPE{0}{type}{Floor}{import}[0]
3952     ],
3953     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\"."
3954     }
3955     }
3956     },
3957     92 => {
3958     name => "BUTTON",
3959     type => {
3960     Button => {
3961     attr => {
3962     Main => {
3963     connected => {
3964     desc => "Every time the button is pressed or released, all objects with the same <connection> value are activated.",
3965     name => "connection",
3966     type => "int"
3967     },
3968     msg => {
3969     desc => "This text may describe the item. You can use this message to explain the button's purpose to the player.",
3970 root 1.2 end => "endmsg",
3971 root 1.1 name => "description",
3972     type => "text"
3973     },
3974     no_pick => {
3975     desc => "",
3976     name => undef,
3977     type => "fixed"
3978     },
3979     walk_off => {
3980     desc => "",
3981     name => undef,
3982     type => "fixed"
3983     },
3984     walk_on => {
3985     desc => "",
3986     name => undef,
3987     type => "fixed"
3988     },
3989     weight => {
3990     desc => "The button is pressed (triggered), as soon as <press weigh> gram are placed ontop of it.",
3991     name => "press weight",
3992     type => "string"
3993     }
3994     }
3995     },
3996     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.",
3997     ignore => [
3998     $TYPE{0}{type}{Floor}{ignore}[0]
3999     ],
4000     import => [
4001     $TYPE{0}{type}{Floor}{import}[0]
4002     ]
4003     }
4004     }
4005     },
4006     93 => {
4007     name => "CF_HANDLE",
4008     type => {
4009     Handle => {
4010     attr => {
4011     Main => {
4012     connected => {
4013     desc => "Every time the handle is applied, all objects with the same <connection> value are activated.",
4014     name => "connection",
4015     type => "int"
4016     },
4017     msg => {
4018     desc => "This text may describe the item. You can use this message to explain the handle's purpose to the player.",
4019 root 1.2 end => "endmsg",
4020 root 1.1 name => "description",
4021     type => "text"
4022     },
4023     no_pick => {
4024     desc => "",
4025     name => undef,
4026     type => "fixed"
4027     }
4028     }
4029     },
4030     desc => "A handle can be applied by players and (certain) monsters. Every time it is applied, the &lt;connection&gt; value is triggered.",
4031     ignore => [
4032     $TYPE{0}{type}{Floor}{ignore}[0]
4033     ],
4034     import => [
4035     $TYPE{0}{type}{Floor}{import}[0]
4036     ],
4037     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."
4038     }
4039     }
4040     },
4041     94 => {
4042     name => "HOLE",
4043     type => {
4044     Pit => {
4045     attr => {
4046     Main => {
4047     connected => {
4048     desc => "When a <connection> value is set, the pit can be opened/closed by activating the connection.",
4049     name => "connection",
4050     type => "int"
4051     },
4052     fly_on => {
4053     desc => "If set, all flying creatures will fall into the pit as well. This is not the behaviour expected from a pit, and it should only be used for map-mechanisms (e.g. for transporting flying monsters). An interesting side-effect: If this flag is enabled, spell effects like fire/snow also make their way through the pit.",
4054     name => "swallow flying",
4055     type => "bool"
4056     },
4057     hp => {
4058     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!",
4059     name => "destination X",
4060     type => "int"
4061     },
4062     no_pick => {
4063     desc => "",
4064     name => undef,
4065     type => "fixed"
4066     },
4067     sp => {
4068     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!",
4069     name => "destination Y",
4070     type => "int"
4071     },
4072     walk_on => {
4073     desc => "If set, all walking creatures will fall into the pit. This does NOT need to be set for closed pits!",
4074     name => "swallow walking",
4075     type => "bool"
4076     },
4077     wc => {
4078     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.",
4079     name => "position state",
4080     type => "int"
4081     }
4082     }
4083     },
4084     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.",
4085     ignore => [
4086     $TYPE{0}{type}{Floor}{ignore}[0]
4087     ],
4088     import => [
4089     $TYPE{0}{type}{Floor}{import}[0]
4090     ],
4091     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."
4092     }
4093     }
4094     },
4095     95 => {
4096     name => "TRAPDOOR",
4097     type => {
4098     Trapdoor => {
4099     attr => {
4100     Main => {
4101     hp => {
4102     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!",
4103     name => "destination X",
4104     type => "int"
4105     },
4106     no_pick => {
4107     desc => "",
4108     name => undef,
4109     type => "fixed"
4110     },
4111     sp => {
4112     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!",
4113     name => "destination Y",
4114     type => "int"
4115     },
4116     walk_on => {
4117     desc => "",
4118     name => undef,
4119     type => "fixed"
4120     },
4121     weight => {
4122     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.",
4123     name => "hold weight",
4124     type => "int"
4125     }
4126     }
4127     },
4128     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.",
4129     ignore => [
4130     $TYPE{0}{type}{Floor}{ignore}[0]
4131     ],
4132     import => [
4133     $TYPE{0}{type}{Floor}{import}[0]
4134     ],
4135     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."
4136     }
4137     }
4138     },
4139     96 => {
4140     name => "WORD_OF_RECALL"
4141     },
4142     97 => {
4143     name => "PARAIMAGE"
4144     },
4145     98 => {
4146     name => "SIGN",
4147     type => {
4148     "Sign & MagicMouth" => {
4149     attr => {
4150     Main => {
4151     connected => {
4152     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.",
4153     name => "connection",
4154     type => "int"
4155     },
4156     fly_on => {
4157     desc => "If set, the player gets the message when flying (=levitating) ontop of the object. Usually this should be set together with walk_on.",
4158     name => "activate by flying",
4159     type => "bool"
4160     },
4161     food => {
4162     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).",
4163     name => "counter",
4164     type => "int"
4165     },
4166     msg => {
4167     desc => "This text will be displayed to the player.",
4168 root 1.2 end => "endmsg",
4169 root 1.1 name => "message",
4170     type => "text"
4171     },
4172     walk_on => {
4173     desc => "If set, the player gets the message when walking ontop of the object. \"invisible 1\" should be set in this case. This is the typical configuration for a \"magic_mouth\": The player walks through a dungeon and suddenly he gets a message. Use this to create some roleplay atmosphere, and to inform the player about possible dangers or secrets.",
4174     name => "activate by walking",
4175     type => "bool"
4176     }
4177     }
4178     },
4179     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).",
4180     ignore => [
4181     $TYPE{0}{type}{Floor}{ignore}[0]
4182     ],
4183     import => [
4184     $TYPE{0}{type}{Floor}{import}[0]
4185     ],
4186     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."
4187     }
4188     }
4189     },
4190     99 => {
4191     name => "BOOTS",
4192     type => {
4193     Boots => {
4194     attr => {
4195     Main => {
4196     exp => {
4197     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.",
4198     name => "speed bonus",
4199     type => "int"
4200     },
4201     magic => {
4202     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>.",
4203     name => "magic bonus",
4204     type => "int"
4205     }
4206     }
4207     },
4208     desc => "Wearing boots, the object's stats will directly be inherited to the player. Usually enhancing his speed, or granting some minor protection bonus.",
4209     import => [
4210     $TYPE{0}{type}{Floor}{import}[0],
4211     $TYPE{16}{type}{"Brestplate Armour"}{import}[1]
4212     ],
4213     use => "Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps."
4214     }
4215     }
4216     },
4217     100 => {
4218     name => "GLOVES",
4219     type => {
4220     Gloves => {
4221     attr => {
4222     Main => {
4223     magic => {
4224     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.",
4225     name => "magic bonus",
4226     type => "int"
4227     }
4228     }
4229     },
4230     desc => "Wearing gloves, the object's stats will directly be inherited to the player. Gloves can add defense or damage bonuses.",
4231     import => [
4232     $TYPE{0}{type}{Floor}{import}[0],
4233     $TYPE{16}{type}{"Brestplate Armour"}{import}[1]
4234     ],
4235     use => "Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps."
4236     }
4237     }
4238     },
4239     101 => {
4240     name => "SPELL",
4241     type => {
4242     Spell => {
4243     attr => {
4244     Main => {
4245     casting_time => {
4246     desc => "",
4247     name => "casting time",
4248     type => "int"
4249     },
4250     duration => {
4251     desc => "",
4252     name => "duration",
4253     type => "int"
4254     },
4255     grace => {
4256     desc => "",
4257     name => "cost grace",
4258     type => "int"
4259     },
4260     invisible => {
4261     desc => "",
4262     name => undef,
4263     type => "fixed"
4264     },
4265     level => {
4266     desc => "",
4267     name => "spell level",
4268     type => "int"
4269     },
4270     maxsp => {
4271     desc => "",
4272     name => "double cost per level",
4273     type => "int"
4274     },
4275     no_drop => {
4276     desc => "",
4277     name => undef,
4278     type => "fixed"
4279     },
4280     other_arch => {
4281     desc => "",
4282     name => "create object",
4283     type => "string"
4284     },
4285     skill => {
4286     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.",
4287     name => "skill name",
4288     type => "string"
4289     },
4290     sp => {
4291     desc => "",
4292     name => "cost spellpoints",
4293     type => "int"
4294     },
4295     subtype => {
4296     desc => "The <spell type> defines the basic type of spell. Some of these types are of a more generic nature than others.",
4297     name => "spell type",
4298     type => "list_spell_type"
4299     }
4300     }
4301     },
4302     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.",
4303     ignore => [
4304     $TYPE{29}{type}{"Magic Ear"}{ignore}[0]
4305     ],
4306     import => [
4307     $TYPE{0}{type}{Floor}{import}[0]
4308     ],
4309     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."
4310     }
4311     }
4312     },
4313     102 => {
4314     name => "SPELL_EFFECT"
4315     },
4316     103 => {
4317     name => "CONVERTER",
4318     type => {
4319     Converter => {
4320     attr => {
4321     Main => {
4322     food => {
4323     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>.",
4324     name => "cost number",
4325     type => "int"
4326     },
4327     msg => {
4328     desc => "This text may contain a description of the converter.",
4329 root 1.2 end => "endmsg",
4330 root 1.1 name => "description",
4331     type => "text"
4332     },
4333     no_pick => {
4334     desc => "",
4335     name => undef,
4336     type => "fixed"
4337     },
4338     other_arch => {
4339     desc => "<receive arch> is the name of the archetype to convert into.",
4340     name => "receive arch",
4341     type => "string"
4342     },
4343     slaying => {
4344     desc => "<cost arch> is the name of the archetype the player has to put on the converter, as payment.",
4345     name => "cost arch",
4346     type => "string"
4347     },
4348     sp => {
4349     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>.",
4350     name => "receive number",
4351     type => "int"
4352     }
4353     }
4354     },
4355     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.",
4356     ignore => [
4357     "value",
4358     "nrof",
4359     "name_pl",
4360     "no_pick",
4361     "unpaid",
4362     "title"
4363     ],
4364     import => [
4365     $TYPE{0}{type}{Floor}{import}[0]
4366     ],
4367     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."
4368     }
4369     }
4370     },
4371     104 => {
4372     name => "BRACERS",
4373     type => {
4374     Bracers => {
4375     attr => {
4376     Main => {
4377     magic => {
4378     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.",
4379     name => "magic bonus",
4380     type => "int"
4381     }
4382     }
4383     },
4384     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.",
4385     import => [
4386     $TYPE{0}{type}{Floor}{import}[0],
4387     $TYPE{16}{type}{"Brestplate Armour"}{import}[1]
4388     ],
4389     use => "Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps."
4390     }
4391     }
4392     },
4393     105 => {
4394     name => "POISONING"
4395     },
4396     106 => {
4397     name => "SAVEBED",
4398     type => {
4399     Savebed => {
4400     attr => {
4401     Main => {
4402     damned => {
4403     desc => "",
4404     name => undef,
4405     type => "fixed"
4406     },
4407     no_magic => {
4408     desc => "",
4409     name => undef,
4410     type => "fixed"
4411     },
4412     no_pick => {
4413     desc => "",
4414     name => undef,
4415     type => "fixed"
4416     }
4417     }
4418     },
4419     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.",
4420     ignore => [
4421     $TYPE{0}{type}{Floor}{ignore}[0]
4422     ],
4423     import => [
4424     $TYPE{0}{type}{Floor}{import}[0]
4425     ],
4426     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>"
4427     }
4428     }
4429     },
4430     107 => {
4431     name => "POISONCLOUD"
4432     },
4433     108 => {
4434     name => "FIREHOLES"
4435     },
4436     109 => {
4437     name => "WAND",
4438     type => {
4439     "Wand & Staff" => {
4440     attr => {
4441     Main => {
4442     food => {
4443     desc => "The wand can be used <number of charges> times before it is used up. It can be recharged with scrolls of charging.",
4444     name => "number of charges",
4445     type => "int"
4446     },
4447     level => {
4448     desc => "The <casting level> of the wand determines it's power. An average level for wands in shops is about 10.",
4449     name => "casting level",
4450     type => "int"
4451     },
4452     msg => {
4453     desc => "This text may contain a description of the wand.",
4454 root 1.2 end => "endmsg",
4455 root 1.1 name => "description",
4456     type => "text"
4457     },
4458     sp => {
4459     desc => "The <spell> specifies the contained spell.",
4460     name => "spell",
4461     type => "spell"
4462     },
4463     startequip => {
4464     desc => "A godgiven item vanishes as soon as the player drops it to the ground.",
4465     name => "godgiven item",
4466     type => "bool"
4467     }
4468     }
4469     },
4470     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.",
4471     import => [
4472     $TYPE{0}{type}{Floor}{import}[0]
4473     ],
4474     use => "Wands are quite seldomly used. The reason prolly is that they're generally not cost-efficient. Handing out high-level wands with powerfull 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 desireable though. Ideal rewards for low level quests."
4475     }
4476     }
4477     },
4478     110 => {
4479     name => "ABILITY",
4480     type => {
4481     Ability => {
4482     attr => {
4483     Main => {
4484     attacktype => {
4485     desc => "This flag specifies wether 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.",
4486     name => "is magical",
4487     type => "bool_special"
4488     },
4489     hp => {
4490     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.",
4491     name => "long range spell",
4492     type => "nz_spell"
4493     },
4494     invisible => {
4495     desc => "",
4496     name => undef,
4497     type => "fixed"
4498     },
4499     maxsp => {
4500     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\".",
4501     name => "importance",
4502     type => "int"
4503     },
4504     no_drop => {
4505     desc => "",
4506     name => undef,
4507     type => "fixed"
4508     },
4509     sp => {
4510     desc => "The monster will use the specified <short range spell> when the player is within 6-square radius (of the monster's head).",
4511     name => "short range spell",
4512     type => "spell"
4513     }
4514     }
4515     },
4516     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;.",
4517     ignore => [
4518     $TYPE{29}{type}{"Magic Ear"}{ignore}[0]
4519     ],
4520     import => [
4521     $TYPE{0}{type}{Floor}{import}[0]
4522     ],
4523     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?"
4524     }
4525     }
4526     },
4527     111 => {
4528     name => "SCROLL",
4529     type => {
4530     Scroll => {
4531     attr => {
4532     Main => {
4533     level => {
4534     desc => "The spell of the scroll will be casted at this level. This value should always be set, at least to 1.",
4535     name => "casting level",
4536     type => "int"
4537     },
4538     sp => {
4539     desc => "When a player/monster applies this scroll, the selected <spell> will be casted (once). This should work for any given spell.",
4540     name => "spell",
4541     type => "spell"
4542     },
4543     startequip => {
4544     desc => "A godgiven item vanishes as soon as the player drops it to the ground.",
4545     name => "godgiven item",
4546     type => "bool"
4547     }
4548     }
4549     },
4550     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.",
4551     ignore => [
4552     "title"
4553     ],
4554     import => [
4555     $TYPE{0}{type}{Floor}{import}[0]
4556     ],
4557     use => "For low level quests, scrolls of healing/curing-spells can be a nice reward. At higher levels, scrolls become less and less useful."
4558     }
4559     }
4560     },
4561     112 => {
4562     name => "DIRECTOR",
4563     type => {
4564     Director => {
4565     attr => {
4566     Main => {
4567     fly_on => {
4568     desc => "",
4569     name => undef,
4570     type => "fixed"
4571     },
4572     sp => {
4573     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).",
4574     name => "direction",
4575     type => "list_direction"
4576     },
4577     walk_on => {
4578     desc => "",
4579     name => undef,
4580     type => "fixed"
4581     }
4582     }
4583     },
4584     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.",
4585     ignore => [
4586     $TYPE{0}{type}{Floor}{ignore}[0]
4587     ],
4588     import => [
4589     $TYPE{0}{type}{Floor}{import}[0]
4590     ],
4591     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."
4592     }
4593     }
4594     },
4595     113 => {
4596     name => "GIRDLE",
4597     type => {
4598     Girdle => {
4599     attr => {
4600     Main => {
4601     magic => {
4602     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.",
4603     name => "magic bonus",
4604     type => "int"
4605     }
4606     }
4607     },
4608     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.",
4609     import => [
4610     $TYPE{0}{type}{Floor}{import}[0],
4611     $TYPE{16}{type}{"Brestplate Armour"}{import}[1]
4612     ],
4613     use => "Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps."
4614     }
4615     }
4616     },
4617     114 => {
4618     name => "FORCE"
4619     },
4620     115 => {
4621     name => "POTION_EFFECT"
4622     },
4623     121 => {
4624     name => "CLOSE_CON"
4625     },
4626     122 => {
4627     name => "CONTAINER",
4628     type => {
4629     Container => {
4630     attr => {
4631     Main => {
4632     Str => {
4633     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.",
4634     name => "reduce weight %",
4635     type => "int"
4636     },
4637     container => {
4638     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.",
4639     name => "maximum weight",
4640     type => "int"
4641     },
4642     is_cauldron => {
4643     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.",
4644     name => "alchemy cauldron",
4645     type => "bool"
4646     },
4647     msg => {
4648     desc => "This text may contain a description of the container.",
4649 root 1.2 end => "endmsg",
4650 root 1.1 name => "description",
4651     type => "text"
4652     },
4653     other_arch => {
4654     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.",
4655     name => "animation arch",
4656     type => "string"
4657     },
4658     race => {
4659     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.",
4660     name => "container class",
4661     type => "string"
4662     },
4663     slaying => {
4664     desc => "If <key string> is set, only players with a special key of matching <key string> are able to open the container.",
4665     name => "key string",
4666     type => "string"
4667     },
4668     startequip => {
4669     desc => "A godgiven item vanishes as soon as the player drops it to the ground.",
4670     name => "godgiven item",
4671     type => "bool"
4672     },
4673     unique => {
4674     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.",
4675     name => "unique item",
4676     type => "bool"
4677     }
4678     }
4679     },
4680     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.",
4681     import => [
4682     $TYPE{0}{type}{Floor}{import}[0]
4683     ],
4684     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>"
4685     }
4686     }
4687     },
4688     123 => {
4689     name => "ARMOUR_IMPROVER"
4690     },
4691     124 => {
4692     name => "WEAPON_IMPROVER"
4693     },
4694     130 => {
4695     name => "SKILLSCROLL",
4696     type => {
4697     "Skill Scroll" => {
4698     attr => {
4699     Main => {
4700     race => {
4701     desc => "",
4702     name => undef,
4703     type => "fixed"
4704     },
4705     skill => {
4706     desc => "The <skill name> matches the skill object that can be learned from this scroll.",
4707     name => "skill name",
4708     type => "string"
4709     }
4710     }
4711     },
4712     desc => "By reading a skill scroll, a player has a chance to learn the contained skill.",
4713     import => [
4714     $TYPE{0}{type}{Floor}{import}[0]
4715     ],
4716     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."
4717     }
4718     }
4719     },
4720     138 => {
4721     name => "DEEP_SWAMP",
4722     type => {
4723     Swamp => {
4724     attr => {
4725     Main => {
4726     damned => {
4727     desc => "If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.",
4728     name => "no prayers",
4729     type => "bool"
4730     },
4731     is_floor => {
4732     desc => "",
4733     name => undef,
4734     type => "fixed"
4735     },
4736     is_wooded => {
4737     desc => "",
4738     name => undef,
4739     type => "fixed"
4740     },
4741     no_magic => {
4742     desc => "If enabled, it is impossible for players to use (wizard-) spells on that spot.",
4743     name => "no spells",
4744     type => "bool"
4745     },
4746     slow_move => {
4747     desc => "If <slow movement> is set to a value greater zero, all creatures moving over this spot will be slower than normal. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp",
4748     name => "slow movement",
4749     type => "int"
4750     },
4751     speed => {
4752     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.",
4753     name => "drowning speed",
4754     type => "float"
4755     },
4756     walk_on => {
4757     desc => "",
4758     name => undef,
4759     type => "fixed"
4760     }
4761     }
4762     },
4763     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.",
4764     ignore => [
4765     $TYPE{0}{type}{Floor}{ignore}[0]
4766     ],
4767     import => [
4768     $TYPE{0}{type}{Floor}{import}[0]
4769     ]
4770     }
4771     }
4772     },
4773     139 => {
4774     name => "IDENTIFY_ALTAR"
4775     },
4776     141 => {
4777     name => "CANCELLATION"
4778     },
4779     150 => {
4780     name => "MENU"
4781     },
4782     151 => {
4783     name => "BALL_LIGHTNING"
4784     },
4785     153 => {
4786     name => "SWARM_SPELL"
4787     },
4788     154 => {
4789     name => "RUNE",
4790     type => {
4791     Rune => {
4792     attr => {
4793     Main => {
4794     Cha => {
4795     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.",
4796     name => "visibility",
4797     type => "int"
4798     },
4799     attacktype => {
4800     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.",
4801     name => "attacktype",
4802     type => "bitmask_attacktype"
4803     },
4804     dam => {
4805     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.",
4806     name => "direct damage",
4807     type => "int"
4808     },
4809     hp => {
4810     desc => "The rune will detonate <number of charges> times before disappearing.",
4811     name => "number of charges",
4812     type => "int"
4813     },
4814     level => {
4815     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.",
4816     name => "rune level",
4817     type => "int"
4818     },
4819     msg => {
4820     desc => "When the rune detonates, this text is displayed to the victim. For especially powerful runes, create an appropriate thrilling description. ;)",
4821 root 1.2 end => "endmsg",
4822 root 1.1 name => "detonation text",
4823     type => "text"
4824     },
4825     no_pick => {
4826     desc => "",
4827     name => undef,
4828     type => "fixed"
4829     },
4830     walk_on => {
4831     desc => "",
4832     name => undef,
4833     type => "fixed"
4834     }
4835     },
4836     spellcraft => {
4837     maxhp => {
4838     desc => "This should only be set to a summoning rune. It will then summon that many creatures of the kind <summon monster>.",
4839     name => "summon amount",
4840     type => "int"
4841     },
4842     maxsp => {
4843     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.",
4844     name => "direction",
4845     type => "list_direction"
4846     },
4847     other_arch => {
4848     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.",
4849     name => "spell arch",
4850     type => "string"
4851     },
4852     race => {
4853     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.",
4854     name => "summon monster",
4855     type => "string"
4856     },
4857     slaying => {
4858     desc => "Name of the spell in the rune, if any. <spell name> is optional, but if present, overrides the <spell> setting.",
4859     name => "spell name",
4860     type => "string"
4861     },
4862     sp => {
4863     desc => "The selected <spell> defines the spell in the rune, if any. (Many runes do direct damage).",
4864     name => "spell",
4865     type => "spell"
4866     }
4867     }
4868     },
4869     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.",
4870     ignore => [
4871     "no_pick",
4872     "title",
4873     "name_pl",
4874     "weight",
4875     "value",
4876     "material",
4877     "unpaid"
4878     ],
4879     import => [
4880     $TYPE{0}{type}{Floor}{import}[0]
4881     ],
4882     use => "Avoid monsters stepping on your runes. For example, summoning runes together with spellcasting- and attack-runes is usually a bad idea."
4883     }
4884     }
4885     },
4886     155 => {
4887     name => "TRAP",
4888     type => {
4889     Trap => {
4890     attr => {
4891     Main => {
4892     Cha => {
4893     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.",
4894     name => "visibility",
4895     type => "int"
4896     },
4897     attacktype => {
4898     desc => "This attribute defines what attacktype to use for direct damage when the trap detonates.",
4899     name => "attacktype",
4900     type => "bitmask_attacktype"
4901     },
4902     connected => {
4903     desc => "When the trap is detonated, all objects with the same connection value get activated.",
4904     name => "connection",
4905     type => "int"
4906     },
4907     dam => {
4908     desc => "<direct damage> specifies how much damage is done by the trap. This should be set in reasonable relation to the trap's level.",
4909     name => "direct damage",
4910     type => "int"
4911     },
4912     hp => {
4913     desc => "The trap will detonate <number of charges> times before disappearing.",
4914     name => "number of charges",
4915     type => "int"
4916     },
4917     level => {
4918     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.",
4919     name => "trap level",
4920     type => "int"
4921     },
4922     msg => {
4923     desc => "When the trap detonates, this text is displayed to the victim. For especially powerful or complex traps, create an appropriate and thrilling description. ;)",
4924 root 1.2 end => "endmsg",
4925 root 1.1 name => "detonation text",
4926     type => "text"
4927     },
4928     no_pick => {
4929     desc => "",
4930     name => undef,
4931     type => "fixed"
4932     },
4933     walk_on => {
4934     desc => "",
4935     name => undef,
4936     type => "fixed"
4937     }
4938     }
4939     },
4940     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.",
4941     ignore => [
4942     "no_pick",
4943     "title",
4944     "name_pl",
4945     "weight",
4946     "value",
4947     "material",
4948     "unpaid"
4949     ],
4950     import => [
4951     $TYPE{0}{type}{Floor}{import}[0]
4952     ],
4953     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."
4954     }
4955     }
4956     },
4957     156 => {
4958     name => "POWER_CRYSTAL",
4959     type => {
4960     "Power Crystal" => {
4961     attr => {
4962     Main => {
4963     maxsp => {
4964     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.",
4965     name => "mana capacity",
4966     type => "int"
4967     },
4968     sp => {
4969     desc => "<initial mana> is the amount of spellpoints that the crystal holds when the map is loaded.",
4970     name => "initial mana",
4971     type => "int"
4972     }
4973     }
4974     },
4975     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.",
4976     import => [
4977     $TYPE{0}{type}{Floor}{import}[0]
4978     ]
4979     }
4980     }
4981     },
4982     157 => {
4983     name => "CORPSE"
4984     },
4985     158 => {
4986     name => "DISEASE",
4987     type => {
4988     Disease => {
4989     attr => {
4990     Main => {
4991     ac => {
4992     desc => "Every time the disease \"moves\" the severity of the symptoms are increased by <progressiveness>/100. (severity = 1 + (accumlated progression)/100)",
4993     name => "progressiveness",
4994     type => "int"
4995     },
4996     invisible => {
4997     desc => "",
4998     name => undef,
4999     type => "fixed"
5000     },
5001     level => {
5002     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.",
5003     name => "plaque level",
5004     type => "int"
5005     },
5006     msg => {
5007     desc => "This text is displayed to the player every time the symptoms strike.",
5008 root 1.2 end => "endmsg",
5009 root 1.1 name => "message",
5010     type => "text"
5011     },
5012     race => {
5013     desc => "The disease will only infect creatures of the specified <race>. \"<race> *\" means every creature can be infected.",
5014     name => "infect race",
5015     type => "string"
5016     }
5017     },
5018     disability => {
5019     Cha => {
5020     desc => "The player's charisma will rise by the given value while being infected. (Negative values make charisma fall)",
5021     name => "charisma",
5022     type => "int"
5023     },
5024     Con => {
5025     desc => "The player's constitution will rise by the given value while being infected. (Negative values make constitution fall)",
5026     name => "constitution",
5027     type => "int"
5028     },
5029     Dex => {
5030     desc => "The player's dexterity will rise by the given value while being infected. (Negative values make dexterity fall)",
5031     name => "dexterity",
5032     type => "int"
5033     },
5034     Int => {
5035     desc => "The player's intelligence will rise by the given value while being infected. (Negative values make intelligence fall)",
5036     name => "intelligence",
5037     type => "int"
5038     },
5039     Pow => {
5040     desc => "The player's power will rise by the given value while being infected. (Negative values make power fall)",
5041     name => "power",
5042     type => "int"
5043     },
5044     Str => {
5045     desc => "The player's strength will rise by the given value while being infected. (Negative values make strength fall)",
5046     name => "strength",
5047     type => "int"
5048     },
5049     Wis => {
5050     desc => "The player's wisdom will rise by the given value while being infected. (Negative values make wisdom fall)",
5051     name => "wisdom",
5052     type => "int"
5053     }
5054     },
5055     spreading => {
5056     last_grace => {
5057     desc => "The <attenuation> value reduces the diseases' <infectiosness> everytime it infects someone new. This limits how many generations a disease can propagate.",
5058     name => "attenuation",
5059     type => "int"
5060     },
5061     magic => {
5062     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.",
5063     name => "infection range",
5064     type => "int"
5065     },
5066     maxgrace => {
5067     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.",
5068     name => "curing duration",
5069     type => "int"
5070     },
5071     maxhp => {
5072     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).",
5073     name => "persistence",
5074     type => "int"
5075     },
5076     speed => {
5077     desc => "The <speed> of the disease determines how fast the disease will \"move\", thus how fast the symptoms strike the host.",
5078     name => "moving speed",
5079     type => "float"
5080     },
5081     wc => {
5082     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.",
5083     name => "infectiosness",
5084     type => "int"
5085     }
5086     },
5087     symptoms => {
5088     attacktype => {
5089     desc => "The disease will attack the host with the given <attacktype>. Godpower attacktype is commonly used for \"unresistable\" diseases.",
5090     name => "attacktype",
5091     type => "bitmask_attacktype"
5092     },
5093     dam => {
5094     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.",
5095     name => "damage",
5096     type => "int"
5097     },
5098     exp => {
5099     desc => "When the player manages to cure this disease (with a curing spell), he is awarded with <exp. for curing> experience.",
5100     name => "exp. for curing",
5101     type => "int"
5102     },
5103     hp => {
5104     desc => "This value increases the player's healing rate. Negative values decrease it.",
5105     name => "health regen.",
5106     type => "int"
5107     },
5108     last_eat => {
5109     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.",
5110     name => "food depletion",
5111     type => "int"
5112     },
5113     last_sp => {
5114     desc => "If set, the disease imposes a <slowdown penalty> while being infected. The player's speed is reduced by <slowdown penalty> % of normal value.",
5115     name => "slowdown penalty",
5116     type => "int"
5117     },
5118     maxsp => {
5119     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.",
5120     name => "mana depletion",
5121     type => "int"
5122     },
5123     other_arch => {
5124     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.",
5125     name => "create arch",
5126     type => "string"
5127     },
5128     sp => {
5129     desc => "This value increases the player's rate of mana regeneration. Negative values decrease it.",
5130     name => "mana regen.",
5131     type => "int"
5132     }
5133     }
5134     },
5135     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.",
5136     ignore => [
5137     $TYPE{29}{type}{"Magic Ear"}{ignore}[0]
5138     ],
5139     import => [
5140     $TYPE{0}{type}{Floor}{import}[0]
5141     ],
5142     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."
5143     }
5144     }
5145     },
5146     159 => {
5147     name => "SYMPTOM"
5148     },
5149     160 => {
5150     name => "BUILDER"
5151     },
5152     161 => {
5153     name => "BUILD_MATERIAL"
5154     },
5155     162 => {
5156     name => "GPS"
5157     }
5158     );
5159    
5160     our %LIST = (
5161     direction => {
5162     0 => "<none>",
5163     1 => "north",
5164     2 => "northeast",
5165     3 => "east",
5166     4 => "southeast",
5167     5 => "south",
5168     6 => "southwest",
5169     7 => "west",
5170     8 => "northwest"
5171     },
5172     mood => {
5173     0 => "furious",
5174     1 => "angry",
5175     2 => "calm",
5176     3 => "sleep",
5177     4 => "charm"
5178     },
5179     potion_effect => {
5180     0 => "<none>",
5181     65536 => "life restoration",
5182     1048576 => "improvement"
5183     },
5184     skill_type => {
5185     1 => "lockpicking",
5186     2 => "hiding",
5187     3 => "smithery",
5188     4 => "bowyer",
5189     5 => "jeweler",
5190     6 => "alchemy",
5191     7 => "stealing",
5192     8 => "literacy",
5193     9 => "bargaining",
5194     10 => "jumping",
5195     11 => "detect magic",
5196     12 => "oratory",
5197     13 => "singing",
5198     14 => "detect curse",
5199     15 => "find traps",
5200     16 => "mediatation",
5201     17 => "punching",
5202     18 => "flame touch",
5203     19 => "karate",
5204     20 => "climbing",
5205     21 => "woodsman",
5206     22 => "inscription",
5207     23 => "one handed weapons",
5208     24 => "missile weapons",
5209     25 => "throwing",
5210     26 => "use magic item",
5211     27 => "disarm traps",
5212     28 => "set traps",
5213     29 => "thaumaturgy",
5214     30 => "praying",
5215     31 => "clawing",
5216     32 => "levitation",
5217     33 => "summoning",
5218     34 => "pyromancy",
5219     35 => "evocation",
5220     36 => "sorcery",
5221     37 => "two handed weapons"
5222     },
5223     spell_type => {
5224     1 => "raise dead",
5225     2 => "rune",
5226     3 => "make mark",
5227     4 => "bolt",
5228     5 => "bullet",
5229     6 => "explosion",
5230     7 => "cone",
5231     8 => "bomb",
5232     9 => "wonder",
5233     10 => "smite",
5234     11 => "magic missile",
5235     12 => "summon golem",
5236     13 => "dimension door",
5237     14 => "magic mapping",
5238     15 => "magic wall",
5239     16 => "destruction",
5240     17 => "perceive self",
5241     18 => "word of recall",
5242     19 => "invisible",
5243     20 => "probe",
5244     21 => "healing",
5245     22 => "create food",
5246     23 => "earth to dust",
5247     24 => "change ability",
5248     25 => "bless",
5249     26 => "curse",
5250     27 => "summon monster",
5251     28 => "recharge",
5252     29 => "polymorph",
5253     30 => "alchemy",
5254     31 => "remove curse",
5255     32 => "identify",
5256     33 => "detection",
5257     34 => "mood change",
5258     35 => "moving ball",
5259     36 => "swarm",
5260     37 => "charge mana",
5261     38 => "dispel rune",
5262     39 => "create missile",
5263     40 => "consecrate",
5264     41 => "animate weapon",
5265     42 => "light",
5266     43 => "change map light",
5267     44 => "faery fire",
5268     45 => "disease",
5269     46 => "aura",
5270     47 => "town portal"
5271     },
5272     weapon_type => {
5273     0 => "<unknown>",
5274     1 => "sword",
5275     2 => "arrows",
5276     3 => "axe",
5277     4 => "katana",
5278     5 => "knife, dagger",
5279     6 => "whip, chain",
5280     7 => "hammer, flail",
5281     8 => "club, stick"
5282     }
5283     );
5284    
5285     our %BITMASK = (
5286     attacktype => {
5287     0 => "Physical",
5288     1 => "Magical",
5289     2 => "Fire",
5290     3 => "Electricity",
5291     4 => "Cold",
5292     5 => "Confusion",
5293     6 => "Acid",
5294     7 => "Drain",
5295     8 => "Weaponmagic",
5296     9 => "Ghosthit",
5297     10 => "Poison",
5298     11 => "Slow",
5299     12 => "Paralyze",
5300     13 => "Turn Undead",
5301     14 => "Fear",
5302     15 => "Cancellation",
5303     16 => "Depletion",
5304     17 => "Death",
5305     18 => "Chaos",
5306     19 => "Counterspell",
5307     20 => "God Power",
5308     21 => "Holy Power",
5309     22 => "Blinding"
5310     },
5311     material => {
5312     0 => "Paper",
5313     1 => "Iron",
5314     2 => "Glass",
5315     3 => "Leather",
5316     4 => "Wood",
5317     5 => "Organics",
5318     6 => "Stone",
5319     7 => "Cloth",
5320     8 => "Adamantite"
5321     },
5322     pick_up => {
5323     0 => "Nothing",
5324     1 => "Wealth",
5325     2 => "Food",
5326     3 => "Weapons",
5327     4 => "Armour",
5328     5 => "Inverse",
5329     6 => "All"
5330     },
5331     spellpath => {
5332     0 => "Protection",
5333     1 => "Fire",
5334     2 => "Frost",
5335     3 => "Electricity",
5336     4 => "Missiles",
5337     5 => "Self",
5338     6 => "Summoning",
5339     7 => "Abjuration",
5340     8 => "Restoration",
5341     9 => "Detonation",
5342     10 => "Mind",
5343     11 => "Creation",
5344     12 => "Teleportation",
5345     13 => "Information",
5346     14 => "Transmutation",
5347     15 => "Transferrence",
5348     16 => "Turning",
5349     17 => "Wounding",
5350     18 => "Death",
5351     19 => "Light"
5352     },
5353     will_apply => {
5354     0 => "Apply Handles",
5355     1 => "Open Chests",
5356     2 => "Break Walls",
5357     3 => "Open Doors"
5358     }
5359     );
5360    
5361     our %SPELL = (
5362     0 => "magic bullet",
5363     1 => "small fireball",
5364     2 => "medium fireball",
5365     3 => "large fireball",
5366     4 => "burning hands",
5367     5 => "small lightning",
5368     6 => "large lightning",
5369     7 => "magic missile",
5370     8 => "create bomb",
5371     9 => "summon golem",
5372     10 => "summon fire elemental",
5373     11 => "summon earth elemental",
5374     12 => "summon water elemental",
5375     13 => "summon air elemental",
5376     14 => "dimension door",
5377     15 => "create earth wall",
5378     16 => "paralyze",
5379     17 => "icestorm",
5380     18 => "magic mapping",
5381     19 => "turn undead",
5382     20 => "fear",
5383     21 => "poison cloud",
5384     22 => "wonder",
5385     23 => "destruction",
5386     24 => "perceive self",
5387     25 => "word of recall",
5388     26 => "invisible",
5389     27 => "invisible to undead",
5390     28 => "probe",
5391     29 => "large bullet",
5392     30 => "improved invisibility",
5393     31 => "holy word",
5394     32 => "minor healing",
5395     33 => "medium healing",
5396     34 => "major healing",
5397     35 => "heal",
5398     36 => "create food",
5399     37 => "earth to dust",
5400     38 => "armour",
5401     39 => "strength",
5402     40 => "dexterity",
5403     41 => "constitution",
5404     42 => "charisma",
5405     43 => "create fire wall",
5406     44 => "create frost wall",
5407     45 => "protection from cold",
5408     46 => "protection from electricity",
5409     47 => "protection from fire",
5410     48 => "protection from poison",
5411     49 => "protection from slow",
5412     50 => "protection from paralysis",
5413     51 => "protection from draining",
5414     52 => "protection from magic",
5415     53 => "protection from attack",
5416     54 => "levitate",
5417     55 => "small speedball",
5418     56 => "large speedball",
5419     57 => "hellfire",
5420     58 => "dragonbreath",
5421     59 => "large icestorm",
5422     60 => "charging",
5423     61 => "polymorph",
5424     62 => "cancellation",
5425     63 => "confusion",
5426     64 => "mass confusion",
5427     65 => "summon pet monster",
5428     66 => "slow",
5429     67 => "regenerate spellpoints",
5430     68 => "cure poison",
5431     69 => "protection from confusion",
5432     70 => "protection from cancellation",
5433     71 => "protection from depletion",
5434     72 => "alchemy",
5435     73 => "remove curse",
5436     74 => "remove damnation",
5437     75 => "identify",
5438     76 => "detect magic",
5439     77 => "detect monster",
5440     78 => "detect evil",
5441     79 => "detect curse",
5442     80 => "heroism",
5443     81 => "aggravation",
5444     82 => "firebolt",
5445     83 => "frostbolt",
5446     84 => "shockwave",
5447     85 => "color spray",
5448     86 => "haste",
5449     87 => "face of death",
5450     88 => "ball lightning",
5451     89 => "meteor swarm",
5452     90 => "comet",
5453     91 => "mystic fist",
5454     92 => "raise dead",
5455     93 => "resurrection",
5456     94 => "reincarnation",
5457     95 => "immunity to cold",
5458     96 => "immunity to electricity",
5459     97 => "immunity to fire",
5460     98 => "immunity to poison",
5461     99 => "immunity to slow",
5462     100 => "immunity to paralysis",
5463     101 => "immunity to draining",
5464     102 => "immunity to magic",
5465     103 => "immunity to attack",
5466     104 => "invulnerability",
5467     105 => "defense",
5468     106 => "rune of fire",
5469     107 => "rune of frost",
5470     108 => "rune of shocking",
5471     109 => "rune of blasting",
5472     110 => "rune of death",
5473     111 => "marking rune",
5474     112 => "build director",
5475     113 => "create pool of chaos",
5476     114 => "build bullet wall",
5477     115 => "build lightning wall",
5478     116 => "build fireball wall",
5479     117 => "magic rune",
5480     118 => "rune of magic drain",
5481     119 => "antimagic rune",
5482     120 => "rune of transferrence",
5483     121 => "transferrence",
5484     122 => "magic drain",
5485     123 => "counterspell",
5486     124 => "disarm",
5487     125 => "cure confusion",
5488     126 => "restoration",
5489     127 => "summon evil monster",
5490     128 => "counterwall",
5491     129 => "cause light wounds",
5492     130 => "cause medium wounds",
5493     131 => "cause serious wounds",
5494     132 => "charm monsters",
5495     133 => "banishment",
5496     134 => "create missile",
5497     135 => "show invisible",
5498     136 => "xray",
5499     137 => "pacify",
5500     138 => "summon fog",
5501     139 => "steambolt",
5502     140 => "command undead",
5503     141 => "holy orb",
5504     142 => "summon avatar",
5505     143 => "holy possession",
5506     144 => "bless",
5507     145 => "curse",
5508     146 => "regeneration",
5509     147 => "consecrate",
5510     148 => "summon cult monsters",
5511     149 => "cause critical wounds",
5512     150 => "holy wrath",
5513     151 => "retributive strike",
5514     152 => "finger of death",
5515     153 => "insect plague",
5516     154 => "call holy servant",
5517     155 => "wall of thorns",
5518     156 => "staff to snake",
5519     157 => "light",
5520     158 => "darkness",
5521     159 => "nightfall",
5522     160 => "daylight",
5523     161 => "sunspear",
5524     162 => "faery fire",
5525     163 => "cure blindness",
5526     164 => "dark vision",
5527     165 => "bullet swarm",
5528     166 => "bullet storm",
5529     167 => "cause many wounds",
5530     168 => "small snowstorm",
5531     169 => "medium snowstorm",
5532     170 => "large snowstorm",
5533     171 => "cure disease",
5534     172 => "cause red death",
5535     173 => "cause flu",
5536     174 => "cause black death",
5537     175 => "cause leprosy",
5538     176 => "cause smallpox",
5539     177 => "cause white death",
5540     178 => "cause anthrax",
5541     179 => "cause typhoid",
5542     180 => "mana blast",
5543     181 => "small manaball",
5544     182 => "medium manaball",
5545     183 => "large manaball",
5546     184 => "mana bolt",
5547     185 => "dancing sword",
5548     186 => "animate weapon",
5549     187 => "cause cold",
5550     188 => "divine shock",
5551     189 => "windstorm",
5552     190 => "sanctuary",
5553     191 => "peace",
5554     192 => "spiderweb",
5555     193 => "conflict",
5556     194 => "rage",
5557     195 => "forked lightning",
5558     196 => "poison fog",
5559     197 => "flaming aura",
5560     198 => "vitriol",
5561     199 => "vitriol splash",
5562     200 => "ironwood skin",
5563     201 => "wrathful eye",
5564     202 => "town portal",
5565     203 => "missile swarm",
5566     204 => "cause rabies",
5567     205 => "glyph"
5568     );
5569    
5570    
5571     =head1 AUTHOR
5572    
5573     Marc Lehmann <schmorp.de>
5574     http://home.schmorp.de/
5575    
5576     The source files are part of the CFJavaEditor.
5577    
5578     =cut
5579    
5580     1