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Revision: 1.20
Committed: Tue Aug 8 20:29:30 2006 UTC (17 years, 9 months ago) by elmex
Branch: MAIN
Changes since 1.19: +7 -0 lines
Log Message:
added speed field for gates

File Contents

# User Rev Content
1 root 1.1 =head1 NAME
2    
3     Crossfire::Data - various data structures useful for understanding archs and objects
4    
5     =head1
6    
7     THIS FILE IS AUTOGENERATED, DO NOT EDIT!
8    
9     It's a translation of the following files:
10    
11     res/spells.xml
12     res/types.xml
13     res/typenumbers.xml
14    
15     See F<res/README> for more info.
16    
17     =cut
18    
19 root 1.4 package Crossfire::Data;
20    
21 root 1.3 our %BITMASK = (
22     attacktype => {
23     0 => 'Physical',
24     1 => 'Magical',
25     2 => 'Fire',
26     3 => 'Electricity',
27     4 => 'Cold',
28     5 => 'Confusion',
29     6 => 'Acid',
30     7 => 'Drain',
31     8 => 'Weaponmagic',
32     9 => 'Ghosthit',
33     10 => 'Poison',
34     11 => 'Slow',
35     12 => 'Paralyze',
36     13 => 'Turn Undead',
37     14 => 'Fear',
38     15 => 'Cancellation',
39     16 => 'Depletion',
40     17 => 'Death',
41     18 => 'Chaos',
42     19 => 'Counterspell',
43     20 => 'God Power',
44     21 => 'Holy Power',
45     22 => 'Blinding'
46     },
47     material => {
48     0 => 'Paper',
49     1 => 'Iron',
50     2 => 'Glass',
51     3 => 'Leather',
52     4 => 'Wood',
53     5 => 'Organics',
54     6 => 'Stone',
55     7 => 'Cloth',
56 root 1.13 8 => 'Adamantite',
57     9 => 'Liquid',
58     10 => 'Soft Metal',
59     11 => 'Bone',
60     12 => 'Ice',
61     13 => '(supress name on display)'
62 root 1.3 },
63 root 1.14 movement_type => {
64     0 => 'Walk',
65     1 => 'Fly Low',
66     2 => 'Fly High',
67     3 => 'Swim',
68 root 1.16 4 => 'Boat',
69     16 => 'Other'
70 root 1.14 },
71 root 1.3 pick_up => {
72     0 => 'Nothing',
73     1 => 'Wealth',
74     2 => 'Food',
75     3 => 'Weapons',
76     4 => 'Armour',
77     5 => 'Inverse',
78     6 => 'All'
79     },
80     spellpath => {
81     0 => 'Protection',
82     1 => 'Fire',
83     2 => 'Frost',
84     3 => 'Electricity',
85     4 => 'Missiles',
86     5 => 'Self',
87     6 => 'Summoning',
88     7 => 'Abjuration',
89     8 => 'Restoration',
90     9 => 'Detonation',
91     10 => 'Mind',
92     11 => 'Creation',
93     12 => 'Teleportation',
94     13 => 'Information',
95     14 => 'Transmutation',
96     15 => 'Transferrence',
97     16 => 'Turning',
98     17 => 'Wounding',
99     18 => 'Death',
100     19 => 'Light'
101     },
102     will_apply => {
103     0 => 'Apply Handles',
104     1 => 'Open Chests',
105     2 => 'Break Walls',
106     3 => 'Open Doors'
107     }
108     );
109    
110     our %LIST = (
111 root 1.15 attack_movement_bits_0_3 => {
112     0 => 'default',
113     1 => 'attack from distance',
114     2 => 'run away',
115     3 => 'hit and run',
116     4 => 'wait, then hit, then move',
117     5 => 'rush blindly',
118     6 => 'always run',
119     7 => 'attack from distance if hit',
120     8 => 'do not approach'
121     },
122     attack_movement_bits_4_7 => {
123     0 => 'none',
124     16 => 'pet',
125     32 => 'small circle',
126     48 => 'large circle',
127     64 => 'small horizontal',
128     80 => 'large horizontal',
129     96 => 'random direction',
130     112 => 'random movement',
131     128 => 'small vertical',
132     144 => 'large vertical'
133     },
134 root 1.3 direction => {
135     0 => '<none>',
136     1 => 'north',
137     2 => 'northeast',
138     3 => 'east',
139     4 => 'southeast',
140     5 => 'south',
141     6 => 'southwest',
142     7 => 'west',
143     8 => 'northwest'
144     },
145 root 1.10 event_type => {
146     0 => 'none',
147     1 => 'apply',
148     2 => 'attack',
149     3 => 'death',
150     4 => 'drop',
151     5 => 'pickup',
152     6 => 'say',
153     7 => 'stop',
154     8 => 'time',
155     9 => 'throw',
156     10 => 'trigger',
157     11 => 'close',
158     12 => 'timer',
159     28 => 'move'
160     },
161 root 1.3 mood => {
162     0 => 'furious',
163     1 => 'angry',
164     2 => 'calm',
165     3 => 'sleep',
166     4 => 'charm'
167 root 1.1 },
168 root 1.3 potion_effect => {
169     0 => '<none>',
170     65536 => 'life restoration',
171     1048576 => 'improvement'
172 root 1.1 },
173 root 1.3 skill_type => {
174     1 => 'lockpicking',
175     2 => 'hiding',
176     3 => 'smithery',
177     4 => 'bowyer',
178     5 => 'jeweler',
179     6 => 'alchemy',
180     7 => 'stealing',
181     8 => 'literacy',
182     9 => 'bargaining',
183     10 => 'jumping',
184     11 => 'detect magic',
185     12 => 'oratory',
186     13 => 'singing',
187     14 => 'detect curse',
188     15 => 'find traps',
189     16 => 'mediatation',
190     17 => 'punching',
191     18 => 'flame touch',
192     19 => 'karate',
193     20 => 'climbing',
194     21 => 'woodsman',
195     22 => 'inscription',
196     23 => 'one handed weapons',
197     24 => 'missile weapons',
198     25 => 'throwing',
199     26 => 'use magic item',
200     27 => 'disarm traps',
201     28 => 'set traps',
202     29 => 'thaumaturgy',
203     30 => 'praying',
204     31 => 'clawing',
205     32 => 'levitation',
206     33 => 'summoning',
207     34 => 'pyromancy',
208     35 => 'evocation',
209     36 => 'sorcery',
210     37 => 'two handed weapons'
211 root 1.1 },
212 root 1.3 spell_type => {
213     1 => 'raise dead',
214     2 => 'rune',
215     3 => 'make mark',
216     4 => 'bolt',
217     5 => 'bullet',
218     6 => 'explosion',
219     7 => 'cone',
220     8 => 'bomb',
221     9 => 'wonder',
222     10 => 'smite',
223     11 => 'magic missile',
224     12 => 'summon golem',
225     13 => 'dimension door',
226     14 => 'magic mapping',
227     15 => 'magic wall',
228     16 => 'destruction',
229     17 => 'perceive self',
230     18 => 'word of recall',
231     19 => 'invisible',
232     20 => 'probe',
233     21 => 'healing',
234     22 => 'create food',
235     23 => 'earth to dust',
236     24 => 'change ability',
237     25 => 'bless',
238     26 => 'curse',
239     27 => 'summon monster',
240     28 => 'recharge',
241     29 => 'polymorph',
242     30 => 'alchemy',
243     31 => 'remove curse',
244     32 => 'identify',
245     33 => 'detection',
246     34 => 'mood change',
247     35 => 'moving ball',
248     36 => 'swarm',
249     37 => 'charge mana',
250     38 => 'dispel rune',
251     39 => 'create missile',
252     40 => 'consecrate',
253     41 => 'animate weapon',
254     42 => 'light',
255     43 => 'change map light',
256     44 => 'faery fire',
257     45 => 'disease',
258     46 => 'aura',
259     47 => 'town portal'
260 root 1.1 },
261 root 1.3 weapon_type => {
262     0 => '<unknown>',
263     1 => 'sword',
264     2 => 'arrows',
265     3 => 'axe',
266     4 => 'katana',
267     5 => 'knife, dagger',
268     6 => 'whip, chain',
269     7 => 'hammer, flail',
270     8 => 'club, stick'
271     }
272     );
273    
274     our %IGNORE_LIST = (
275     non_pickable => [
276     'value',
277     'nrof',
278     'weight',
279     'name_pl',
280     'material',
281     'no_pick',
282     'unpaid',
283     'title',
284     'identified'
285     ],
286     system_object => [
287     'value',
288     'nrof',
289     'weight',
290     'name_pl',
291     'material',
292     'no_pick',
293     'unpaid',
294     'title',
295     'glow_radius',
296     'identified',
297     'blocksview',
298     'invisible'
299     ]
300     );
301    
302     our %DEFAULT_ATTR = (
303 root 1.7 attr => [
304     [
305     'name',
306     {
307     desc => 'This is the name of the object, displayed to the player.',
308     name => 'name',
309     type => 'string'
310     }
311     ],
312     [
313     'name_pl',
314     {
315     desc => 'This is the plural name of the object. A plural name must be set for all items that can be picked up and collected by the player.',
316     name => 'plural name',
317     type => 'string'
318     }
319     ],
320     [
321     'title',
322     {
323 root 1.9 desc => 'This is the object\'s title. Once an object is identified the title is attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.',
324 root 1.7 name => 'title',
325     type => 'string'
326     }
327     ],
328     [
329     'face',
330     {
331     desc => 'The image-name defines what image is displayed for this object in-game.',
332     name => 'image',
333     type => 'string'
334     }
335     ],
336     [
337     'nrof',
338     {
339     desc => 'This value determines the number of objects in one stack (for example: 100 goldcoins => "number = 100"). You should set this at least to one, for any pickable object - otherwise it won\'t be mergeable into a stack.',
340     name => 'number',
341     type => 'int'
342     }
343     ],
344     [
345     'weight',
346     {
347 root 1.9 desc => 'This value defines the object\'s weight in grams (1000g is 1kg). Objects with zero weight are not pickable for players. Still, set the "non-pickable"-flag for explicitly non-pickable objects (hey, this is opensource.. you never know ;) ).',
348 root 1.7 name => 'weight',
349     type => 'int'
350     }
351     ],
352     [
353     'value',
354     {
355 root 1.18 desc => 'Determines the value of the object, in units of silver coins (one platinum coin == 50 silver coins). Value for buying/selling will be further modified by various factors. Hence, testing values in-game is usually inevitable.',
356 root 1.7 name => 'value',
357     type => 'int'
358     }
359     ],
360     [
361     'glow_radius',
362     {
363 root 1.9 desc => 'If <glow radius> is set to a value greater zero, the object appears lit up on dark maps. <glow radius> can be a value between 0 and 4, the higher, the more light does the object emit.',
364 root 1.7 name => 'glow radius',
365     type => 'int'
366     }
367     ],
368     [
369     'material',
370     {
371     desc => 'This bitmask-value informs the player of which material(s) the object consists. Material does also affect how likely the object can be destroyed by hazardous spell-effects.',
372     name => 'material',
373     type => 'bitmask',
374     value => $BITMASK{material}
375     }
376     ],
377     [
378     'no_pick',
379     {
380     desc => 'If set, the object cannot be picked up (Neither by players nor monsters).',
381     name => 'non-pickable',
382     type => 'bool'
383     }
384     ],
385     [
386     'invisible',
387     {
388     desc => 'Generally makes the object invisible. Depending on the object-type, some can be made visible by the show_invisible spell. If in doubt, test it. Putting an invisible object under the floor always prevents it from being shown.',
389     name => 'invisible',
390     type => 'bool'
391     }
392     ],
393     [
394     'blocksview',
395     {
396     desc => 'If an item is set to block view, players (and monsters) cannot see byond it unless they cross it or manage to stand ontop.',
397     name => 'block view',
398     type => 'bool'
399     }
400     ],
401     [
402     'identified',
403     {
404     desc => 'If an item is identified, the player has full knowledge about it.',
405     name => 'identified',
406     type => 'bool'
407     }
408     ],
409     [
410     'unpaid',
411     {
412     desc => 'An <unpaid> item cannot be used unless a player carried it over a shop mat, paying the demanded price. Setting this flag makes sense only for pickable items inside shops.',
413     name => 'unpaid',
414     type => 'bool'
415     }
416     ]
417     ]
418 root 1.3 );
419    
420     our %TYPE = (
421     Ability => {
422 root 1.7 attr => [
423     [
424     'invisible',
425     {
426     type => 'fixed',
427     value => 1
428     }
429     ],
430     [
431     'no_drop',
432     {
433     type => 'fixed',
434     value => 1
435     }
436     ],
437     [
438     'sp',
439     {
440     desc => 'The monster will use the specified <short range spell> when the player is within 6-square radius (of the monster\'s head).',
441     name => 'short range spell',
442     type => 'spell'
443     }
444     ],
445     [
446     'hp',
447     {
448     desc => 'The monster will use the specified <long range spell> when the player is at least 6 squares away (from the monster\'s head). Setting a <long range spell> is optional. If unset, the <short range spell> gets used all the time.',
449     name => 'long range spell',
450     type => 'nz_spell'
451     }
452     ],
453     [
454     'maxsp',
455     {
456     desc => 'Sometimes you\'ll want a monster to use one ability more than others. To achieve this, set the <importance> to a value greater than one. Abilities with this value zero/unset are counted to be of <importance> one. Example: A monster with "small fireball" of <importance> 3 and "paralyze" of <importance> 1 will averagely cast three out of four times the "small fireball".',
457     name => 'importance',
458     type => 'int'
459     }
460     ],
461     [
462     'attacktype',
463     {
464 root 1.9 desc => 'This flag specifies whether the ability <is magical> in nature. If enabled, all spells produced by this ability will have magic attacktype added to the usual attacktypes. This should always be set for spell-like abilities. "Natural" abilities like a dragon\'s firebreath are an exception. Note that non-magical abilities are more dangerous because magic resistance does not protect from those.',
465 root 1.7 name => 'is magical',
466     type => 'bool',
467     value => [
468     0,
469     2
470     ]
471     }
472     ]
473     ],
474 root 1.3 desc => 'Abilities are to be put in a monster\'s inventory. They grant monsters the knowledge to cast spells. Spells from abilities are usually magical in nature, thus adding magic attacktype to the spell-damage they produce. <br><br> A particularly nice feature of abilities is that they can hold two spells: One for short range- and one for long range use. \\n\\n You should know that spellcasting monsters receive abilities via &lt;treasurelist&gt;.',
475     ignore => [
476     $IGNORE_LIST{system_object}
477     ],
478 root 1.5 name => 'Ability',
479 root 1.3 use => 'If you want to create "customized" spellcasting monsters, you should use abilities (rather than spellbooks/wands or something). The long/short-range spell feature can make boss-monsters more interesting and challenging. <br><br> You should keep in mind that magic abilities allow players to get better resistance. You can turn off the magic part to make the spells more dangerous. However, this really shouldn\'t be neccessary unless you work on very high level maps. And what fun is a magic resistance cloak when it has no effect?'
480     },
481     Altar => {
482 root 1.7 attr => [
483     [
484     'no_pick',
485     {
486     type => 'fixed',
487     value => 1
488     }
489     ],
490     [
491 root 1.14 'move_on',
492 root 1.7 {
493 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
494     name => 'movement type',
495     type => 'bitmask',
496     value => $BITMASK{movement_type}
497 root 1.7 }
498     ],
499     [
500     'slaying',
501     {
502     desc => 'This string specifies the item that must be put on the altar to activate it. It can either be the name of an archetype, or directly the name of an object. Yet, titles are not recognized by altars. Remember to put a note somewhere, telling the player what he is expected to drop on the altar. (Often this is put in the altar\'s name: E.g. "drop 100 platinums")',
503     name => 'match item name',
504     type => 'string'
505     }
506     ],
507     [
508     'food',
509     {
510     desc => 'The drop amount specifies the amount of items (specified in <match item name>) that must be dropped to activate the altar. If <match item name> is set to "money", then the value of the sacrificed money must be equal to <drop amount> (ie, if food=200, then 200 silver, 20 gold, or 4 platinum will all work.) Note that the maximum possible for <drop amount> is 32767.',
511     name => 'drop amount',
512     type => 'int'
513     }
514     ],
515     [
516     'connected',
517     {
518     desc => 'If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.',
519     name => 'connection',
520     type => 'int'
521     }
522     ],
523     [
524     'sp',
525     {
526 root 1.9 desc => 'When activated, the selected <spell> will be casted (once, on the player). This should work for any given spell. The altar will work infinitely in this way. Don\'t set both <spell> and <connection> for one altar.',
527 root 1.7 name => 'spell',
528     type => 'spell'
529     }
530     ],
531     [
532     'msg',
533     {
534     desc => 'This text will be displayed to the player in the exact moment when the altar is activated.',
535     end => 'endmsg',
536     name => 'message',
537     type => 'text'
538     }
539     ]
540     ],
541 root 1.9 desc => 'When a player puts a defined number of certain items on the altar, then either a spell is casted (on the player) or a connector is triggered. If the latter is the case, the altar works only once. Either way, the sacrificed item disappears.',
542 root 1.3 ignore => [
543     $IGNORE_LIST{non_pickable}
544 root 1.5 ],
545     name => 'Altar'
546 root 1.3 },
547     'Altar Trigger' => {
548 root 1.7 attr => [
549     [
550     'no_pick',
551     {
552     type => 'fixed',
553     value => 1
554     }
555     ],
556     [
557     'slaying',
558     {
559     desc => 'This string specifies the item that must be put on the altar to activate it. It can either be the name of an archetype, or directly the name of an object. Yet, titles are not recognized by altars. Remember to put a note somewhere, telling the player what he is expected to drop on the altar. (Often this is put in the altar\'s name: E.g. "drop 100 platinums")',
560     name => 'match item name',
561     type => 'string'
562     }
563     ],
564     [
565     'food',
566     {
567     desc => 'The drop amount specifies the amount of items (specified in <match item name>) that must be dropped to activate the altar. If <match item name> is set to "money", then the value of the sacrificed money must be equal to <drop amount> (ie, if food=200, then 200 silver, 20 gold, or 4 platinum will all work.) Note that the maximum possible for <drop amount> is 32767.',
568     name => 'drop amount',
569     type => 'int'
570     }
571     ],
572     [
573     'connected',
574     {
575     desc => 'If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.',
576     name => 'connection',
577     type => 'int'
578     }
579     ],
580     [
581     'sp',
582     {
583 root 1.9 desc => 'When activated, this <spell> will be casted (once, on the player). This should work for any given spell. The altar will work infinitely in this way. Don\'t set both <spell> and <connection> for one altar.',
584 root 1.7 name => 'spell',
585     type => 'spell'
586     }
587     ],
588     [
589     'exp',
590     {
591     desc => 'Being activated, the altar will reset after <reset time> ticks. After reset, the altar is ready to be activated once again. The default <reset time> is 30.',
592     name => 'reset time',
593     type => 'int'
594     }
595     ],
596     [
597     'last_sp',
598     {
599     desc => 'If this attribute is enabled, the altar_trigger won\'t push the connected value by altar reset. Only ONCE by dropping the sacrifice. This is typically used when the altar is connected to a creator, e.g. for selling tickets. If this attribute is disabled (default), the altar_trigger will push the connected value TWICE per sacrifice: First by dropping sacrifice, second by reset. This mode is typically used for altars being connected to gates, resulting in the gate being opened and closed again.',
600     name => 'ignore reset',
601     type => 'bool'
602     }
603     ],
604     [
605 root 1.14 'move_on',
606 root 1.7 {
607 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
608     name => 'movement type',
609     type => 'bitmask',
610     value => $BITMASK{movement_type}
611 root 1.7 }
612     ],
613     [
614     'msg',
615     {
616     desc => 'This text will be displayed to the player in the exact moment when the altar is activated.',
617     end => 'endmsg',
618     name => 'message',
619     type => 'text'
620     }
621     ]
622     ],
623 root 1.9 desc => 'Altar_triggers work pretty much like normal altars (drop sacrifice -> connection activated), except for the fact that they reset after usage. Hence, altar_triggers can be used infinitely.',
624 root 1.3 ignore => [
625     $IGNORE_LIST{non_pickable}
626     ],
627 root 1.5 name => 'Altar Trigger',
628 root 1.3 use => 'Altar_triggers are very useful if you want to charge a price for... <UL> <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator. <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate. <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth. </UL> The big advantage over normal altars is the infinite usability of altar_triggers! If there are ten players on one server, they\'re quite grateful if things work more than once. =)'
629     },
630     Amulet => {
631 root 1.7 attr => [
632     [
633     'ac',
634     {
635     desc => 'This value defines the amount of armour-class bonus for wearing this item. <Armour class> lessens the chance of being hit. Lower values are better. It should usually be set only for armour-like equipment.',
636     name => 'armour class',
637     type => 'int'
638     }
639     ],
640     [
641     'wc',
642     {
643     desc => 'The <weapon class> value adds to the overall weapon class of the wielder\'s melee attacks. Weapon class improves the chance of hitting the opponent. Weapon class is the "counterpiece" of <armour class>. It should usually be set only for weapon-like items. Lower values are better.',
644     name => 'weapon class',
645     type => 'int'
646     }
647     ],
648     [
649     'item_power',
650     {
651     desc => 'The <item power> value measures how "powerful" an artifact is. Players will only be able to wear equipment with a certain total amount of <item power>, depending on their own level. This is the only way to prevent low level players to wear "undeserved" equipment (like gifts from other players or cheated items). It is very important to adjust the <item power> value carefully for every artifact you create! If zero/unset, the CF server will calculate a provisional value at runtime, but this is never going to be an accurate measurement of <item power>.',
652     name => 'item power',
653     type => 'int'
654     }
655     ],
656     [
657     'damned',
658     {
659     desc => 'A damned piece of equipment cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
660     name => 'damnation',
661     type => 'bool'
662     }
663     ],
664     [
665     'cursed',
666     {
667     desc => 'A cursed piece of equipment cannot be unwielded unless the curse is removed.',
668     name => 'curse',
669     type => 'bool'
670     }
671     ],
672     [
673     'lifesave',
674     {
675 root 1.9 desc => 'An item with this flag enabled will save the players life for one time: When the player is wearing this item and his health points reach zero, the item disappears, replenishing half of the player\'s health. An item with <save life> should not have any decent additional bonuses!',
676 root 1.7 name => 'save life',
677     type => 'bool'
678     }
679     ],
680     [
681     'unique',
682     {
683     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
684     name => 'unique item',
685     type => 'bool'
686     }
687     ],
688     [
689     'startequip',
690     {
691     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
692     name => 'godgiven item',
693     type => 'bool'
694     }
695     ],
696     [
697     'applied',
698     {
699     desc => 'If you put this item into the inventory of a monster, and you want the monster to use/wear the item - you must set <is applied>. Enabling this flag doesn\'t make any sense if the item is NOT in a monster\'s inventory.',
700     name => 'is applied',
701     type => 'bool'
702     }
703     ],
704     [
705     'msg',
706     {
707     desc => 'This text describes the item\'s "story". Every decent artifact should have such a description.',
708     end => 'endmsg',
709     name => 'description',
710     type => 'text'
711     }
712     ]
713     ],
714 root 1.3 desc => 'Wearing an amulet, the object\'s stats will directly be inherited to the player. Amulets are usually meant for protection and defense.',
715 root 1.5 name => 'Amulet',
716 root 1.4 section => [
717     [
718     'resistance',
719 root 1.7 [
720     [
721     'resist_physical',
722     {
723     desc => 'This adds physical resistance to the item (= armour value). The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
724     name => 'resist physical %',
725     type => 'int'
726     }
727     ],
728     [
729     'resist_magic',
730     {
731     desc => 'This adds magic resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
732     name => 'resist magic %',
733     type => 'int'
734     }
735     ],
736     [
737     'resist_fire',
738     {
739     desc => 'This adds fire resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
740     name => 'resist fire %',
741     type => 'int'
742     }
743     ],
744     [
745     'resist_electricity',
746     {
747     desc => 'This adds electricity resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
748     name => 'resist electricity %',
749     type => 'int'
750     }
751     ],
752     [
753     'resist_cold',
754     {
755     desc => 'This adds fire resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
756     name => 'resist cold %',
757     type => 'int'
758     }
759     ],
760     [
761     'resist_confusion',
762     {
763     desc => 'This adds confusion resistance to the item. The number is a percent-value in the range 0-100. Confusion resistance is not very effective unless the value comes close to 100 (= perfect immunity).',
764     name => 'resist confusion %',
765     type => 'int'
766     }
767     ],
768     [
769     'resist_acid',
770     {
771     desc => 'This adds acid resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
772     name => 'resist acid %',
773     type => 'int'
774     }
775     ],
776     [
777     'resist_drain',
778     {
779     desc => 'This adds draining resistance to the item. The number is a percent-value in the range 0-100. Draining resistance is little effective unless the value is 100 (= perfect immunity).',
780     name => 'resist draining %',
781     type => 'int'
782     }
783     ],
784     [
785     'resist_weaponmagic',
786     {
787     desc => 'This adds weaponmagic resistance to the item. The number is a percent-value in the range 0-100. Weaponmagic resistance generally should not exist on equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell) are not meant to be easily resisted.',
788     name => 'resist weaponmagic %',
789     type => 'int'
790     }
791     ],
792     [
793     'resist_ghosthit',
794     {
795     desc => 'This adds ghosthit resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
796     name => 'resist ghosthit %',
797     type => 'int'
798     }
799     ],
800     [
801     'resist_poison',
802     {
803     desc => 'This adds poison resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
804     name => 'resist poison %',
805     type => 'int'
806     }
807     ],
808     [
809     'resist_slow',
810     {
811     desc => 'This adds fear resistance to the item. The number is a percent-value in the range 0-100. Resistance to fear is pretty useless.',
812     name => 'resist slow %',
813     type => 'int'
814     }
815     ],
816     [
817     'resist_paralyze',
818     {
819     desc => 'This adds paralyze resistance to the item. The number is a percent-value in the range 0-100. Paralyze resistance is little effective unless the value is 100 (= perfect immunity).',
820     name => 'resist paralyze %',
821     type => 'int'
822     }
823     ],
824     [
825     'resist_fear',
826     {
827     desc => 'This adds fear resistance to the item. The number is a percent-value in the range 0-100. Resistance to fear is pretty useless.',
828     name => 'resist fear %',
829     type => 'int'
830     }
831     ],
832     [
833     'resist_deplete',
834     {
835     desc => 'This adds depletion resistance to the item. The number is a percent-value in the range 0-100. Depletion resistance is little effective unless the value is 100 (= perfect immunity).',
836     name => 'resist depletion %',
837     type => 'int'
838     }
839     ],
840     [
841     'resist_death',
842     {
843     desc => 'This adds death-attack resistance to the item. The number is a percent-value in the range 0-100. Death-attack resistance is little effective unless the value is 100 (= perfect immunity). Generally, resistance to death-attack is not supposed to be available to players!',
844     name => 'resist death-attack %',
845     type => 'int'
846     }
847     ],
848     [
849     'resist_chaos',
850     {
851     desc => 'This adds chaos resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact. Note that chaos is not a stand-alone attacktype. Chaos "contains" a combination of other attacktypes.',
852     name => 'resist chaos %',
853     type => 'int'
854     }
855     ],
856     [
857     'resist_blind',
858     {
859     desc => 'This adds blinding resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
860     name => 'resist blinding %',
861     type => 'int'
862     }
863     ],
864     [
865     'resist_holyword',
866     {
867     desc => 'This adds holy power resistance to the item. The number is a percent-value in the range 0-100. Holy power is the attacktype that holyword-type spells use to hurt undead creatures. This kind of resistance is only reasonable for undead players (wraith or devourer cult). Generally, resistance to holy word should not be available for players.',
868     name => 'resist holy power %',
869     type => 'int'
870     }
871     ]
872     ]
873     ],
874     [
875     'stats',
876     [
877     [
878     'Str',
879     {
880     desc => 'The player\'s strentgh will rise/fall by the given value while wearing this piece of equipment.',
881     name => 'strength',
882     type => 'int'
883     }
884     ],
885     [
886     'Dex',
887     {
888     desc => 'The player\'s dexterity will rise/fall by the given value while wearing this piece of equipment.',
889     name => 'dexterity',
890     type => 'int'
891     }
892     ],
893     [
894     'Con',
895     {
896     desc => 'The player\'s constitution will rise/fall by the given value while wearing this piece of equipment.',
897     name => 'constitution',
898     type => 'int'
899     }
900     ],
901     [
902     'Int',
903     {
904     desc => 'The player\'s intelligence will rise/fall by the given value while wearing this piece of equipment.',
905     name => 'intelligence',
906     type => 'int'
907     }
908     ],
909     [
910     'Pow',
911     {
912     desc => 'The player\'s power will rise/fall by the given value while wearing this piece of equipment.',
913     name => 'power',
914     type => 'int'
915     }
916     ],
917     [
918     'Wis',
919     {
920     desc => 'The player\'s wisdom will rise/fall by the given value while wearing this piece of equipment.',
921     name => 'wisdom',
922     type => 'int'
923     }
924     ],
925     [
926     'Cha',
927     {
928     desc => 'The player\'s charisma will rise/fall by the given value while wearing this piece of equipment.',
929     name => 'charisma',
930     type => 'int'
931     }
932     ]
933     ]
934     ],
935     [
936     'misc',
937     [
938     [
939     'luck',
940     {
941     desc => 'With positive luck bonus, the player is more likely to succeed in all sorts of things (spellcasting, praying,...). Unless the <luck bonus> is very high, the effect will be barely visible in-game. Luck bonus on one piece of equipment should never exceed 3, and such bonus should not be too frequently available.',
942     name => 'luck bonus',
943     type => 'int'
944     }
945     ],
946     [
947     'hp',
948     {
949     desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
950     name => 'health regen.',
951     type => 'int'
952     }
953     ],
954     [
955     'sp',
956     {
957     desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
958     name => 'mana regen.',
959     type => 'int'
960     }
961     ],
962     [
963     'grace',
964     {
965     desc => 'Positive <grace regen.> bonus speeds up the player\'s grace regeneration. Negative values slow it down. Since grace can be regenerated rather easy with praying, additional <grace regen.> bonus should be VERY RARE!!',
966     name => 'grace regen.',
967     type => 'int'
968     }
969     ],
970     [
971     'food',
972     {
973     desc => 'Positive <food bonus> slows down the player\'s digestion, thus he consumes less food. Negative values speed it up. Note that food is consumed not only for "being alive", but also for healing and mana-regeneration. <food bonus> only affects the amount of food consumed for "being alive". Hence, even with high <food bonus>, during a fight a player can run out of food quickly.',
974     name => 'food bonus',
975     type => 'int'
976     }
977     ],
978     [
979     'xrays',
980     {
981 root 1.9 desc => 'Xray vision allows the player to see through obstacles in a two-square-wide radius. This is extremely helpful and desirable, so don\'t give it away for cheap on equipment.',
982 root 1.7 name => 'xray vision',
983     type => 'bool'
984     }
985     ],
986     [
987     'stealth',
988     {
989     desc => 'Stealth allows the player to move silently. This comes to effect if a player turns himself invisible and tries to sneak around monsters. (At least that was the idea behind it)',
990     name => 'stealth',
991     type => 'bool'
992     }
993     ],
994     [
995     'reflect_spell',
996     {
997     desc => 'If a player is wearing any piece of equipment with the ability to <reflect spells>, all kinds of spell-bullets and -beams will bounce off him. This works only about 90% of all times, to avoid players being completely immune to certain types of attacks. This is a very powerful ability and it shouldn\'t be handed out cheap!',
998     name => 'reflect spells',
999     type => 'bool'
1000     }
1001     ],
1002     [
1003     'reflect_missile',
1004     {
1005     desc => 'If a player is wearing any piece of equipment with the ability to <reflect missiles>, all kinds of projectiles (e.g. arrows, bolts, boulders) will bounce off him. This works only about 90% of all times, to avoid players being completely immune to certain types of attacks.',
1006     name => 'reflect missiles',
1007     type => 'bool'
1008     }
1009     ],
1010     [
1011 root 1.14 'move_type',
1012 root 1.7 {
1013 root 1.14 desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
1014     name => 'movement type',
1015     type => 'bitmask',
1016     value => $BITMASK{movement_type}
1017 root 1.7 }
1018     ],
1019     [
1020     'path_attuned',
1021     {
1022     desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this item.',
1023     name => 'attuned paths',
1024     type => 'bitmask',
1025     value => $BITMASK{spellpath}
1026     }
1027     ],
1028     [
1029     'path_repelled',
1030     {
1031     desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this item.',
1032     name => 'repelled paths',
1033     type => 'bitmask',
1034     value => $BITMASK{spellpath}
1035     }
1036     ],
1037     [
1038     'path_denied',
1039     {
1040     desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this item.',
1041     name => 'denied paths',
1042     type => 'bitmask',
1043     value => $BITMASK{spellpath}
1044     }
1045     ]
1046     ]
1047     ]
1048     ],
1049     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1050     },
1051     Battleground => {
1052     attr => [
1053     [
1054     'no_pick',
1055     {
1056     type => 'fixed',
1057     value => 1
1058     }
1059     ],
1060     [
1061     'is_floor',
1062 root 1.4 {
1063 root 1.7 type => 'fixed',
1064     value => 1
1065 root 1.4 }
1066     ],
1067     [
1068 root 1.7 'hp',
1069 root 1.4 {
1070 root 1.7 desc => 'The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.',
1071     name => 'destination X',
1072     type => 'int'
1073 root 1.4 }
1074     ],
1075     [
1076 root 1.7 'sp',
1077 root 1.4 {
1078 root 1.7 desc => 'The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.',
1079     name => 'destination Y',
1080     type => 'int'
1081 root 1.4 }
1082     ]
1083     ],
1084 root 1.3 desc => 'Battleground is very special: In short, players can die on battleground without any death penalties. They don\'t loose or gain experience while on battleground. Acid, draining and depletion effects don\'t work either. When a player dies on battleground, he gets teleported to an exit location which is defined in the battleground object.',
1085     ignore => [
1086     $IGNORE_LIST{non_pickable}
1087     ],
1088 root 1.5 name => 'Battleground',
1089 root 1.3 use => 'Battleground is only meant for player vs. player duels. You can design combat arenas similiar to the one in scorn.<br> What should NEVER be done is placing battleground tiles in open dungeons or other free kinds of land. It must not be possible to gain significant treasure for fighting on battleground, because it bears no risk.<br><br> (Battleground will cease to work when the image or name is changed, or when it is placed beneath another floor tile. This is not a bug, it is there to prevent any attempts of placing "hidden" battleground tiles anywhere.)'
1090     },
1091     Book => {
1092 root 1.7 attr => [
1093     [
1094     'level',
1095     {
1096     desc => 'If this value is set to be greater than zero, the player needs a certain literacy level to succeed reading the book. The book can be read if: mental_level greater <literacy level> - 5. Adding level to a book can be a nice idea, personally I like it when a player needs more than his fighting skills to solve a quest. However, keep the booklevel at least below 15 because it is quite hard to gain high mental levels.',
1097     name => 'literacy level',
1098     type => 'int'
1099     }
1100     ],
1101     [
1102     'startequip',
1103     {
1104     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1105     name => 'godgiven item',
1106     type => 'bool'
1107     }
1108     ],
1109     [
1110     'unique',
1111     {
1112     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
1113     name => 'unique item',
1114     type => 'bool'
1115     }
1116     ],
1117     [
1118     'msg',
1119     {
1120     desc => 'This is the text that appears "written" in the book.',
1121     end => 'endmsg',
1122     name => 'book content',
1123     type => 'text'
1124     }
1125 root 1.14 ],
1126     [
1127     'slaying',
1128     {
1129     desc => 'This is the key string of the book. The key string is checked by an inventory checker. (This is used eg. for the gate/port passes in scorn)',
1130     name => 'key string',
1131     type => 'string'
1132     }
1133 root 1.7 ]
1134     ],
1135 root 1.5 desc => 'Applying a book, the containing message is displayed to the player.',
1136     name => 'Book'
1137 root 1.1 },
1138 root 1.3 Boots => {
1139 root 1.7 attr => [
1140     [
1141     'exp',
1142     {
1143     desc => 'Boots with <speed bonus> will increase the player\'s walking speed while worn. This kind of bonus is quite desirable for players of low- and medium level. High level players usually have fastest possible walking speed and thus don\'t need <speed bonus> anymore. Still, this bonus is good for nice artifacts - not everything has to be for highest level.',
1144     name => 'speed bonus',
1145     type => 'int'
1146     }
1147     ],
1148     [
1149     'magic',
1150     {
1151     desc => '<magic bonus> works just like ac, except that it can be improved by "scrolls of Enchant Armour" or reduced by acid. It is less useful than direct armour-class bonus on the boots. Important: <magic bonus> on boots has no effect if there is no <armour class> set. It only works in combination with <armour class>.',
1152     name => 'magic bonus',
1153     type => 'int'
1154     }
1155     ]
1156     ],
1157 root 1.3 desc => 'Wearing boots, the object\'s stats will directly be inherited to the player. Usually enhancing his speed, or granting some minor protection bonus.',
1158     import => [
1159     $TYPE{Amulet}
1160     ],
1161 root 1.5 name => 'Boots',
1162 root 1.3 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1163     },
1164     Bracers => {
1165 root 1.7 attr => [
1166     [
1167     'magic',
1168     {
1169     desc => '<magic bonus> works just like ac, except that it can be improved by "scrolls of Enchant Armour" or reduced by acid. It is less useful than direct armour-class bonus on the bracers.',
1170     name => 'magic bonus',
1171     type => 'int'
1172     }
1173     ]
1174     ],
1175 root 1.3 desc => 'Bracers are armour-plates worn around the wrists. Wearing bracer, the object\'s stats will directly be inherited to the player. Usually enhancing his defense.',
1176     import => [
1177     $TYPE{Amulet}
1178     ],
1179 root 1.5 name => 'Bracers',
1180 root 1.3 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1181     },
1182     'Brestplate Armour' => {
1183 root 1.7 attr => [
1184     [
1185     'last_heal',
1186     {
1187     desc => 'This poses a penalty to spell regeneration speed, for wearing the armour. The bigger the spellpoint penalty, the worse.',
1188     name => 'spellpoint penalty',
1189     type => 'int'
1190     }
1191     ],
1192     [
1193     'last_sp',
1194     {
1195     desc => 'Slowdown penalty reduces the player\'s walking speed when wearing the armour. Bigger values are worse - zero is best.',
1196     name => 'slowdown penalty',
1197     type => 'int'
1198     }
1199     ],
1200     [
1201     'magic',
1202     {
1203     desc => '<magic bonus> works just like ac, except that it can be improved by "scrolls of Enchant Armour" or reduced by acid. It is less useful than direct armour-class bonus on the armour.',
1204     name => 'magic bonus',
1205     type => 'int'
1206     }
1207     ]
1208     ],
1209 root 1.3 desc => 'Wearing an armour, the object\'s stats will directly be inherited to the player. Usually enhancing his defense.',
1210 root 1.7 import => [
1211     $TYPE{Amulet}
1212     ],
1213     name => 'Brestplate Armour',
1214     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1215     },
1216     Button => {
1217     attr => [
1218     [
1219 root 1.14 'move_on',
1220 root 1.7 {
1221 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
1222     name => 'movement type',
1223     type => 'bitmask',
1224     value => $BITMASK{movement_type}
1225 root 1.7 }
1226     ],
1227     [
1228 root 1.14 'move_off',
1229 root 1.7 {
1230 root 1.14 desc => 'Which movement types deactivate this object (e.g. button).',
1231     name => 'movement type',
1232     type => 'bitmask',
1233     value => $BITMASK{movement_type}
1234 root 1.7 }
1235     ],
1236     [
1237     'no_pick',
1238     {
1239     type => 'fixed',
1240     value => 1
1241     }
1242     ],
1243     [
1244     'weight',
1245     {
1246     desc => 'The button is pressed (triggered), as soon as <press weigh> gram are placed ontop of it.',
1247     name => 'press weight',
1248 root 1.9 type => 'int'
1249 root 1.7 }
1250     ],
1251     [
1252     'connected',
1253     {
1254     desc => 'Every time the button is pressed or released, all objects with the same <connection> value are activated.',
1255     name => 'connection',
1256     type => 'int'
1257     }
1258     ],
1259     [
1260     'msg',
1261     {
1262     desc => 'This text may describe the item. You can use this message to explain the button\'s purpose to the player.',
1263     end => 'endmsg',
1264     name => 'description',
1265     type => 'text'
1266     }
1267     ]
1268 root 1.3 ],
1269     desc => 'When a predefined amount of weigh is placed on a button, the &lt;connection&gt; value is triggered. In most cases this happens when a player or monster steps on it. When the button is "released", the &lt;connection&gt; value get\'s triggered a second time.',
1270     ignore => [
1271     $IGNORE_LIST{non_pickable}
1272 root 1.5 ],
1273     name => 'Button'
1274 root 1.3 },
1275 root 1.9 'Button Trigger' => {
1276     desc => 'Handle buttons are buttons which reset after a short period of time. Every time it is either applied or reset, the &lt;connection&gt; value is triggered.',
1277     ignore => [
1278     $IGNORE_LIST{non_pickable}
1279     ],
1280     import => [
1281     $TYPE{Button}
1282     ],
1283     name => 'Button Trigger'
1284     },
1285     'Class Changer' => {
1286     attr => [
1287     [
1288     'randomitems',
1289     {
1290     desc => 'This entry determines which initial items the character receives.',
1291     name => 'class items',
1292     type => 'treasurelist'
1293     }
1294     ]
1295     ],
1296     desc => 'Class changer are used while creating a character.',
1297     ignore => [
1298     $IGNORE_LIST{non_pickable}
1299     ],
1300     name => 'Class Changer',
1301     section => [
1302     [
1303     'stats',
1304     [
1305     [
1306     'Str',
1307     {
1308     desc => 'The player\'s strength will rise by the given value if he chooses this class. (Negative values make strength fall)',
1309     name => 'strength',
1310     type => 'int'
1311     }
1312     ],
1313     [
1314     'Dex',
1315     {
1316     desc => 'The player\'s dexterity will rise by the given value if he chooses this class. (Negative values make dexterity fall)',
1317     name => 'dexterity',
1318     type => 'int'
1319     }
1320     ],
1321     [
1322     'Con',
1323     {
1324     desc => 'The player\'s constitution will rise by the given value if he chooses this class. (Negative values make constitution fall)',
1325     name => 'constitution',
1326     type => 'int'
1327     }
1328     ],
1329     [
1330     'Int',
1331     {
1332     desc => 'The player\'s intelligence will rise by the given value if he chooses this class. (Negative values make intelligence fall)',
1333     name => 'intelligence',
1334     type => 'int'
1335     }
1336     ],
1337     [
1338     'Pow',
1339     {
1340     desc => 'The player\'s power will rise by the given value if he chooses this class. (Negative values make power fall)',
1341     name => 'power',
1342     type => 'int'
1343     }
1344     ],
1345     [
1346     'Wis',
1347     {
1348     desc => 'The player\'s wisdom will rise by the given value if he chooses this class. (Negative values make wisdom fall)',
1349     name => 'wisdom',
1350     type => 'int'
1351     }
1352     ],
1353     [
1354     'Cha',
1355     {
1356     desc => 'The player\'s charisma will rise by the given value if he chooses this class. (Negative values make charisma fall)',
1357     name => 'charisma',
1358     type => 'int'
1359     }
1360     ]
1361     ]
1362     ]
1363     ]
1364     },
1365 root 1.3 Cloak => {
1366 root 1.7 attr => [
1367     [
1368     'magic',
1369     {
1370     desc => '<magic bonus> works just like ac, except that it can be improved by "scrolls of Enchant Armour" or reduced by acid. It is less useful than direct armour-class bonus on the cloak. Important: <magic bonus> on cloaks has no effect if there is no <armour class> set. It only works in combination with <armour class>.',
1371     name => 'magic bonus',
1372     type => 'int'
1373     }
1374     ]
1375     ],
1376 root 1.3 desc => 'Wearing a cloak, the object\'s stats will directly be inherited to the player. Cloaks usually add minor &lt;armour class&gt; and sometimes a bit of resistance.',
1377     import => [
1378     $TYPE{Amulet}
1379     ],
1380 root 1.5 name => 'Cloak',
1381 root 1.3 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1382     },
1383     Clock => {
1384 root 1.7 attr => [
1385     [
1386     'msg',
1387     {
1388     desc => 'This text may describe the item',
1389     end => 'endmsg',
1390     name => 'description',
1391     type => 'text'
1392     }
1393     ]
1394     ],
1395 root 1.5 desc => 'Applying a clock, the time is displayed to the player.',
1396     name => 'Clock'
1397 root 1.1 },
1398 root 1.3 Container => {
1399 root 1.7 attr => [
1400     [
1401     'race',
1402     {
1403     desc => 'If set, the container will hold only certain types of objects. Possible choices for <container class> are: "gold and jewels", "arrows" and "keys". Unfortunately it is not easy to create new container classes, because items need a matching counterpiece-attribute to the <container class> before they can be put inside a container. This attribute ("race") is set only for the existing container classes.',
1404     name => 'container class',
1405     type => 'string'
1406     }
1407     ],
1408     [
1409     'slaying',
1410     {
1411     desc => 'If <key string> is set, only players with a special key of matching <key string> are able to open the container.',
1412     name => 'key string',
1413     type => 'string'
1414     }
1415     ],
1416     [
1417     'container',
1418     {
1419     desc => 'The container can hold a maximum total weight of the given value in gram. Note that this weight limit is calculated *after* the weight reduction (<reduce weight>) has been applied.',
1420     name => 'maximum weight',
1421     type => 'int'
1422     }
1423     ],
1424     [
1425     'Str',
1426     {
1427     desc => 'This value determines how much the weight of items is reduced in percent, when put inside the container. <reduce weight %> 0 means no reduction, <reduce weight %> 100 means items are weightless inside. Most default values are in the range of ten.',
1428     name => 'reduce weight %',
1429     type => 'int'
1430     }
1431     ],
1432     [
1433     'is_cauldron',
1434     {
1435     desc => 'If set, the container can be used as alchemy-cauldron. The player can put ingredients inside, close it, cast alchemy and if his formulae is true, he\'ll get what he longed for.',
1436     name => 'alchemy cauldron',
1437     type => 'bool'
1438     }
1439     ],
1440     [
1441     'unique',
1442     {
1443     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good. All contents of a unique container are unique as well.',
1444     name => 'unique item',
1445     type => 'bool'
1446     }
1447     ],
1448     [
1449     'startequip',
1450     {
1451     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1452     name => 'godgiven item',
1453     type => 'bool'
1454     }
1455     ],
1456     [
1457     'other_arch',
1458     {
1459     desc => 'This is used for a certain kind of... "animation" when opening the container. Stick to the default arches here and you won\'t get into trouble.',
1460     name => 'animation arch',
1461     type => 'string'
1462     }
1463     ],
1464     [
1465     'msg',
1466     {
1467     desc => 'This text may contain a description of the container.',
1468     end => 'endmsg',
1469     name => 'description',
1470     type => 'text'
1471     }
1472     ]
1473     ],
1474 root 1.3 desc => 'A player can put (certain kinds of) items in the container. The overall weight of items is reduced when put inside a container, depending on the settings. <br><br> A special feature of containers is the "cauldron", capable of mixing alchemical receipes.',
1475 root 1.5 name => 'Container',
1476 root 1.3 use => 'Note on chests - There are two types of chests: <UL> <LI> First the random treasure chests - Those are NOT containers (but object type Treasure), they create random treasures when applied. Archetype name is "chest". <LI> Second there are the permanent chests - Those are containers, they can be opened and closed again. Archetype name is "chest_2". </UL>'
1477     },
1478     Converter => {
1479 root 1.7 attr => [
1480     [
1481     'no_pick',
1482     {
1483     type => 'fixed',
1484     value => 1
1485     }
1486     ],
1487     [
1488     'slaying',
1489     {
1490     desc => '<cost arch> is the name of the archetype the player has to put on the converter, as payment.',
1491     name => 'cost arch',
1492     type => 'string'
1493     }
1494     ],
1495     [
1496     'food',
1497     {
1498     desc => 'The player has to put <cost number> items of <cost arch> on the converter, in order to get <receive number> items of <receive arch>.',
1499     name => 'cost number',
1500     type => 'int'
1501     }
1502     ],
1503     [
1504     'other_arch',
1505     {
1506 root 1.8 desc => '<receive arch> is the name of the archetype to convert into. This field is ignored if the converter has items in inventory. In this case one of the inventory items is duplicated. The duplicated item is randomly chosen from all items present.',
1507 root 1.7 name => 'receive arch',
1508     type => 'string'
1509     }
1510     ],
1511     [
1512     'sp',
1513     {
1514     desc => 'The player has to put <cost number> items of <cost arch> on the converter, in order to get <receive number> items of <receive arch>.',
1515     name => 'receive number',
1516     type => 'int'
1517     }
1518     ],
1519     [
1520     'msg',
1521     {
1522     desc => 'This text may contain a description of the converter.',
1523     end => 'endmsg',
1524     name => 'description',
1525     type => 'text'
1526     }
1527     ]
1528     ],
1529 root 1.3 desc => 'Converters are like "exchange tables". When the player drops a specific type of items, they get converted into other items, at a predefined exchange-ratio.',
1530     ignore => [
1531     'value',
1532     'nrof',
1533     'name_pl',
1534     'no_pick',
1535     'unpaid',
1536     'title'
1537     ],
1538 root 1.5 name => 'Converter',
1539 root 1.3 use => 'Converters are better than shopping with doormats, because the converters never get sold out. For some items like food or jewels those "exchange tables" are really nice, while for the more important stuff like potions converters should not exist. <br><br> VERY IMPORTANT: Be careful with the exchange-ratio! When you drop items on a converter, the stuff you get must be of equal or lesser value than before! (Except if you are using "rare" items like dragonscales for payment). The code will not check if your ratio is sane, so the player could gain infinite wealth by using your converter.'
1540     },
1541     Creator => {
1542 root 1.7 attr => [
1543     [
1544     'no_pick',
1545     {
1546     type => 'fixed',
1547     value => 1
1548     }
1549     ],
1550     [
1551     'other_arch',
1552     {
1553 root 1.8 desc => 'This string defines the object that will be created. You can choose any of the existing arches. This field is ignored if the creator has items in inventory. In this case one of the inventory items is duplicated. The duplicated item is randomly chosen from all items present.',
1554 root 1.7 name => 'create arch',
1555     type => 'string'
1556     }
1557     ],
1558     [
1559     'connected',
1560     {
1561     desc => 'Whenever the connection value is activated, the creator gets triggered.',
1562     name => 'connection',
1563     type => 'int'
1564     }
1565     ],
1566     [
1567     'lifesave',
1568     {
1569 root 1.9 desc => 'If <infinit uses> is set, the creator will work infinitely, regardless of the value in <number of uses>.',
1570 root 1.7 name => 'infinit uses',
1571     type => 'bool'
1572     }
1573     ],
1574     [
1575     'hp',
1576     {
1577     desc => 'The creator can be triggered <number of uses> times, thus creating that many objects, before it dissappears. Default is <number of uses> 1 (-> one-time usage).',
1578     name => 'number of uses',
1579     type => 'int'
1580     }
1581     ],
1582     [
1583     'slaying',
1584     {
1585 root 1.8 desc => 'The created object will bear the name and title specified in <name of creation>. If nothing is set, the standard name and title of the archetype is used.',
1586 root 1.7 name => 'name of creation',
1587     type => 'string'
1588     }
1589     ],
1590     [
1591     'level',
1592     {
1593     desc => 'The created object will be of that level. If zero/unset, the standard level of the archetype is used.',
1594     name => 'level of creation',
1595     type => 'int'
1596     }
1597     ]
1598     ],
1599 root 1.3 desc => 'A creator is an object which creates another object when it is triggered. The child object can be anything. Creators are VERY useful for all kinds of map-mechanisms.',
1600     ignore => [
1601     $IGNORE_LIST{system_object}
1602     ],
1603 root 1.5 name => 'Creator',
1604 root 1.3 use => 'Don\'t hesitate to hide your creators under the floor. The created items will still always appear ontop of the floor.'
1605     },
1606     Detector => {
1607 root 1.7 attr => [
1608     [
1609     'no_pick',
1610     {
1611     type => 'fixed',
1612     value => 1
1613     }
1614     ],
1615     [
1616     'slaying',
1617     {
1618     desc => '<match name> specifies the name of the object we are looking for. Actually it does also check for the <key string> in key-objects, but for this case inventory checkers are often more powerful to use.',
1619     name => 'match name',
1620     type => 'string'
1621     }
1622     ],
1623     [
1624     'connected',
1625     {
1626     desc => 'When the detector is triggered, all objects with the same connection value get activated.',
1627     name => 'connection',
1628     type => 'int'
1629     }
1630     ],
1631     [
1632     'speed',
1633     {
1634     desc => 'This value defines the time between two detector-checks. If you want the detector to behave almost like pedestals/buttons, set speed rather high, like <detection speed> 1.0.',
1635     name => 'detection speed',
1636     type => 'float'
1637     }
1638 root 1.17 ],
1639     [
1640     'speed_left',
1641     {
1642     desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
1643     name => 'speed left',
1644     type => 'float'
1645     }
1646     ],
1647     [
1648     'speed_left',
1649     {
1650     desc => 'The speed left. This value is incremented by <speed> on every tick. If it is larger than 0, the detector checks, and the speed is decremented by 1.',
1651     name => 'speed left',
1652     type => 'float'
1653     }
1654 root 1.7 ]
1655     ],
1656 root 1.3 desc => 'Detectors work quite much like inv. checkers/pedestals: If the detector finds a specific object, it toggles its connected value. <br><br> What is "unique" about them, compared to inv. checkers/ pedestals? - First, detectors check their square for a match periodically, not instantly. Second, detectors check directly for object names. Third, detectors do not check the inventory of players/monsters.',
1657     ignore => [
1658     $IGNORE_LIST{system_object}
1659     ],
1660 root 1.5 name => 'Detector',
1661 root 1.3 use => 'There is one major speciality about detectors: You can detect spells blown over a detector! To detect a lighting bolt for example, set "slaying ligthing" and "speed 1.0". In combination with spellcasting walls, this can be very useful for map-mechanisms.'
1662     },
1663     Director => {
1664 root 1.7 attr => [
1665     [
1666     'sp',
1667     {
1668     desc => 'Projectiles will leave the director flying in the selected <direction>. A director with direction <none> simply stops projectiles. (The latter works out a bit strange for some spells).',
1669     name => 'direction',
1670     type => 'list',
1671     value => $LIST{direction}
1672     }
1673     ],
1674     [
1675 root 1.14 'move_on',
1676 root 1.7 {
1677 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
1678     name => 'movement type',
1679     type => 'bitmask',
1680     value => $BITMASK{movement_type}
1681 root 1.7 }
1682     ]
1683     ],
1684 root 1.3 desc => 'Directors change the direction of spell objects and other projectiles that fly past. Unlike spinners, directors always move objects in the same direction. It does not make a difference from what angle you shoot into it.<br> Directors are visible per default.',
1685     ignore => [
1686     $IGNORE_LIST{non_pickable}
1687     ],
1688 root 1.5 name => 'Director',
1689 root 1.3 use => 'Directors are rarely used in maps. Sometimes they are placed to change the direction of spells coming out of magic walls, "channeling" spell-projectiles in some direction. When doing this, <B>never place directors facing each other with magic walls fireing into them!</B> The spell-projectiles bouncing between the directors would accumulate to huge numbers and at some point slow down the server by eating memory- and CPU-time. <br><br> You\'d better not place directors in monster vs. player combat areas too much, because that freaks out wizard-type players.'
1690     },
1691     Disease => {
1692 root 1.7 attr => [
1693     [
1694     'invisible',
1695     {
1696     type => 'fixed',
1697     value => 1
1698     }
1699     ],
1700     [
1701     'level',
1702     {
1703     desc => 'The <plaque level> is proportional to the disease\'s deadliness. This mainly reflects in the <damage>. It has no effect on most other symptoms. Neverthless, it is a very important value for all damage-inflicting diseases.',
1704     name => 'plaque level',
1705     type => 'int'
1706     }
1707     ],
1708     [
1709     'race',
1710     {
1711     desc => 'The disease will only infect creatures of the specified <race>. "<race> *" means every creature can be infected.',
1712     name => 'infect race',
1713     type => 'string'
1714     }
1715     ],
1716     [
1717     'ac',
1718     {
1719     desc => 'Every time the disease "moves" the severity of the symptoms are increased by <progressiveness>/100. (severity = 1 + (accumlated progression)/100)',
1720     name => 'progressiveness',
1721     type => 'int'
1722     }
1723     ],
1724     [
1725     'msg',
1726     {
1727     desc => 'This text is displayed to the player every time the symptoms strike.',
1728     end => 'endmsg',
1729     name => 'message',
1730     type => 'text'
1731     }
1732     ]
1733     ],
1734 root 1.3 desc => 'Diseases are an intersting form of spellcraft in Crossfire. Once casted, they can spread out and infect creatures in a large area. Being infected can have various effects, from amusing farts to horrible damage - almost everything is possible.',
1735     ignore => [
1736     $IGNORE_LIST{system_object}
1737     ],
1738 root 1.5 name => 'Disease',
1739 root 1.4 section => [
1740     [
1741     'spreading',
1742 root 1.7 [
1743     [
1744     'wc',
1745     {
1746     desc => 'The <infectiosness> defines the chance of new creatures getting infected. If you set this too high, the disease is very likely to be too effective. <infectiosness>/127 is the chance of someone in range catching it.',
1747     name => 'infectiosness',
1748     type => 'int'
1749     }
1750     ],
1751     [
1752     'last_grace',
1753     {
1754     desc => 'The <attenuation> value reduces the diseases\' <infectiosness> everytime it infects someone new. This limits how many generations a disease can propagate.',
1755     name => 'attenuation',
1756     type => 'int'
1757     }
1758     ],
1759     [
1760     'magic',
1761     {
1762     desc => '<infection range> sets the range at which infection may occur. If positive, the <infection range> is level dependant - If negative, it is not: E.g. "<infection range> -6" means creatures can be infected in six square range, and <plaque level> doesn\'t modify that.',
1763     name => 'infection range',
1764     type => 'int'
1765     }
1766     ],
1767     [
1768     'maxhp',
1769     {
1770     desc => '<persistence> defines how long the disease can persist OUTSIDE a host. The disease can "move" <persistence> times outside a host before it vanishes. A negative value means the disease lasts for permanent (which is only recommended to use in maps without monsters).',
1771     name => 'persistence',
1772     type => 'int'
1773     }
1774     ],
1775     [
1776     'maxgrace',
1777     {
1778     desc => 'The disease will last in the host for <curing duration> "disease moves" (Assuming the host survives and doesn\'t use a curing spell). After this period the disease is naturally cured, which provides the host with immunity from this particular disease of lower or equal level. A negative value means the disease can never be cured naturally. Note that this value can be further modulated by spell-parameters, if the disease is registered as spell in the code. Due to that, most default diseases take a lot longer to cure than it seems.',
1779     name => 'curing duration',
1780     type => 'int'
1781     }
1782     ],
1783     [
1784     'speed',
1785     {
1786     desc => 'The <speed> of the disease determines how fast the disease will "move", thus how fast the symptoms strike the host.',
1787     name => 'moving speed',
1788     type => 'float'
1789     }
1790 root 1.17 ],
1791     [
1792     'speed_left',
1793     {
1794     desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
1795     name => 'speed left',
1796     type => 'float'
1797     }
1798 root 1.7 ]
1799     ]
1800     ],
1801     [
1802     'symptoms',
1803     [
1804     [
1805     'attacktype',
1806     {
1807     desc => 'The disease will attack the host with the given <attacktype>. Godpower attacktype is commonly used for "unresistable" diseases.',
1808     name => 'attacktype',
1809     type => 'bitmask',
1810     value => $BITMASK{attacktype}
1811     }
1812     ],
1813     [
1814     'dam',
1815     {
1816     desc => 'A disease with a positive <damage> value will strike the player for that amount of damage every time the symptoms occur. A negative <damage> value produces %-based damage: "<damage> -10" means the player\'s health is reduced by 10% every time the symptoms strike. Diseases with %-based damage can be dangerous - but not deadly - for players of all levels.',
1817     name => 'damage',
1818     type => 'int'
1819     }
1820     ],
1821     [
1822     'other_arch',
1823     {
1824     desc => 'If set, the specified arch is created and dropped every time the symptoms strike. This can be various things: farts, body pieces, eggs ... Even monsters can be created that way. You could also make a disease where some exotic stuff like money/gems is created.',
1825     name => 'create arch',
1826     type => 'string'
1827     }
1828     ],
1829     [
1830     'last_sp',
1831     {
1832     desc => 'If set, the disease imposes a <slowdown penalty> while being infected. The player\'s speed is reduced by <slowdown penalty> % of normal value.',
1833     name => 'slowdown penalty',
1834     type => 'int'
1835     }
1836     ],
1837     [
1838     'exp',
1839     {
1840     desc => 'When the player manages to cure this disease (with a curing spell), he is awarded with <exp. for curing> experience.',
1841     name => 'exp. for curing',
1842     type => 'int'
1843     }
1844     ],
1845     [
1846     'maxsp',
1847     {
1848     desc => 'Every time the disease "moves", the player\'s mana is reduced by the value of <mana depletion>. For negative values, a %-based amount is taken.',
1849     name => 'mana depletion',
1850     type => 'int'
1851     }
1852     ],
1853     [
1854     'last_eat',
1855     {
1856     desc => 'Every time the disease "moves", the player\'s food is reduced by the value of <food depletion>. For negative values, a %-based amount is taken.',
1857     name => 'food depletion',
1858     type => 'int'
1859     }
1860     ],
1861     [
1862     'hp',
1863     {
1864     desc => 'This value increases the player\'s healing rate. Negative values decrease it.',
1865     name => 'health regen.',
1866     type => 'int'
1867     }
1868     ],
1869     [
1870     'sp',
1871     {
1872     desc => 'This value increases the player\'s rate of mana regeneration. Negative values decrease it.',
1873     name => 'mana regen.',
1874     type => 'int'
1875     }
1876     ]
1877     ]
1878     ],
1879     [
1880     'disability',
1881     [
1882     [
1883     'Str',
1884     {
1885     desc => 'The player\'s strength will rise by the given value while being infected. (Negative values make strength fall)',
1886     name => 'strength',
1887     type => 'int'
1888     }
1889     ],
1890     [
1891     'Dex',
1892     {
1893     desc => 'The player\'s dexterity will rise by the given value while being infected. (Negative values make dexterity fall)',
1894     name => 'dexterity',
1895     type => 'int'
1896     }
1897     ],
1898     [
1899     'Con',
1900     {
1901     desc => 'The player\'s constitution will rise by the given value while being infected. (Negative values make constitution fall)',
1902     name => 'constitution',
1903     type => 'int'
1904     }
1905     ],
1906     [
1907     'Int',
1908     {
1909     desc => 'The player\'s intelligence will rise by the given value while being infected. (Negative values make intelligence fall)',
1910     name => 'intelligence',
1911     type => 'int'
1912     }
1913     ],
1914     [
1915     'Pow',
1916     {
1917     desc => 'The player\'s power will rise by the given value while being infected. (Negative values make power fall)',
1918     name => 'power',
1919     type => 'int'
1920     }
1921     ],
1922     [
1923     'Wis',
1924     {
1925     desc => 'The player\'s wisdom will rise by the given value while being infected. (Negative values make wisdom fall)',
1926     name => 'wisdom',
1927     type => 'int'
1928     }
1929     ],
1930     [
1931     'Cha',
1932     {
1933     desc => 'The player\'s charisma will rise by the given value while being infected. (Negative values make charisma fall)',
1934     name => 'charisma',
1935     type => 'int'
1936     }
1937     ]
1938     ]
1939     ]
1940     ],
1941     use => 'Diseases are extremely flexible and usable in a many ways. So far they are mostly used for causing bad, unwanted effects. You could just as well create a disease which helps the player (recharging mana for example). Infection with a "positive disease" could even be a quest reward.'
1942     },
1943 root 1.9 Door => {
1944     attr => [
1945     [
1946     'no_pick',
1947     {
1948     type => 'fixed',
1949     value => 1
1950     }
1951     ],
1952     [
1953     'alive',
1954     {
1955     type => 'fixed',
1956     value => 1
1957     }
1958     ],
1959     [
1960 root 1.14 'move_block',
1961 root 1.9 {
1962 root 1.14 desc => 'Objects using these movement types cannot move over this space.',
1963     name => 'blocked movement',
1964     type => 'bitmask',
1965     value => $BITMASK{movement_type}
1966     }
1967     ],
1968     [
1969     'move_allow',
1970     {
1971     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
1972     name => 'allowed movement',
1973     type => 'bitmask',
1974     value => $BITMASK{movement_type}
1975     }
1976     ],
1977     [
1978     'move_slow',
1979     {
1980     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
1981     name => 'slowed movement',
1982     type => 'bitmask',
1983     value => $BITMASK{movement_type}
1984     }
1985     ],
1986     [
1987     'move_slow_penalty',
1988     {
1989     desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
1990     name => 'slow movement penalty',
1991     type => 'int'
1992 root 1.9 }
1993     ],
1994     [
1995     'hp',
1996     {
1997     desc => 'The more <hitpoints> the door has, the longer it takes to be broken.',
1998     name => 'hitpoints',
1999     type => 'int'
2000     }
2001     ],
2002     [
2003     'ac',
2004     {
2005     desc => 'Doors of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
2006     name => 'armour class',
2007     type => 'int'
2008     }
2009     ],
2010     [
2011     'other_arch',
2012     {
2013     desc => 'This string defines the object that will be created when the door was defeated.',
2014     name => 'drop arch',
2015     type => 'string'
2016     }
2017     ],
2018     [
2019     'randomitems',
2020     {
2021     desc => 'This entry determines what kind of traps will appear in the door.',
2022     name => 'treasurelist',
2023     type => 'treasurelist'
2024     }
2025     ]
2026     ],
2027     desc => 'A door can be opened with a normal key. It also can be broken by attacking it, and it can be defeated with the lockpicking skill. If a door is defeated, horizontally and vertically adjacent doors are automatically removed.',
2028     ignore => [
2029     $IGNORE_LIST{non_pickable}
2030     ],
2031     name => 'Door'
2032     },
2033 root 1.7 Duplicator => {
2034     attr => [
2035     [
2036     'other_arch',
2037 root 1.4 {
2038 root 1.7 desc => 'Only objects of matching archtype, lying ontop of the dublicator will be dublicated, multiplied or removed. All other objects will be ignored.',
2039     name => 'target arch',
2040     type => 'string'
2041 root 1.4 }
2042     ],
2043     [
2044 root 1.7 'level',
2045 root 1.4 {
2046 root 1.7 desc => 'The number of items in the target pile will be multiplied by the <multiply factor>. If it is set to zero, all target objects will be destroyed.',
2047     name => 'multiply factor',
2048     type => 'int'
2049 root 1.4 }
2050     ],
2051     [
2052 root 1.7 'connected',
2053 root 1.4 {
2054 root 1.7 desc => 'An activator (lever, altar, button, etc) with matching connection value is able to trigger this duplicator. Be very careful that players cannot abuse it to create endless amounts of money or other valuable stuff!',
2055     name => 'connection',
2056     type => 'int'
2057 root 1.4 }
2058     ]
2059     ],
2060 root 1.3 desc => 'When activated, a duplicator can duplicate, multiply or destroy a pile of objects which lies somewhere on top of the duplicator. The duplicator has one arch name specified as &lt;target arch&gt;, and only objects of this archetype can be affected.<br> It will multiply the number of items in the pile, by the &lt;multiply factor&gt;. If the latter is set to zero, it will destroy objects.',
2061     ignore => [
2062     $IGNORE_LIST{system_object}
2063     ],
2064 root 1.5 name => 'Duplicator',
2065 root 1.3 use => 'I hope it is clear that one must be very cautious when inserting a duplicator anywhere with &lt;multiply factor&gt; greater than one. It is designed to be used for betting mechanisms only (bet -&gt; win/loose). It is <b>not acceptable</b> to allow duplication of anything other than coins, gold and jewels. Besides, it is very important that the chance to loose the input matches the chance to earn winnings.<br> A duplicator with &lt;multiply factor&gt; 3 for example should have a loosing rate of 2/3 = 67%.'
2066     },
2067 root 1.10 'Event Connector' => {
2068     attr => [
2069     [
2070     'subtype',
2071     {
2072     desc => 'The type of event that triggers a notify to the plug-in.',
2073     name => 'event type',
2074     type => 'list',
2075     value => $LIST{event_type}
2076     }
2077     ],
2078     [
2079     'title',
2080     {
2081     desc => 'The name of the plug-in that should be notified of the event, e.g. "cfpython" for python and "perl" for the Crossfire-Perl plug-in.',
2082     name => 'plug-in',
2083 root 1.11 type => 'string'
2084 root 1.10 }
2085     ],
2086     [
2087     'slaying',
2088     {
2089     desc => 'The name of the extension to invoke (for python, this is the path to a script, for perl this is the name of a extension package without the ".ext" extension.',
2090     name => 'extension',
2091 root 1.11 type => 'string'
2092 root 1.10 }
2093     ],
2094     [
2095     'name',
2096     {
2097     desc => 'A string that is passed unaltered to the extension above. Often used to pass options to the extension that alter its behaviour.',
2098     name => 'options',
2099 root 1.11 type => 'string'
2100 root 1.10 }
2101     ]
2102     ],
2103     desc => 'Event connectors link specific events that happen to objects to a crossfire plug-in.',
2104     name => 'Event Connector'
2105     },
2106 root 1.3 Exit => {
2107 root 1.7 attr => [
2108     [
2109     'slaying',
2110     {
2111     desc => 'The exit path defines the map that the player is transferred to. You can enter an absolute path, beginning with \'/\' (for example "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning with \'/\' (On the map "/peterm/FireTemple/Fire2" for example I could use the relative path "Fire1"). Use relative paths whenever possible! Note that upper/lower case must always be set correctly. However, please use lower case only. It is well possible to have an exit pointing to the same map that the exit is on. If slaying is not set in an exit, the player will see a message like "the exit is closed".',
2112     name => 'exit path',
2113     type => 'string'
2114     }
2115     ],
2116     [
2117     'hp',
2118     {
2119     desc => 'The exit destinations define the (x, y)-coordinates where the exit leads to. If both are set to zero, the player will be transferred to the "default enter location" of the destined map. The latter can be set in the map- properties as "Enter X/Y". Though, please DO NOT use that. It turned out to be a source for numerous map-bugs.',
2120     name => 'destination X',
2121     type => 'int'
2122     }
2123     ],
2124     [
2125     'sp',
2126     {
2127     desc => 'The exit destinations define the (x, y)-coordinates where the exit leads to. If both are set to zero, the player will be transferred to the "default enter location" of the destined map. The latter can be set in the map- properties as "Enter X/Y". Though, please DO NOT use that. It turned out to be a source for numerous map-bugs.',
2128     name => 'destination Y',
2129     type => 'int'
2130     }
2131     ],
2132     [
2133 root 1.14 'move_on',
2134 root 1.7 {
2135 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2136     name => 'movement type',
2137     type => 'bitmask',
2138     value => $BITMASK{movement_type}
2139 root 1.7 }
2140     ],
2141     [
2142     'msg',
2143     {
2144     desc => 'If set, this message will be displayed to the player when he applies the exit. This is quite useful to throw in some "role-play feeling": "As you enter the dark cave you hear the sound of rustling dragonscales...". Well, my english is poor, but you get the point. =)',
2145     end => 'endmsg',
2146     name => 'exit message',
2147     type => 'text'
2148     }
2149     ],
2150     [
2151     'unique',
2152     {
2153     desc => 'This flag defines the destined map as "personal unique map". If set, there will be a seperate version of that map for every player out there. This feature is used for the permanent apartments (in Scorn/Nuernberg/Caterham...). It should not be used for anything else than apartments, since Crossfire is a *multi*player game. In such a permanent apartment don\'t forget to set the unique-flag for all floor tiles too (see floors). An exit pointing outside of a personal unique map must have the "unique destination"-flag unset.',
2154     name => 'unique destination',
2155     type => 'bool'
2156     }
2157     ]
2158     ],
2159 root 1.3 desc => 'When the player applies an exit, he is transferred to a different location. (Monsters cannot use exits.) Depending on how it is set, the player applies the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on the exit.',
2160     ignore => [
2161     $IGNORE_LIST{non_pickable}
2162     ],
2163 root 1.5 name => 'Exit',
2164 root 1.3 use => 'If you want to have an invisible exit, set &lt;invisible&gt; (, of course &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be detected with the show_invisible spell. <br><br> You can be quite creative with the outlook of secret exits (their "face"). Don\'t forget to give the player relyable hints about them though.'
2165     },
2166     Flesh => {
2167 root 1.7 attr => [
2168     [
2169     'food',
2170     {
2171     desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2172     name => 'foodpoints',
2173     type => 'int'
2174     }
2175     ],
2176     [
2177     'level',
2178     {
2179     desc => 'The <flesh level> is not visible to the players and it affects only dragon players. Normally this value reflects the level of the monster from which the flesh item originates. Dragon players always search for flesh of highest level possible, because it bears the best chance to gain high resistances.',
2180     name => 'flesh level',
2181     type => 'int'
2182     }
2183     ],
2184     [
2185     'startequip',
2186     {
2187     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2188     name => 'godgiven item',
2189     type => 'bool'
2190     }
2191     ],
2192     [
2193     'msg',
2194     {
2195     desc => 'This text may describe the item.',
2196     end => 'endmsg',
2197     name => 'description',
2198     type => 'text'
2199     }
2200     ]
2201     ],
2202 root 1.17 desc => 'Just like with food, the player can fill his stomache and gain a little health by eating flesh-objects. <br> For dragon players, flesh plays a very special role though: If the flesh has resistances set, a dragon player has a chance to gain resistance in those categories. The only constraint to this process is the &lt;flesh level&gt;. Don\'t forget that flesh items with resistances have to be balanced according to map/monster difficulty.',
2203 root 1.5 name => 'Flesh',
2204 root 1.4 section => [
2205     [
2206     'resistance',
2207 root 1.7 [
2208     [
2209     'resist_physical',
2210     {
2211     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2212     name => 'resist physical %',
2213     type => 'int'
2214     }
2215     ],
2216     [
2217     'resist_magic',
2218     {
2219     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2220     name => 'resist magic %',
2221     type => 'int'
2222     }
2223     ],
2224     [
2225     'resist_fire',
2226     {
2227     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2228     name => 'resist fire %',
2229     type => 'int'
2230     }
2231     ],
2232     [
2233     'resist_electricity',
2234     {
2235     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2236     name => 'resist electricity %',
2237     type => 'int'
2238     }
2239     ],
2240     [
2241     'resist_cold',
2242     {
2243     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2244     name => 'resist cold %',
2245     type => 'int'
2246     }
2247     ],
2248     [
2249     'resist_confusion',
2250     {
2251     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2252     name => 'resist confusion %',
2253     type => 'int'
2254     }
2255     ],
2256     [
2257     'resist_acid',
2258     {
2259     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2260     name => 'resist acid %',
2261     type => 'int'
2262     }
2263     ],
2264     [
2265     'resist_drain',
2266     {
2267     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2268     name => 'resist draining %',
2269     type => 'int'
2270     }
2271     ],
2272     [
2273     'resist_weaponmagic',
2274     {
2275     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2276     name => 'resist weaponmagic %',
2277     type => 'int'
2278     }
2279     ],
2280     [
2281     'resist_ghosthit',
2282     {
2283     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2284     name => 'resist ghosthit %',
2285     type => 'int'
2286     }
2287     ],
2288     [
2289     'resist_poison',
2290     {
2291     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2292     name => 'resist poison %',
2293     type => 'int'
2294     }
2295     ],
2296     [
2297     'resist_slow',
2298     {
2299     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2300     name => 'resist slow %',
2301     type => 'int'
2302     }
2303     ],
2304     [
2305     'resist_paralyze',
2306     {
2307     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2308     name => 'resist paralyze %',
2309     type => 'int'
2310     }
2311     ],
2312     [
2313     'resist_fear',
2314     {
2315     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2316     name => 'resist fear %',
2317     type => 'int'
2318     }
2319     ],
2320     [
2321     'resist_deplete',
2322     {
2323     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2324     name => 'resist depletion %',
2325     type => 'int'
2326     }
2327     ],
2328     [
2329     'resist_death',
2330     {
2331     desc => 'RResistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2332     name => 'resist death-attack %',
2333     type => 'int'
2334     }
2335     ],
2336     [
2337     'resist_chaos',
2338     {
2339     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2340     name => 'resist chaos %',
2341     type => 'int'
2342     }
2343     ],
2344     [
2345     'resist_blind',
2346     {
2347     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2348     name => 'resist blinding %',
2349     type => 'int'
2350     }
2351     ]
2352     ]
2353 root 1.4 ]
2354     ],
2355 root 1.3 use => 'For dragon players, flesh items can be highly valuable. Note that many standard monsters carry flesh items from their &lt;treasurelist&gt;. These flesh items "inherit" resistances and level from the monster they belong to. When you add special flesh items to the inventory of a monster, this is not the case - so you have to set it manually. <br><br> Generally adding special flesh-treaties for dragon players is a great thing to do. Always consider that dragon players might really not be interested in that special piece of weapon or armour, so don\'t let the dragon-fellows miss out on the reward completely.'
2356     },
2357     Floor => {
2358 root 1.7 attr => [
2359     [
2360     'is_floor',
2361     {
2362     type => 'fixed',
2363     value => 1
2364     }
2365     ],
2366     [
2367     'no_pick',
2368     {
2369     type => 'fixed',
2370     value => 1
2371     }
2372     ],
2373     [
2374     'no_magic',
2375     {
2376     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2377     name => 'no spells',
2378     type => 'bool'
2379     }
2380     ],
2381     [
2382     'damned',
2383     {
2384     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2385     name => 'no prayers',
2386     type => 'bool'
2387     }
2388     ],
2389     [
2390     'unique',
2391     {
2392     desc => 'Unique floor means that any items dropped on that spot will be saved byond map reset. For permanent apartments, all floor tiles must be set <unique map>.',
2393     name => 'unique map',
2394     type => 'bool'
2395     }
2396     ],
2397     [
2398     'msg',
2399     {
2400     desc => 'This text may describe the object.',
2401     end => 'endmsg',
2402     name => 'description',
2403     type => 'text'
2404     }
2405     ]
2406     ],
2407 root 1.3 desc => 'Floor is a very basic thing whithout too much functionality. It\'s a floor - you stand on it.',
2408     ignore => [
2409     $IGNORE_LIST{non_pickable}
2410     ],
2411 root 1.5 name => 'Floor',
2412 root 1.4 section => [
2413     [
2414     'terrain',
2415 root 1.7 [
2416     [
2417 root 1.14 'move_block',
2418     {
2419     desc => 'Objects using these movement types cannot move over this space.',
2420     name => 'blocked movement',
2421     type => 'bitmask',
2422     value => $BITMASK{movement_type}
2423     }
2424     ],
2425     [
2426     'move_allow',
2427     {
2428     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2429     name => 'allowed movement',
2430     type => 'bitmask',
2431     value => $BITMASK{movement_type}
2432     }
2433     ],
2434     [
2435     'move_slow',
2436     {
2437     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2438     name => 'slowed movement',
2439     type => 'bitmask',
2440     value => $BITMASK{movement_type}
2441     }
2442     ],
2443     [
2444     'move_slow_penalty',
2445 root 1.7 {
2446 root 1.14 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
2447     name => 'slow movement penalty',
2448 root 1.7 type => 'int'
2449     }
2450     ],
2451     [
2452     'is_wooded',
2453     {
2454     desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2455     name => 'wooded terrain',
2456     type => 'bool'
2457     }
2458     ],
2459     [
2460     'is_hilly',
2461     {
2462     desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2463     name => 'hilly terrain',
2464     type => 'bool'
2465     }
2466     ]
2467     ]
2468 root 1.4 ]
2469     ]
2470 root 1.3 },
2471     'Floor (Encounter)' => {
2472 root 1.7 attr => [
2473     [
2474     'is_floor',
2475     {
2476     type => 'fixed',
2477     value => 1
2478     }
2479     ],
2480     [
2481     'no_pick',
2482     {
2483     type => 'fixed',
2484     value => 1
2485     }
2486     ],
2487     [
2488     'no_magic',
2489     {
2490     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2491     name => 'no spells',
2492     type => 'bool'
2493     }
2494     ],
2495     [
2496     'damned',
2497     {
2498     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2499     name => 'no prayers',
2500     type => 'bool'
2501     }
2502     ],
2503     [
2504     'unique',
2505     {
2506     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>.',
2507     name => 'unique map',
2508     type => 'bool'
2509     }
2510     ],
2511     [
2512     'msg',
2513     {
2514     desc => 'This text may describe the object.',
2515     end => 'endmsg',
2516     name => 'description',
2517     type => 'text'
2518     }
2519     ]
2520     ],
2521 root 1.3 desc => 'Encounter-Floor is pretty much the same as normal floor. Most outdoor floor/ground-arches are set to be "encounters". That is kind of a relict from former code: When walking over encounter-floor, players sometimes got beamed to little maps with monsters on them. Nowadays this feature is disabled - Hence encounter floor is not different from normal floor.',
2522     ignore => [
2523     $IGNORE_LIST{non_pickable}
2524 root 1.4 ],
2525 root 1.5 name => 'Floor (Encounter)',
2526 root 1.4 section => [
2527     [
2528     'terrain',
2529 root 1.7 [
2530     [
2531 root 1.14 'move_block',
2532     {
2533     desc => 'Objects using these movement types cannot move over this space.',
2534     name => 'blocked movement',
2535     type => 'bitmask',
2536     value => $BITMASK{movement_type}
2537     }
2538     ],
2539     [
2540     'move_allow',
2541 root 1.7 {
2542 root 1.14 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2543     name => 'allowed movement',
2544     type => 'bitmask',
2545     value => $BITMASK{movement_type}
2546     }
2547     ],
2548     [
2549     'move_slow',
2550     {
2551     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2552     name => 'slowed movement',
2553     type => 'bitmask',
2554     value => $BITMASK{movement_type}
2555     }
2556     ],
2557     [
2558     'move_slow_penalty',
2559     {
2560     desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
2561     name => 'slow movement penalty',
2562 root 1.7 type => 'int'
2563     }
2564     ],
2565     [
2566     'is_wooded',
2567     {
2568     desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2569     name => 'wooded terrain',
2570     type => 'bool'
2571     }
2572     ],
2573     [
2574     'is_hilly',
2575     {
2576     desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2577     name => 'hilly terrain',
2578     type => 'bool'
2579     }
2580     ]
2581     ]
2582 root 1.4 ]
2583 root 1.3 ]
2584     },
2585     Food => {
2586 root 1.7 attr => [
2587     [
2588     'food',
2589     {
2590     desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2591     name => 'foodpoints',
2592     type => 'int'
2593     }
2594     ],
2595     [
2596     'startequip',
2597     {
2598     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2599     name => 'godgiven item',
2600     type => 'bool'
2601     }
2602     ]
2603     ],
2604 root 1.5 desc => 'By eating/drinking food-objects, the player can fill his stomache and gain a little health.',
2605     name => 'Food'
2606 root 1.1 },
2607 root 1.3 Gate => {
2608 root 1.7 attr => [
2609     [
2610     'no_pick',
2611     {
2612     type => 'fixed',
2613     value => 1
2614     }
2615     ],
2616     [
2617 elmex 1.20 'speed',
2618     {
2619     desc => 'The speed of the gate affects how fast it is closing/opening.',
2620     type => 'float'
2621     }
2622     ],
2623     [
2624 root 1.7 'connected',
2625     {
2626     desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
2627     name => 'connection',
2628     type => 'int'
2629     }
2630     ],
2631     [
2632     'wc',
2633     {
2634     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.',
2635     name => 'position state',
2636     type => 'int'
2637     }
2638     ],
2639     [
2640 root 1.14 'move_block',
2641     {
2642     desc => 'Objects using these movement types cannot move over this space.',
2643     name => 'blocked movement',
2644     type => 'bitmask',
2645     value => $BITMASK{movement_type}
2646     }
2647     ],
2648     [
2649     'move_allow',
2650     {
2651     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2652     name => 'allowed movement',
2653     type => 'bitmask',
2654     value => $BITMASK{movement_type}
2655     }
2656     ],
2657     [
2658     'move_slow',
2659 root 1.7 {
2660 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2661     name => 'slowed movement',
2662     type => 'bitmask',
2663     value => $BITMASK{movement_type}
2664     }
2665     ],
2666     [
2667     'move_slow_penalty',
2668     {
2669     desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
2670     name => 'slow movement penalty',
2671     type => 'int'
2672 root 1.7 }
2673     ],
2674     [
2675     'no_magic',
2676     {
2677     desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
2678     name => 'restrict spells',
2679     type => 'bool'
2680     }
2681     ],
2682     [
2683     'damned',
2684     {
2685     desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
2686     name => 'restrict prayers',
2687     type => 'bool'
2688     }
2689     ]
2690     ],
2691 root 1.3 desc => 'Gates play an important role in Crossfire. Gates can be opened by activating a button/trigger, by speaking passwords (-> magic_ear) or carrying special key-objects (-> inventory checker). Unlike locked doors, gates can get shut again after a player has passed, which makes them more practical in many cases.',
2692     ignore => [
2693     $IGNORE_LIST{non_pickable}
2694     ],
2695 root 1.5 name => 'Gate',
2696 root 1.3 use => 'Use gates to divide your maps into seperated areas. After solving area A, the player gains access to area B, and so on. Make your maps more complex than "one-way".'
2697     },
2698     Girdle => {
2699 root 1.7 attr => [
2700     [
2701     'magic',
2702     {
2703     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.',
2704     name => 'magic bonus',
2705     type => 'int'
2706     }
2707     ]
2708     ],
2709     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.',
2710     import => [
2711     $TYPE{Amulet}
2712     ],
2713     name => 'Girdle',
2714     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2715     },
2716     Gloves => {
2717     attr => [
2718     [
2719     'magic',
2720     {
2721     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.',
2722     name => 'magic bonus',
2723     type => 'int'
2724     }
2725     ]
2726     ],
2727     desc => 'Wearing gloves, the object\'s stats will directly be inherited to the player. Gloves can add defense or damage bonuses.',
2728     import => [
2729     $TYPE{Amulet}
2730     ],
2731     name => 'Gloves',
2732     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2733     },
2734     Handle => {
2735     attr => [
2736     [
2737     'no_pick',
2738     {
2739     type => 'fixed',
2740     value => 1
2741     }
2742     ],
2743     [
2744     'connected',
2745     {
2746     desc => 'Every time the handle is applied, all objects with the same <connection> value are activated.',
2747     name => 'connection',
2748     type => 'int'
2749     }
2750     ],
2751     [
2752     'msg',
2753     {
2754     desc => 'This text may describe the item. You can use this message to explain the handle\'s purpose to the player.',
2755     end => 'endmsg',
2756     name => 'description',
2757     type => 'text'
2758     }
2759     ]
2760     ],
2761     desc => 'A handle can be applied by players and (certain) monsters. Every time it is applied, the &lt;connection&gt; value is triggered.',
2762     ignore => [
2763     $IGNORE_LIST{non_pickable}
2764     ],
2765     name => 'Handle',
2766     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.'
2767     },
2768     'Handle Trigger' => {
2769     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.',
2770     ignore => [
2771     $IGNORE_LIST{non_pickable}
2772     ],
2773     import => [
2774     $TYPE{Handle}
2775     ],
2776     name => 'Handle Trigger',
2777     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.'
2778     },
2779     'Hazard Floor' => {
2780     attr => [
2781     [
2782     'is_floor',
2783     {
2784     type => 'fixed',
2785     value => 1
2786     }
2787     ],
2788     [
2789     'lifesave',
2790     {
2791     type => 'fixed',
2792     value => 1
2793     }
2794     ],
2795     [
2796 root 1.14 'move_on',
2797 root 1.7 {
2798 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2799     name => 'movement type',
2800     type => 'bitmask',
2801     value => $BITMASK{movement_type}
2802 root 1.7 }
2803     ],
2804     [
2805     'no_pick',
2806     {
2807     type => 'fixed',
2808     value => 1
2809     }
2810     ],
2811     [
2812     'attacktype',
2813     {
2814     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.',
2815     name => 'attacktype',
2816     type => 'bitmask',
2817     value => $BITMASK{attacktype}
2818     }
2819     ],
2820     [
2821     'dam',
2822     {
2823     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.',
2824     name => 'base damage',
2825     type => 'int'
2826     }
2827     ],
2828     [
2829     'wc',
2830     {
2831     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.',
2832     name => 'weaponclass',
2833     type => 'int'
2834     }
2835     ],
2836     [
2837     'level',
2838     {
2839     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.',
2840     name => 'attack level',
2841     type => 'int'
2842     }
2843     ],
2844     [
2845     'no_magic',
2846     {
2847     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2848     name => 'no spells',
2849     type => 'bool'
2850     }
2851     ],
2852     [
2853     'damned',
2854     {
2855     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2856     name => 'no prayers',
2857     type => 'bool'
2858     }
2859     ],
2860     [
2861     'unique',
2862     {
2863     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>.',
2864     name => 'unique map',
2865     type => 'bool'
2866     }
2867     ]
2868 root 1.3 ],
2869     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.',
2870     ignore => [
2871     $IGNORE_LIST{non_pickable}
2872     ],
2873 root 1.5 name => 'Hazard Floor',
2874 root 1.4 section => [
2875     [
2876     'terrain',
2877 root 1.7 [
2878     [
2879 root 1.14 'move_block',
2880     {
2881     desc => 'Objects using these movement types cannot move over this space.',
2882     name => 'blocked movement',
2883     type => 'bitmask',
2884     value => $BITMASK{movement_type}
2885     }
2886     ],
2887     [
2888     'move_allow',
2889 root 1.7 {
2890 root 1.14 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2891     name => 'allowed movement',
2892     type => 'bitmask',
2893     value => $BITMASK{movement_type}
2894     }
2895     ],
2896     [
2897     'move_slow',
2898     {
2899     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2900     name => 'slowed movement',
2901     type => 'bitmask',
2902     value => $BITMASK{movement_type}
2903     }
2904     ],
2905     [
2906     'move_slow_penalty',
2907     {
2908     desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
2909     name => 'slow movement penalty',
2910 root 1.7 type => 'int'
2911     }
2912     ],
2913     [
2914     'is_wooded',
2915     {
2916     desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2917     name => 'wooded terrain',
2918     type => 'bool'
2919     }
2920     ],
2921     [
2922     'is_hilly',
2923     {
2924     desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2925     name => 'hilly terrain',
2926     type => 'bool'
2927     }
2928     ]
2929     ]
2930 root 1.4 ]
2931     ],
2932 root 1.3 use => 'The default lava for example does minor damage. But you can turn it up so that your hazard floor poses a real threat.<br> Like magic walls, such floors add a permanent thrill to your map. You can use that to safely chase off too-weak players, or just to have something different.'
2933     },
2934     Helmet => {
2935 root 1.7 attr => [
2936     [
2937     'magic',
2938     {
2939     desc => '<magic bonus> works just like ac, except that it can be improved by "scrolls of Enchant Armour" or reduced by acid. It is less useful than direct armour-class bonus on the helmet. Important: <magic bonus> on helmets has no effect if there is no <armour class> set. It only works in combination with <armour class>. Crowns for instance typically provide no <amour class>.',
2940     name => 'magic bonus',
2941     type => 'int'
2942     }
2943     ]
2944     ],
2945 root 1.3 desc => 'Wearing a helmet, the object\'s stats will directly be inherited to the player. Normal helmets usually increase defense, while crowns add more special bonuses like stats/resistances paired with low defense.',
2946     import => [
2947     $TYPE{Amulet}
2948     ],
2949 root 1.5 name => 'Helmet',
2950 root 1.3 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2951     },
2952     'Holy Altar' => {
2953 root 1.7 attr => [
2954     [
2955     'no_pick',
2956     {
2957     type => 'fixed',
2958     value => 1
2959     }
2960     ],
2961     [
2962     'other_arch',
2963     {
2964     desc => 'The altar belongs to the god of the given name. Possible options for <god name> are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, Gorokh, Valriel and Sorig. If you want to have an unconsecrated altar, set <god name> 0 and eventually <reconsecrate level> 0.',
2965     name => 'god name',
2966     type => 'string'
2967     }
2968     ],
2969     [
2970     'level',
2971     {
2972     desc => 'To re-consecrate an altar, the player\'s wisdom level must be as high or higher than this value. In that way, some altars can not be re-consecrated, while other altars, like those in dungeons, could be. Altars located in temples should have at least <reconsecrate level> 100. Some characters might need those altars, they would be very unhappy to see them re-consecrated to another cult.',
2973     name => 'reconsecrate level',
2974     type => 'int'
2975     }
2976     ]
2977     ],
2978 root 1.3 desc => 'Holy_altars are altars for the various religions. Praying at a Holy_altar will make you a follower of that god, and if you already follow that god, you may get some extra bonus.',
2979     ignore => [
2980     $IGNORE_LIST{non_pickable}
2981 root 1.5 ],
2982     name => 'Holy Altar'
2983 root 1.3 },
2984     Horn => {
2985 root 1.7 attr => [
2986     [
2987     'sp',
2988     {
2989     desc => 'Sets the <spell> of the horn. Consider twice before handing out any horns to players, since they can be used endlessly without any mana cost! Horns with heal/ restoration/ protection spells, IF available, MUST be very very VERY hard to get!',
2990     name => 'spell',
2991     type => 'spell'
2992     }
2993     ],
2994     [
2995     'level',
2996     {
2997     desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should not be set too high.',
2998     name => 'casting level',
2999     type => 'int'
3000     }
3001     ],
3002     [
3003     'hp',
3004     {
3005     desc => 'This value represents the initial amount of spellpoints in the horn. Naturally, this is quite unimportant.',
3006     name => 'initial spellpoints',
3007     type => 'int'
3008     }
3009     ],
3010     [
3011     'maxhp',
3012     {
3013     desc => 'When the horn is fully charged up, it will hold this maximum amount of spellpoints. Make sure it is enough to cast the contained spell at least once. But don\'t set the value too high, as that might make the horn way too effective.',
3014     name => 'max. spellpoints',
3015     type => 'int'
3016     }
3017     ],
3018     [
3019     'startequip',
3020     {
3021     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3022     name => 'godgiven item',
3023     type => 'bool'
3024     }
3025     ],
3026     [
3027     'msg',
3028     {
3029     desc => 'This text may contain a description of the horn.',
3030     end => 'endmsg',
3031     name => 'description',
3032     type => 'text'
3033     }
3034     ]
3035     ],
3036 root 1.3 desc => 'Horns are very similar to rods. The difference is that horns regenerate spellpoints faster and thus are more valuable than rods. <br><br> A horn contains a spell. The player can use this spell by applying and "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be used endlessly.',
3037     ignore => [
3038     'title'
3039     ],
3040 root 1.5 name => 'Horn',
3041 root 1.3 use => 'Horns are powerful due to their fast recharge rate. They should never contain high level attacking spells. Even curing/healing spells are almost too good on a horn.'
3042     },
3043     Inorganic => {
3044 root 1.7 attr => [
3045     [
3046     'is_dust',
3047     {
3048     name => 'is dust',
3049     type => 'bool'
3050     }
3051     ]
3052     ],
3053 root 1.4 desc => 'Inorganic materials are generally used as ingredients for alchemical receipes. By themselves, they have no special functionalities.',
3054 root 1.5 name => 'Inorganic',
3055 root 1.4 section => [
3056     [
3057     'resistance',
3058 root 1.7 [
3059     [
3060     'resist_physical',
3061     {
3062     name => 'resist physical %',
3063     type => 'int'
3064     }
3065     ],
3066     [
3067     'resist_magic',
3068     {
3069     name => 'resist magic %',
3070     type => 'int'
3071     }
3072     ],
3073     [
3074     'resist_fire',
3075     {
3076     name => 'resist fire %',
3077     type => 'int'
3078     }
3079     ],
3080     [
3081     'resist_electricity',
3082     {
3083     name => 'resist electricity %',
3084     type => 'int'
3085     }
3086     ],
3087     [
3088     'resist_cold',
3089     {
3090     name => 'resist cold %',
3091     type => 'int'
3092     }
3093     ],
3094     [
3095     'resist_acid',
3096     {
3097     name => 'resist acid %',
3098     type => 'int'
3099     }
3100     ],
3101     [
3102     'resist_weaponmagic',
3103     {
3104     name => 'resist weaponmagic %',
3105     type => 'int'
3106     }
3107     ],
3108     [
3109     'resist_ghosthit',
3110     {
3111     name => 'resist ghosthit %',
3112     type => 'int'
3113     }
3114     ],
3115     [
3116     'resist_poison',
3117     {
3118     name => 'resist poison %',
3119     type => 'int'
3120     }
3121     ],
3122     [
3123     'resist_death',
3124     {
3125     name => 'resist death-attack %',
3126     type => 'int'
3127     }
3128     ],
3129     [
3130     'resist_chaos',
3131     {
3132     name => 'resist chaos %',
3133     type => 'int'
3134     }
3135     ],
3136     [
3137     'resist_holyword',
3138     {
3139     name => 'resist holy power %',
3140     type => 'int'
3141     }
3142     ]
3143     ]
3144 root 1.4 ]
3145     ]
3146 root 1.1 },
3147 root 1.3 'Inventory Checker' => {
3148 root 1.7 attr => [
3149     [
3150     'no_pick',
3151     {
3152     type => 'fixed',
3153     value => 1
3154     }
3155     ],
3156     [
3157     'slaying',
3158     {
3159     desc => 'This string specifies the object we are looking for: We have a match if the player does/don\'t carry a key object or a mark with identical <key string>. Note that key objects usually appear as "passports" in this context. A typical example is the city gate mechanism of scorn.',
3160     name => 'match key string',
3161     type => 'string'
3162     }
3163     ],
3164     [
3165     'race',
3166     {
3167     desc => 'This string specifies the object we are looking for: We have a match if the player does/don\'t carry an object of archtype <match arch name>.',
3168     name => 'match arch name',
3169     type => 'string'
3170     }
3171     ],
3172     [
3173     'hp',
3174     {
3175     desc => 'This value specifies the object we are looking for: We have a match if the player does/don\'t carry an object that is of type <match type>. Example: Set <match type> 15 (type 15 => weapon) and <blocking passage> enabled. Now you have an inv. checker blocking all players that carry any kind of melee weapon. To pass, a player is forced to leave behind all his weaponry... bad news for a warrior. ;)',
3176     name => 'match type',
3177     type => 'int'
3178     }
3179     ],
3180     [
3181     'last_sp',
3182     {
3183     desc => 'Enabled means having that object is a match. Disabled means not having that object is a match.',
3184     name => 'match = having',
3185     type => 'bool'
3186     }
3187     ],
3188     [
3189     'connected',
3190     {
3191     desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
3192     name => 'connection',
3193     type => 'int'
3194     }
3195     ],
3196     [
3197 root 1.14 'move_block',
3198 root 1.7 {
3199 root 1.14 desc => 'Objects using these movement types cannot move over this space.',
3200     name => 'blocked movement',
3201     type => 'bitmask',
3202     value => $BITMASK{movement_type}
3203     }
3204     ],
3205     [
3206     'move_allow',
3207     {
3208     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3209     name => 'allowed movement',
3210     type => 'bitmask',
3211     value => $BITMASK{movement_type}
3212     }
3213     ],
3214     [
3215     'move_slow',
3216     {
3217     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3218     name => 'slowed movement',
3219     type => 'bitmask',
3220     value => $BITMASK{movement_type}
3221     }
3222     ],
3223     [
3224     'move_slow_penalty',
3225     {
3226     desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
3227     name => 'slow movement penalty',
3228     type => 'int'
3229 root 1.7 }
3230     ],
3231     [
3232     'last_heal',
3233     {
3234     desc => '<remove match> means remove object if found. Setting this is usually not recommended because inv. checkers are in general invisible. So, unlike for altars/ locked doors, the player won\'t expect to lose an object when walking over that square. And he doesn\'t even get a message either. So, *if* you enable <remove match>, make sure to inform the player what\'s going on!',
3235     name => 'remove match',
3236     type => 'bool'
3237     }
3238     ]
3239     ],
3240 root 1.14 desc => 'Inventory checkers passively check the players inventory for a specific object. You can set a connected value that is triggered either if that object is present or missing (-&gt; "last_sp") when a player walks over the inv. checker. A valid option is to remove the matching object (usually not recommended, see "last_heal"). <br><br> Alternatively, you can set your inv. checker to block all players that do/don\'t carry the matching object. <br><br> As you can see, inv. checkers are quite powerful, holding a great variety of possibilities.',
3241 root 1.3 ignore => [
3242     $IGNORE_LIST{system_object}
3243     ],
3244 root 1.5 name => 'Inventory Checker',
3245 root 1.3 use => 'Putting a check_inventory space in front of a gate (one below) and one on the opposite side works reasonably well as a control mechanism. Unlike the key/door-combo, this one works infinite since it is independant from map reset. Use it to put a "structure" into your maps: Player must solve area A to gain access to area B. This concept can be found in nearly every RPG - simple but effective.'
3246     },
3247 root 1.8 'Item Transformer' => {
3248     attr => [
3249     [
3250     'food',
3251     {
3252     desc => '<number of uses> controls how many times the item transformer can be used. The value 0 means "unlimited"',
3253     name => 'number of uses',
3254     type => 'int'
3255     }
3256     ],
3257     [
3258     'slaying',
3259     {
3260     desc => 'Contains the verb that is used to construct a message to the player applying the item transformer.',
3261     name => 'verb',
3262     type => 'string'
3263     }
3264     ],
3265     [
3266     'startequip',
3267     {
3268     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3269     name => 'godgiven item',
3270     type => 'bool'
3271     }
3272     ],
3273     [
3274     'msg',
3275     {
3276     desc => 'This text may contain a description of the item transformer.',
3277     end => 'endmsg',
3278     name => 'description',
3279     type => 'text'
3280     }
3281     ]
3282     ],
3283     desc => 'An item transformer is simply applied, after having marked a \'victim\' item. If the victim is suitable, it will be transformed into something else.',
3284     name => 'Item Transformer',
3285     use => 'To make an item transformable, you just have to fill the \'slaying\' field. The syntax is: <br> <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre> <br> with [] denoting optional part, and * any number of preceding []. \'new_item\' must be the name of an existing archetype. <br><br> Example, for object apple: slaying knife:2 half_apple <br><br> This means that, when applying a knife (should be an Item Transformer), one \'apple\' will be transformed into 2 \'half_apple\'.'
3286     },
3287 root 1.3 Jewel => {
3288 root 1.7 attr => [
3289     [
3290     'race',
3291     {
3292     type => 'fixed',
3293     value => 'gold and jewels'
3294     }
3295     ],
3296     [
3297     'msg',
3298     {
3299     desc => 'This text may describe the object.',
3300     end => 'endmsg',
3301     name => 'description',
3302     type => 'text'
3303     }
3304     ]
3305     ],
3306 root 1.5 desc => 'Items of the type Gold &amp; Jewels are handled like a currency. Unlike for any other type of item, in shops, the buy- and selling prices differ only marginally.',
3307     name => 'Jewel'
3308 root 1.1 },
3309 root 1.9 Key => {
3310     attr => [
3311     [
3312     'startequip',
3313     {
3314     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3315     name => 'godgiven item',
3316     type => 'bool'
3317     }
3318     ]
3319     ],
3320     desc => 'When carrying a key, a normal door can be opened. The key will disappear.',
3321     name => 'Key'
3322     },
3323 root 1.3 'Locked Door' => {
3324 root 1.7 attr => [
3325     [
3326 root 1.14 'move_type',
3327 root 1.7 {
3328     type => 'fixed',
3329 root 1.14 value => 0
3330 root 1.7 }
3331     ],
3332     [
3333     'no_pick',
3334     {
3335     type => 'fixed',
3336     value => 1
3337     }
3338     ],
3339     [
3340     'slaying',
3341     {
3342     desc => 'The <key string> in the door must be identical with the <key string> in the special key, then the door is unlocked. It is VERY important to set the <key string> to something that is unique among the CF mapset. DONT EVER USE the default string "set_individual_value".',
3343     name => 'key string',
3344     type => 'string'
3345     }
3346     ],
3347     [
3348     'no_magic',
3349     {
3350     desc => 'Restricting the use of spells to pass this door. This should be set in most cases. (Don\'t forget that the spell "dimension door" is easily available at about wisdom level 10).',
3351     name => 'restrict spells',
3352     type => 'bool'
3353     }
3354     ],
3355     [
3356     'damned',
3357     {
3358     desc => 'Restricting the use of prayers to pass this door. This should be set in most cases.',
3359     name => 'restrict prayers',
3360     type => 'bool'
3361     }
3362     ],
3363     [
3364     'msg',
3365     {
3366     desc => 'When a player is trying to open the door without carrying the appropriate key, this text is displayed to the player. This is a good opportunity to place hints about the special key needed to unlock the door.',
3367     end => 'endmsg',
3368     name => 'lock message',
3369     type => 'text'
3370     }
3371     ]
3372     ],
3373     desc => 'A locked door can be opened only when carrying the appropriate special key.',
3374     ignore => [
3375     $IGNORE_LIST{non_pickable}
3376     ],
3377     name => 'Locked Door',
3378     use => 'If you want to create a locked door that cannot be opened (no key), set a &lt;key string&gt; like "no_key_available". This will clearify things and only a fool would create a key matching that string. Door-objects can not only be used for "doors". In many maps these are used with all kinds of faces/names, especially often as "magic force". A good example is the map "Lake_Country/ebony/masterlev". There you have magic forces (door objects) put under certain artifact items. To get your hands on the artifacts, you need to bring up the appropriate quest items (key objects).'
3379     },
3380     'Magic Ear' => {
3381     attr => [
3382     [
3383     'no_pick',
3384     {
3385     type => 'fixed',
3386     value => 1
3387     }
3388     ],
3389     [
3390     'connected',
3391     {
3392     desc => 'The Magic_ear will trigger all objects with the same connection value, every time it is activated.',
3393     name => 'connection',
3394     type => 'int'
3395     }
3396     ],
3397     [
3398     'msg',
3399     {
3400     desc => 'This textfield contains the keyword-matching-syntax. The text should have the following format: "@match <keyword1>|<keyword2>|... ". Any number of keywords from one to infinite is allowed. Make sure they are seperated by a \'|\'. Examples: "@match yes", "@match gold|treasure". The connected value will be triggerd when the player speaks any of the given keywords within a two-square radius. IMPORTANT: Upper/lower case does not make a difference!',
3401     end => 'endmsg',
3402     name => 'keyword-matching',
3403     type => 'text'
3404     }
3405     ]
3406     ],
3407     desc => 'Magic_ears trigger a connected value when the player speaks a specific keyword.',
3408     ignore => [
3409     $IGNORE_LIST{system_object}
3410     ],
3411     name => 'Magic Ear',
3412     use => 'Whenever you put magic_ears on your maps, make sure there are CLEAR and RELYABLE hints about the keywords somewhere. Don\'t make something like a gate that is opened by speaking "open" or "sesame", expecting the player to figure this out all by himself. <br><br> Magic_ears are typically used for interaction with NPCs. You can create the impression that the NPC actually *does* something according to his conversation with a player. Mostly this means opening a gate or handing out some item, but you could be quite creative here.'
3413     },
3414     'Magic Wall' => {
3415     attr => [
3416     [
3417     'dam',
3418     {
3419     desc => 'The magic wall will cast this <spell>.',
3420     name => 'spell',
3421     type => 'spell'
3422     }
3423     ],
3424     [
3425     'level',
3426     {
3427     desc => 'The wall will cast it\'s spells at level <spell level>. "level 1" walls cast spells at minimal strength. "level 100" walls cast deadly spells. Arch default is level 1 - you should always set this value to meet the overall difficulty of your map.',
3428     name => 'spell level',
3429     type => 'int'
3430     }
3431     ],
3432     [
3433     'connected',
3434     {
3435     desc => 'Every time the <connection> value is triggered, the wall will cast it\'s spell. You should set <casting speed> to zero, or this won\'t have much visible effect.',
3436     name => 'connection',
3437     type => 'int'
3438     }
3439     ],
3440     [
3441     'speed',
3442     {
3443     desc => 'The <casting speed> defines the spellcasting speed of the wall. You can fine-tune how long the duration between two casts shall be. If you want to create a wall that can be activated (cast per trigger) via connected lever/button/etc, you must set "speed 0".',
3444     name => 'casting speed',
3445     type => 'float'
3446     }
3447     ],
3448     [
3449 root 1.17 'speed_left',
3450     {
3451     desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
3452     name => 'speed left',
3453     type => 'float'
3454     }
3455     ],
3456     [
3457 root 1.7 'sp',
3458     {
3459     desc => 'The magic wall will cast it\'s spells always in the specified <direction>. A magic wall with direction set to <none> will always fire in a random direction.',
3460     name => 'direction',
3461     type => 'list',
3462     value => $LIST{direction}
3463     }
3464     ],
3465     [
3466 root 1.14 'move_block',
3467     {
3468     desc => 'Objects using these movement types cannot move over this space.',
3469     name => 'blocked movement',
3470     type => 'bitmask',
3471     value => $BITMASK{movement_type}
3472     }
3473     ],
3474     [
3475     'move_allow',
3476     {
3477     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3478     name => 'allowed movement',
3479     type => 'bitmask',
3480     value => $BITMASK{movement_type}
3481     }
3482     ],
3483     [
3484     'move_slow',
3485 root 1.7 {
3486 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3487     name => 'slowed movement',
3488     type => 'bitmask',
3489     value => $BITMASK{movement_type}
3490     }
3491     ],
3492     [
3493     'move_slow_penalty',
3494     {
3495     desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
3496     name => 'slow movement penalty',
3497     type => 'int'
3498 root 1.7 }
3499     ]
3500 root 1.3 ],
3501     desc => 'Magic walls fire spells in a given direction, in regular intervals. Magic walls can contain any spell. However, some spells do not operate very successfully in them. The only way to know is to test the spell you want to use with a wall. <br><br> Several types of magical walls are predefined for you in the archetypes, and can be found on the "connected" Pickmap.',
3502     ignore => [
3503     $IGNORE_LIST{non_pickable}
3504     ],
3505 root 1.5 name => 'Magic Wall',
3506 root 1.4 section => [
3507     [
3508     'destroyable',
3509 root 1.7 [
3510     [
3511     'alive',
3512     {
3513     desc => 'Walls with <is destroyable> enabled can be attacked and (eventually) destroyed by the player. If disabled, all other attributes on this tab, as well as resistances, are meaningless.',
3514     name => 'is destroyable',
3515     type => 'bool'
3516     }
3517     ],
3518     [
3519     'hp',
3520     {
3521     desc => 'The more <hitpoints> the wall has, the longer it takes to be destroyed.',
3522     name => 'hitpoints',
3523     type => 'int'
3524     }
3525     ],
3526     [
3527     'maxhp',
3528     {
3529     desc => '<max hitpoints> are the maximum amount of hitpoints the wall can have. This only makes sense if the wall can regain health.',
3530     name => 'max hitpoints',
3531     type => 'int'
3532     }
3533     ],
3534     [
3535     'ac',
3536     {
3537     desc => 'A magic wall of high <armour class> is less likely to get hit from an opponent. <armour class> can be considered the "counterpiece" to <weapon class>.',
3538     name => 'armour class',
3539     type => 'int'
3540     }
3541     ]
3542     ]
3543     ],
3544     [
3545     'resistance',
3546     [
3547     [
3548     'resist_physical',
3549     {
3550     name => 'resist physical %',
3551     type => 'int'
3552     }
3553     ],
3554     [
3555     'resist_magic',
3556     {
3557     name => 'resist magic %',
3558     type => 'int'
3559     }
3560     ],
3561     [
3562     'resist_fire',
3563     {
3564     name => 'resist fire %',
3565     type => 'int'
3566     }
3567     ],
3568     [
3569     'resist_electricity',
3570     {
3571     name => 'resist electricity %',
3572     type => 'int'
3573     }
3574     ],
3575     [
3576     'resist_cold',
3577     {
3578     name => 'resist cold %',
3579     type => 'int'
3580     }
3581     ],
3582     [
3583     'resist_confusion',
3584     {
3585     name => 'resist confusion %',
3586     type => 'int'
3587     }
3588     ],
3589     [
3590     'resist_acid',
3591     {
3592     name => 'resist acid %',
3593     type => 'int'
3594     }
3595     ],
3596     [
3597     'resist_drain',
3598     {
3599     name => 'resist draining %',
3600     type => 'int'
3601     }
3602     ],
3603     [
3604     'resist_weaponmagic',
3605     {
3606     name => 'resist weaponmagic %',
3607     type => 'int'
3608     }
3609     ],
3610     [
3611     'resist_ghosthit',
3612     {
3613     name => 'resist ghosthit %',
3614     type => 'int'
3615     }
3616     ],
3617     [
3618     'resist_poison',
3619     {
3620     name => 'resist poison %',
3621     type => 'int'
3622     }
3623     ],
3624     [
3625     'resist_slow',
3626     {
3627     name => 'resist slow %',
3628     type => 'int'
3629     }
3630     ],
3631     [
3632     'resist_paralyze',
3633     {
3634     name => 'resist paralyze %',
3635     type => 'int'
3636     }
3637     ],
3638     [
3639     'resist_fear',
3640     {
3641     name => 'resist fear %',
3642     type => 'int'
3643     }
3644     ],
3645     [
3646     'resist_deplete',
3647     {
3648     name => 'resist depletion %',
3649     type => 'int'
3650     }
3651     ],
3652     [
3653     'resist_turn_undead',
3654     {
3655     name => 'resist turn undead %',
3656     type => 'int'
3657     }
3658     ],
3659     [
3660     'resist_death',
3661     {
3662     name => 'resist death-attack %',
3663     type => 'int'
3664     }
3665     ],
3666     [
3667     'resist_chaos',
3668     {
3669     name => 'resist chaos %',
3670     type => 'int'
3671     }
3672     ],
3673     [
3674     'resist_blind',
3675     {
3676     name => 'resist blinding %',
3677     type => 'int'
3678     }
3679     ],
3680     [
3681     'resist_holyword',
3682     {
3683     name => 'resist holy power %',
3684     type => 'int'
3685     }
3686     ],
3687     [
3688     'resist_godpower',
3689     {
3690     name => 'resist godpower %',
3691     type => 'int'
3692     }
3693     ]
3694     ]
3695     ]
3696     ],
3697     use => 'Spellcasting walls pose an interesting alternative to monsters. Usually they are set to be undestroyable. Thus, while monsters in a map can be cleared out, the magic walls remain. Low level characters for example will not be able to pass through their spell-area, hence they cannot loot a map that a high level character might have cleared out. <br><br> Another point of magic walls is that if the player dies, he has to face them all again. Magic walls can add a kind of "permanent thrill" to your maps. <br><br> Be careful that your magic walls don\'t kill the monsters on a map. If placing monsters, eventually take ones that are immune to the walls\' spell(s). <br><br> It is possible to make walls rotate when triggered. But that is so confusing (and useless IMHO) that I did not mention it above. You can find a working example on the map "/pup_land/castle_eureca/castle_eureca8".'
3698     },
3699     Marker => {
3700     attr => [
3701     [
3702     'no_pick',
3703     {
3704     type => 'fixed',
3705     value => 1
3706     }
3707     ],
3708     [
3709     'slaying',
3710     {
3711     desc => 'The <key string> can be detected by inv. checkers/detectors. If the player already has a force with that <key string>, there won\'t be inserted a second one.',
3712     name => 'key string',
3713     type => 'string'
3714     }
3715     ],
3716     [
3717     'connected',
3718     {
3719     desc => 'When the detector is triggered, all objects with the same connection value get activated.',
3720     name => 'connection',
3721     type => 'int'
3722     }
3723     ],
3724     [
3725     'speed',
3726 root 1.4 {
3727 root 1.7 desc => 'The <marking speed> defines how quickly it will mark something standing on the marker. Set this value rather high to make sure the player really gets his mark. I think <marking speed> 1.0 should do fine.',
3728     name => 'marking speed',
3729     type => 'float'
3730 root 1.4 }
3731     ],
3732     [
3733 root 1.17 'speed_left',
3734     {
3735     desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
3736     name => 'speed left',
3737     type => 'float'
3738     }
3739     ],
3740     [
3741 root 1.7 'food',
3742     {
3743     desc => 'This value defines the duration of the force it inserts. If nonzero, the duration of the player\'s mark is finite: about 1 food per 10 seconds. <mark duration> zero/unset means the mark will stay on the player forever.',
3744     name => 'mark duration',
3745     type => 'int'
3746     }
3747     ],
3748     [
3749     'name',
3750     {
3751     desc => 'When the player steps onto the marker, all existing forces in the players inventory with a <key string> matching <delete mark> will be removed. If you don\'t want to remove any marks, leave this textfield empty. Note that the string <delete mark> is set as the name of this marker. So don\'t be confused, and remember changing the name will take effect on the marker\'s functionality.',
3752     name => 'delete mark',
3753     type => 'string'
3754     }
3755     ],
3756     [
3757     'msg',
3758 root 1.4 {
3759 root 1.7 desc => 'In the moment when the player gets marked, this text is displayed to him. You should really set a message in any marker you create, because it\'s the only way for the player to notice what\'s going on.',
3760     end => 'endmsg',
3761     name => 'marking message',
3762     type => 'text'
3763 root 1.4 }
3764     ]
3765     ],
3766 root 1.3 desc => 'A marker is an object that inserts an invisible force (a mark) into a player stepping on it. This force does nothing except containing a &lt;key string&gt; which can be discovered by detectors or inventory checkers. It is also possible to use markers for removing marks again. <br><br> Note that the player has no possibility to "see" his own marks, except by the effect that they cause on the maps.',
3767     ignore => [
3768     $IGNORE_LIST{system_object}
3769     ],
3770 root 1.5 name => 'Marker',
3771 root 1.3 use => 'Markers hold real cool possibilities for map-making. I encourage you to use them frequently. However there is one negative point about markers: Players don\'t "see" what\'s going on with them. It is your task, as map-creator, to make sure the player is always well informed and never confused. <br><br> Please avoid infinite markers when they aren\'t needed. They\'re using a little space in the player file after all, so if there is no real purpose, set an expire time.'
3772     },
3773     Misc => {
3774 root 1.7 attr => [
3775     [
3776 root 1.14 'move_block',
3777     {
3778     desc => 'Objects using these movement types cannot move over this space.',
3779     name => 'blocked movement',
3780     type => 'bitmask',
3781     value => $BITMASK{movement_type}
3782     }
3783     ],
3784     [
3785     'move_allow',
3786     {
3787     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3788     name => 'allowed movement',
3789     type => 'bitmask',
3790     value => $BITMASK{movement_type}
3791     }
3792     ],
3793     [
3794     'move_slow',
3795 root 1.7 {
3796 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3797     name => 'slowed movement',
3798     type => 'bitmask',
3799     value => $BITMASK{movement_type}
3800     }
3801     ],
3802     [
3803     'move_slow_penalty',
3804     {
3805     desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
3806     name => 'slow movement penalty',
3807     type => 'int'
3808 root 1.7 }
3809     ],
3810     [
3811     'cursed',
3812     {
3813     desc => 'Curses can have various effects: On equipment and food, they generally harm the player in some way.',
3814     name => 'cursed',
3815     type => 'bool'
3816     }
3817     ],
3818     [
3819     'damned',
3820     {
3821     desc => 'A damned item/floor on the ground makes it impossible for players to use prayers on that spot. It also prevents players from saving. Damnation on equipment works similar to a curse.',
3822     name => 'damned',
3823     type => 'bool'
3824     }
3825     ],
3826     [
3827     'unique',
3828     {
3829     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
3830     name => 'unique item',
3831     type => 'bool'
3832     }
3833     ],
3834     [
3835     'startequip',
3836     {
3837     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3838     name => 'godgiven item',
3839     type => 'bool'
3840     }
3841     ],
3842     [
3843     'msg',
3844     {
3845     desc => 'This text may describe the object.',
3846     end => 'endmsg',
3847     name => 'description',
3848     type => 'text'
3849     }
3850     ]
3851     ],
3852 root 1.5 name => 'Misc'
3853 root 1.1 },
3854 root 1.3 Money => {
3855 root 1.7 attr => [
3856     [
3857     'race',
3858     {
3859     type => 'fixed',
3860     value => 'gold and jewels'
3861     }
3862     ]
3863     ],
3864 root 1.3 desc => 'Items of the type Money are handled as currency. Money cannot be sold/bought in shops. When money is dropped in a shop, it stays the same.<br> When a player picks an item from a shop and attempts to walk over the shop mat, the item\'s selling-price is automatically subtracted from the player\'s money. <br><br> For money, always use the default arches. Don\'t modify them.',
3865     ignore => [
3866     'unpaid'
3867 root 1.5 ],
3868     name => 'Money'
3869 root 1.3 },
3870     'Monster & NPC' => {
3871 root 1.7 attr => [
3872     [
3873     'alive',
3874     {
3875     type => 'fixed',
3876     value => 1
3877     }
3878     ],
3879     [
3880     'randomitems',
3881     {
3882     desc => 'When the monster is killed, items from the treasurelist will drop to the ground. This is a common way to reward players for killing (masses of) monsters. Note that you can always put items into the monster\'s inventory. Those will drop-at-kill just like the stuff from the <treasurelist>.',
3883     name => 'treasurelist',
3884     type => 'treasurelist'
3885     }
3886     ],
3887     [
3888     'level',
3889     {
3890     desc => 'A monster\'s <level> is the most important attribute. <level> affects the power of a monster in various ways.',
3891     name => 'level',
3892     type => 'int'
3893     }
3894     ],
3895     [
3896     'race',
3897     {
3898 root 1.17 desc => 'Every monster should have a race set to categorize it. The monster\'s <race> can have different effects: Slaying weapons inflict tripple damage against enemy races and holy word kills only enemy races of the god.',
3899 root 1.7 name => 'race',
3900     type => 'string'
3901     }
3902     ],
3903     [
3904     'exp',
3905     {
3906 root 1.17 desc => 'When a player kills this monster, he will get exactly this amount of <experience>. The experience will flow into the skill-category the player used for the kill. If you create special monsters of tweaked strenght/abilities, always make sure that the <experience> is set to a reasonable value. Compare with existing arches to get a feeling what reasonable means. Keep in mind that spellcasting monsters are a lot harder to kill than non-spellcasters!',
3907 root 1.7 name => 'experience',
3908     type => 'int'
3909     }
3910     ],
3911     [
3912     'speed',
3913     {
3914     desc => 'The <speed> determines how fast a monster will both move and fight. High <speed> makes a monster considerably stronger.',
3915     name => 'speed',
3916     type => 'float'
3917     }
3918     ],
3919     [
3920 root 1.17 'speed_left',
3921     {
3922     desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
3923     name => 'speed left',
3924     type => 'float'
3925     }
3926     ],
3927     [
3928 root 1.7 'other_arch',
3929     {
3930     desc => 'This only takes effect if <multiply> is enabled. The monster will create a <breed monster> every once in a while. <breed monster> can be set to any valid arch-name of a monster. Multipart monster should not be used.',
3931     name => 'breed monster',
3932     type => 'string'
3933     }
3934     ],
3935     [
3936     'generator',
3937     {
3938     desc => 'Monsters with <generator> enabled will create a <breed monster> every once in a while. Mice are a good example for this effect. If enabled, you must also set <breed monster> or check <template generation> and put other monsters in the inventory.',
3939     name => 'multiply',
3940     type => 'bool'
3941     }
3942     ],
3943     [
3944     'use_content_on_gen',
3945     {
3946     desc => 'This only takes effect if <multiply> is enabled. The monster will create a new monster every once in a while by duplicating it\'s inventory. In this case, the <breed monster> value is never used and can be forgotten. Each time the monster need to generate an object, it will be a randomly chosen item from the inventory. When generator is destroyed, inventory is destroyed.',
3947     name => 'template generation',
3948     type => 'bool'
3949     }
3950     ],
3951     [
3952 root 1.14 'move_type',
3953 root 1.7 {
3954 root 1.14 desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
3955     name => 'movement type',
3956     type => 'bitmask',
3957     value => $BITMASK{movement_type}
3958 root 1.7 }
3959     ],
3960     [
3961     'undead',
3962     {
3963     desc => 'Several spells only affect undead monsters: turn undead, banish undead, holy word, etc.',
3964     name => 'undead',
3965     type => 'bool'
3966     }
3967     ],
3968     [
3969     'carrying',
3970     {
3971     desc => 'If a monster has something in the inventory, this value can be set to reflect the slowdown due to the carried weight.',
3972     name => 'carries weight',
3973     type => 'int'
3974     }
3975     ],
3976     [
3977     'msg',
3978     {
3979     end => 'endmsg',
3980     name => 'npc message',
3981     type => 'text'
3982     }
3983     ]
3984     ],
3985 root 1.3 desc => 'Monsters can behave in various kinds of ways. They can be aggressive, attacking the player. Or peaceful, helping the player - maybe joining him as pet. The unagressive creatures who communicate with players are usually called "NPCs" (Non Player Character), a well-known term in role-play environments.',
3986     ignore => [
3987     'material',
3988     'name_pl',
3989     'nrof',
3990     'value',
3991     'unpaid'
3992     ],
3993 root 1.5 name => 'Monster & NPC',
3994 root 1.4 section => [
3995     [
3996     'melee',
3997 root 1.7 [
3998     [
3999     'attacktype',
4000     {
4001     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.',
4002     name => 'attacktype',
4003     type => 'bitmask',
4004     value => $BITMASK{attacktype}
4005     }
4006     ],
4007     [
4008     'dam',
4009     {
4010     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.',
4011     name => 'damage',
4012     type => 'int'
4013     }
4014     ],
4015     [
4016     'wc',
4017     {
4018     desc => 'Monsters of high <weapon class> are more likely to really hit their opponent. <weapon class> can be considered the "counterpiece" to <armour class>.',
4019     name => 'weapon class',
4020     type => 'int'
4021     }
4022     ],
4023     [
4024     'hp',
4025     {
4026     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>.',
4027     name => 'health points',
4028     type => 'int'
4029     }
4030     ],
4031     [
4032     'maxhp',
4033     {
4034     desc => '<max health> is the maximum amount of <health points> this monster can have.',
4035     name => 'max health',
4036     type => 'int'
4037     }
4038     ],
4039     [
4040     'ac',
4041     {
4042     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).',
4043     name => 'armour class',
4044     type => 'int'
4045     }
4046     ],
4047     [
4048     'Con',
4049     {
4050 root 1.8 desc => 'Monsters regenerate this many health points each 4 ticks. Hence, the healing rate is independent of <speed>.',
4051 root 1.7 name => 'healing rate',
4052     type => 'int'
4053     }
4054     ],
4055     [
4056     'reflect_missile',
4057     {
4058     desc => 'A monster with this flag has the ability to <reflect missiles>, all kinds of projectiles (e.g. arrows, bolts, boulders) will bounce off.',
4059     name => 'reflect missiles',
4060     type => 'bool'
4061     }
4062     ],
4063     [
4064     'hitback',
4065     {
4066     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.',
4067     name => 'hitback',
4068     type => 'bool'
4069     }
4070     ],
4071     [
4072     'one_hit',
4073     {
4074     desc => 'Monsters with <one hit only> dissapear after one successful hit to a player.',
4075     name => 'one hit only',
4076     type => 'bool'
4077     }
4078     ]
4079     ]
4080     ],
4081     [
4082     'spellcraft',
4083     [
4084     [
4085     'can_cast_spell',
4086     {
4087     desc => 'If <can cast spell> is disabled, the monster cannot cast any spell. Only wands/rods/etc can be used, given the appropriate abilities.',
4088     name => 'can cast spell',
4089     type => 'bool'
4090     }
4091     ],
4092     [
4093     'reflect_spell',
4094     {
4095     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.',
4096     name => 'reflect spells',
4097     type => 'bool'
4098     }
4099     ],
4100     [
4101     'sp',
4102     {
4103     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>.',
4104     name => 'spellpoints',
4105     type => 'int'
4106     }
4107     ],
4108     [
4109     'maxsp',
4110     {
4111     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.',
4112     name => 'max spellpoints',
4113     type => 'int'
4114     }
4115     ],
4116     [
4117     'Pow',
4118     {
4119 root 1.8 desc => 'Monsters regenerate this many spellpoints each 16 ticks. Hence, the spellpoint regeneration rate is independent of <speed>. To make a real tough spellcasting monster, the rate of spellpoint regeneration is most important. If your monster is still not casting fast enough, give it the spell-ability of "regenerate mana". That, paired with high <max spellpoints>, is the ultimate thing.',
4120 root 1.7 name => 'spellpoint regen.',
4121     type => 'int'
4122     }
4123     ],
4124     [
4125     'path_attuned',
4126     {
4127     desc => 'Click on the <attuned paths> button to select spellpaths. The creature will get attuned to the specified spellpaths.',
4128     name => 'attuned paths',
4129     type => 'bitmask',
4130     value => $BITMASK{spellpath}
4131     }
4132     ],
4133     [
4134     'path_repelled',
4135     {
4136     desc => 'Click on the <repelled paths> button to select spellpaths. The creature will get repelled to the specified spellpaths.',
4137     name => 'repelled paths',
4138     type => 'bitmask',
4139     value => $BITMASK{spellpath}
4140     }
4141     ],
4142     [
4143     'path_denied',
4144     {
4145     desc => 'Click on the <denied paths> button to select spellpaths. The creature won\'t be able to cast spells of the specified paths.',
4146     name => 'denied paths',
4147     type => 'bitmask',
4148     value => $BITMASK{spellpath}
4149     }
4150     ]
4151     ]
4152     ],
4153     [
4154     'ability',
4155     [
4156     [
4157     'Int',
4158     {
4159     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.',
4160     name => 'detect hidden',
4161     type => 'int'
4162     }
4163     ],
4164     [
4165     'see_invisible',
4166     {
4167     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.',
4168     name => 'see invisible',
4169     type => 'bool'
4170     }
4171     ],
4172     [
4173     'can_see_in_dark',
4174     {
4175     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.',
4176     name => 'see in darkness',
4177     type => 'bool'
4178     }
4179     ],
4180     [
4181     'can_use_weapon',
4182     {
4183     desc => 'Monster is able to wield weapon type objects.',
4184     name => 'can use weapons',
4185     type => 'bool'
4186     }
4187     ],
4188     [
4189     'can_use_bow',
4190     {
4191     desc => 'Monster is able to use missile-weapon type objects.',
4192     name => 'can use bows',
4193     type => 'bool'
4194     }
4195     ],
4196     [
4197     'can_use_armour',
4198     {
4199     desc => 'Monster is able to wear protective equipment like brestplate armour, shields, helmets etc.',
4200     name => 'can use armour',
4201     type => 'bool'
4202     }
4203     ],
4204     [
4205     'can_use_ring',
4206     {
4207     desc => 'Monster is able to wear rings.',
4208     name => 'can use rings',
4209     type => 'bool'
4210     }
4211     ],
4212     [
4213     'can_use_wand',
4214     {
4215     desc => 'Monster is able to use wands and staves.',
4216     name => 'can use wands',
4217     type => 'bool'
4218     }
4219     ],
4220     [
4221     'can_use_rod',
4222     {
4223     desc => 'Monster is able to use rods.',
4224     name => 'can use rods',
4225     type => 'bool'
4226     }
4227     ],
4228     [
4229     'can_use_scroll',
4230     {
4231     desc => 'Monster is able to read scrolls.',
4232     name => 'can use scrolls',
4233     type => 'bool'
4234     }
4235     ],
4236     [
4237     'can_use_skill',
4238     {
4239     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>.',
4240     name => 'can use skills',
4241     type => 'bool'
4242     }
4243     ]
4244     ]
4245     ],
4246     [
4247     'behave',
4248     [
4249     [
4250     'monster',
4251     {
4252     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.',
4253     name => 'monster behaviour',
4254     type => 'bool'
4255     }
4256     ],
4257     [
4258     'unaggressive',
4259     {
4260     desc => '<unaggressive> monsters do not attack players unless attacked first.',
4261     name => 'unaggressive',
4262     type => 'bool'
4263     }
4264     ],
4265     [
4266     'friendly',
4267     {
4268     desc => '<friendly> monsters help the player, attacking any non-friendly monsters in range.',
4269     name => 'friendly',
4270     type => 'bool'
4271     }
4272     ],
4273     [
4274     'stand_still',
4275     {
4276     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.',
4277     name => 'stand still',
4278     type => 'bool'
4279     }
4280     ],
4281     [
4282     'sleep',
4283     {
4284     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.',
4285     name => 'asleep',
4286     type => 'bool'
4287     }
4288     ],
4289     [
4290     'will_apply',
4291     {
4292     desc => 'This entry defines which kinds of environment actions the creature is able to perform.',
4293     name => 'misc. actions',
4294     type => 'bitmask',
4295     value => $BITMASK{will_apply}
4296     }
4297     ],
4298     [
4299     'pick_up',
4300     {
4301     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.',
4302     name => 'pick up',
4303     type => 'bitmask',
4304     value => $BITMASK{pick_up}
4305     }
4306     ],
4307     [
4308     'Wis',
4309     {
4310     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.',
4311     name => 'sensing range',
4312     type => 'int'
4313     }
4314     ],
4315     [
4316 root 1.15 'attack_movement_bits_0_3',
4317 root 1.7 {
4318 root 1.15 desc => 'If this is set to default, the standard mode of movement will be used.',
4319 root 1.7 name => 'attack movement',
4320 root 1.15 type => 'list',
4321     value => $LIST{attack_movement_bits_0_3}
4322     }
4323     ],
4324     [
4325     'attack_movement_bits_4_7',
4326     {
4327     desc => 'This movement is not in effect when the monster has an enemy and should only be used for non agressive monsters.',
4328     name => 'normal movement',
4329     type => 'list',
4330     value => $LIST{attack_movement_bits_4_7}
4331 root 1.7 }
4332     ],
4333     [
4334     'run_away',
4335     {
4336     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.',
4337     name => 'run at % health',
4338     type => 'int'
4339     }
4340     ]
4341     ]
4342     ],
4343     [
4344     'resistance',
4345     [
4346     [
4347     'resist_physical',
4348     {
4349     name => 'resist physical %',
4350     type => 'int'
4351     }
4352     ],
4353     [
4354     'resist_magic',
4355     {
4356     name => 'resist magic %',
4357     type => 'int'
4358     }
4359     ],
4360     [
4361     'resist_fire',
4362     {
4363     name => 'resist fire %',
4364     type => 'int'
4365     }
4366     ],
4367     [
4368     'resist_electricity',
4369     {
4370     name => 'resist electricity %',
4371     type => 'int'
4372     }
4373     ],
4374     [
4375     'resist_cold',
4376     {
4377     name => 'resist cold %',
4378     type => 'int'
4379     }
4380     ],
4381     [
4382     'resist_confusion',
4383     {
4384     name => 'resist confusion %',
4385     type => 'int'
4386     }
4387     ],
4388     [
4389     'resist_acid',
4390     {
4391     name => 'resist acid %',
4392     type => 'int'
4393     }
4394     ],
4395     [
4396     'resist_drain',
4397     {
4398     name => 'resist draining %',
4399     type => 'int'
4400     }
4401     ],
4402     [
4403     'resist_weaponmagic',
4404     {
4405     name => 'resist weaponmagic %',
4406     type => 'int'
4407     }
4408     ],
4409     [
4410     'resist_ghosthit',
4411     {
4412     name => 'resist ghosthit %',
4413     type => 'int'
4414     }
4415     ],
4416     [
4417     'resist_poison',
4418     {
4419     name => 'resist poison %',
4420     type => 'int'
4421     }
4422     ],
4423     [
4424     'resist_slow',
4425     {
4426     name => 'resist slow %',
4427     type => 'int'
4428     }
4429     ],
4430     [
4431     'resist_paralyze',
4432     {
4433     name => 'resist paralyze %',
4434     type => 'int'
4435     }
4436     ],
4437     [
4438     'resist_fear',
4439     {
4440     name => 'resist fear %',
4441     type => 'int'
4442     }
4443     ],
4444     [
4445     'resist_deplete',
4446     {
4447     name => 'resist depletion %',
4448     type => 'int'
4449     }
4450     ],
4451     [
4452     'resist_turn_undead',
4453     {
4454     name => 'resist turn undead %',
4455     type => 'int'
4456     }
4457     ],
4458     [
4459     'resist_death',
4460     {
4461     name => 'resist death-attack %',
4462     type => 'int'
4463     }
4464     ],
4465     [
4466     'resist_chaos',
4467     {
4468     name => 'resist chaos %',
4469     type => 'int'
4470     }
4471     ],
4472     [
4473     'resist_blind',
4474     {
4475     name => 'resist blinding %',
4476     type => 'int'
4477     }
4478     ],
4479     [
4480     'resist_holyword',
4481     {
4482     name => 'resist holy power %',
4483     type => 'int'
4484     }
4485     ],
4486     [
4487     'resist_godpower',
4488     {
4489     name => 'resist godpower %',
4490     type => 'int'
4491     }
4492     ]
4493     ]
4494     ]
4495     ],
4496     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. :-)'
4497     },
4498 root 1.9 'Monster (Grimreaper)' => {
4499     desc => 'A grimreaper is a monster that vanishes after it did some number of draining attacks.',
4500     ignore => [
4501     'material',
4502     'name_pl',
4503     'nrof',
4504     'value',
4505     'unpaid'
4506     ],
4507     import => [
4508     $TYPE{'Monster & NPC'}
4509     ],
4510     name => 'Monster (Grimreaper)',
4511     section => [
4512     [
4513     'grimreaper',
4514     [
4515     [
4516     'value',
4517     {
4518     desc => 'The object vanishes after this number of draining attacks.',
4519     name => 'attacks',
4520     type => 'int'
4521     }
4522     ]
4523     ]
4524     ]
4525     ]
4526     },
4527 root 1.7 'Mood Floor' => {
4528     attr => [
4529     [
4530     'no_pick',
4531 root 1.4 {
4532 root 1.7 type => 'fixed',
4533     value => 1
4534 root 1.4 }
4535     ],
4536     [
4537 root 1.7 'last_sp',
4538     {
4539     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!',
4540     name => 'mood',
4541     type => 'list',
4542     value => $LIST{mood}
4543     }
4544     ],
4545     [
4546     'connected',
4547     {
4548     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!',
4549     name => 'connection',
4550     type => 'int'
4551     }
4552     ],
4553     [
4554     'no_magic',
4555     {
4556     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
4557     name => 'no spells',
4558     type => 'bool'
4559     }
4560     ],
4561     [
4562     'damned',
4563     {
4564     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
4565     name => 'no prayers',
4566     type => 'bool'
4567     }
4568     ]
4569     ],
4570     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.',
4571     ignore => [
4572     $IGNORE_LIST{system_object}
4573     ],
4574     name => 'Mood Floor',
4575     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.)'
4576     },
4577     Mover => {
4578     attr => [
4579     [
4580     'attacktype',
4581     {
4582     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.',
4583     name => 'forced movement',
4584     type => 'bool'
4585     }
4586     ],
4587     [
4588     'maxsp',
4589     {
4590     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.',
4591     name => 'freeze duration',
4592     type => 'int'
4593     }
4594     ],
4595     [
4596     'speed',
4597     {
4598     desc => 'The movement speed value determines how fast a chain of these movers will push a player along (default is -0.2).',
4599     name => 'movement speed',
4600     type => 'float'
4601     }
4602     ],
4603     [
4604 root 1.17 'speed_left',
4605     {
4606     desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
4607     name => 'speed left',
4608     type => 'float'
4609     }
4610     ],
4611     [
4612 root 1.7 'sp',
4613     {
4614     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.',
4615     name => 'direction',
4616     type => 'list',
4617     value => $LIST{direction}
4618     }
4619     ],
4620     [
4621     'lifesave',
4622     {
4623 root 1.9 desc => 'If enabled, the mover gets "used up" after a certain number of moves (specified by <number of uses>). If disabled, the mover works infinitely.',
4624 root 1.7 name => 'gets used up',
4625     type => 'bool'
4626     }
4627     ],
4628     [
4629     'hp',
4630     {
4631     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).',
4632     name => 'number of uses',
4633     type => 'int'
4634     }
4635     ]
4636     ],
4637     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.',
4638     ignore => [
4639     $IGNORE_LIST{non_pickable}
4640     ],
4641     name => 'Mover',
4642     section => [
4643     [
4644     'targets',
4645     [
4646     [
4647     'level',
4648     {
4649     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.',
4650     name => 'move players',
4651     type => 'bool'
4652     }
4653     ],
4654     [
4655 root 1.14 'move_on',
4656 root 1.7 {
4657 root 1.14 desc => 'Which movement types activate the mover.',
4658     name => 'movement type',
4659     type => 'movement_type'
4660 root 1.7 }
4661     ]
4662     ]
4663     ]
4664     ],
4665     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).'
4666     },
4667     Pedestal => {
4668     attr => [
4669     [
4670     'no_pick',
4671 root 1.4 {
4672 root 1.7 type => 'fixed',
4673     value => 1
4674 root 1.4 }
4675     ],
4676     [
4677 root 1.7 'slaying',
4678 root 1.4 {
4679 root 1.7 desc => 'the <match race> defines the object we\'re looking for. If <match race> matches the monster\'s or the player\'s race, we have a match. Yes, pedestals can detect a player\'s race! E.g. you could create a place where only fireborns can enter, by setting "slaying unnatural". If it is set to "player", any player stepping on the pedestal is a match. Very useful if you want to open a gate for players but not for monsters.',
4680     name => 'match race',
4681     type => 'string'
4682 root 1.4 }
4683     ],
4684     [
4685 root 1.7 'connected',
4686 root 1.4 {
4687 root 1.7 desc => 'When the pedestal is triggered, all objects with the same connection value get activated.',
4688     name => 'connection',
4689     type => 'int'
4690 root 1.4 }
4691     ],
4692     [
4693 root 1.14 'move_on',
4694 root 1.4 {
4695 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
4696     name => 'movement type',
4697     type => 'bitmask',
4698     value => $BITMASK{movement_type}
4699 root 1.4 }
4700     ]
4701     ],
4702 root 1.3 desc => 'Pedestals are designed to detect certain types of living objects. When a predefined type of living creature steps on the pedestal, the connected value is triggered.',
4703     ignore => [
4704     $IGNORE_LIST{non_pickable}
4705     ],
4706 root 1.5 name => 'Pedestal',
4707 root 1.3 use => 'If you want to create a place where only players of a certain race can enter, put a teleporter over your pedestal. So the teleporter is only activated for players of the matching race. Do not use gates, because many other players could sneak in. If you put powerful artifacts into such places, generally set "startequip 1", so that they are preserved for that one race and can\'t be traded to others.'
4708     },
4709     Pit => {
4710 root 1.7 attr => [
4711     [
4712     'no_pick',
4713     {
4714     type => 'fixed',
4715     value => 1
4716     }
4717     ],
4718     [
4719     'connected',
4720     {
4721     desc => 'When a <connection> value is set, the pit can be opened/closed by activating the connection.',
4722     name => 'connection',
4723     type => 'int'
4724     }
4725     ],
4726     [
4727     'hp',
4728     {
4729     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!',
4730     name => 'destination X',
4731     type => 'int'
4732     }
4733     ],
4734     [
4735     'sp',
4736     {
4737     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!',
4738     name => 'destination Y',
4739     type => 'int'
4740     }
4741     ],
4742     [
4743     'wc',
4744     {
4745     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.',
4746     name => 'position state',
4747     type => 'int'
4748     }
4749     ],
4750     [
4751 root 1.14 'move_on',
4752 root 1.7 {
4753 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
4754     name => 'movement type',
4755     type => 'bitmask',
4756     value => $BITMASK{movement_type}
4757 root 1.7 }
4758     ]
4759     ],
4760 root 1.3 desc => 'Pits are holes, transporting the player when he walks (and falls) into them. A speciality about pits is that they don\'t transport the player to the exact destination, but within a two-square radius of the destination (never on blocked squares).<br> Optionally, pits can get closed and opened, similar to gates.<br><br> Monsters and items are affected by pits just as well as players. Even multipart monsters can fall through them, given enough space.',
4761     ignore => [
4762     $IGNORE_LIST{non_pickable}
4763     ],
4764 root 1.5 name => 'Pit',
4765 root 1.3 use => 'Pits can add interesting effects to your map. When using them, make sure to use them in a "logical way": Pits should always drop the player to some kind of lower level. They should not be used to randomly interconnect maps like teleporters do.'
4766     },
4767     'Poison Food' => {
4768 root 1.5 desc => 'When eating, the player\'s stomache is drained by 1/4 of food. If his food drops to zero, the player might even die.',
4769     name => 'Poison Food'
4770 root 1.3 },
4771     Potion => {
4772 root 1.7 attr => [
4773     [
4774     'level',
4775     {
4776     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.',
4777     name => 'potion level',
4778     type => 'int'
4779     }
4780     ],
4781     [
4782     'sp',
4783     {
4784     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".',
4785     name => 'spell',
4786     type => 'spell'
4787     }
4788     ],
4789     [
4790     'attacktype',
4791     {
4792     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.',
4793     name => 'special effect',
4794     type => 'list',
4795     value => $LIST{potion_effect}
4796     }
4797     ],
4798     [
4799     'cursed',
4800     {
4801     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 >:)',
4802     name => 'cursed',
4803     type => 'bool'
4804     }
4805     ],
4806     [
4807     'startequip',
4808     {
4809     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4810     name => 'godgiven item',
4811     type => 'bool'
4812     }
4813     ]
4814     ],
4815 root 1.3 desc => 'The player can drink these and gain various kinds of benefits (/penalties) by doing so.',
4816 root 1.5 name => 'Potion',
4817 root 1.4 section => [
4818     [
4819     'stats',
4820 root 1.7 [
4821     [
4822     'Str',
4823     {
4824     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.',
4825     name => 'strength',
4826     type => 'int'
4827     }
4828     ],
4829     [
4830     'Dex',
4831     {
4832     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.',
4833     name => 'dexterity',
4834     type => 'int'
4835     }
4836     ],
4837     [
4838     'Con',
4839     {
4840     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.',
4841     name => 'constitution',
4842     type => 'int'
4843     }
4844     ],
4845     [
4846     'Int',
4847     {
4848     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.',
4849     name => 'intelligence',
4850     type => 'int'
4851     }
4852     ],
4853     [
4854     'Pow',
4855     {
4856     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.',
4857     name => 'power',
4858     type => 'int'
4859     }
4860     ],
4861     [
4862     'Wis',
4863     {
4864     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.',
4865     name => 'wisdom',
4866     type => 'int'
4867     }
4868     ],
4869     [
4870     'Cha',
4871     {
4872     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.',
4873     name => 'charisma',
4874     type => 'int'
4875     }
4876     ]
4877     ]
4878     ],
4879     [
4880     'resistance',
4881     [
4882     [
4883     'resist_physical',
4884     {
4885     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!',
4886     name => 'resist physical %',
4887     type => 'int'
4888     }
4889     ],
4890     [
4891     'resist_magic',
4892     {
4893     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!',
4894     name => 'resist magic %',
4895     type => 'int'
4896     }
4897     ],
4898     [
4899     'resist_fire',
4900     {
4901     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!',
4902     name => 'resist fire %',
4903     type => 'int'
4904     }
4905     ],
4906     [
4907     'resist_electricity',
4908     {
4909     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!',
4910     name => 'resist electricity %',
4911     type => 'int'
4912     }
4913     ],
4914     [
4915     'resist_cold',
4916     {
4917     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!',
4918     name => 'resist cold %',
4919     type => 'int'
4920     }
4921     ],
4922     [
4923     'resist_acid',
4924     {
4925     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!',
4926     name => 'resist acid %',
4927     type => 'int'
4928     }
4929     ],
4930     [
4931     'resist_confusion',
4932     {
4933     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!',
4934     name => 'resist confusion %',
4935     type => 'int'
4936     }
4937     ],
4938     [
4939     'resist_weaponmagic',
4940     {
4941     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!',
4942     name => 'resist weaponmagic %',
4943     type => 'int'
4944     }
4945     ],
4946     [
4947     'resist_paralyze',
4948     {
4949     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!',
4950     name => 'resist paralyze %',
4951     type => 'int'
4952     }
4953     ],
4954     [
4955     'resist_drain',
4956     {
4957     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!',
4958     name => 'resist draining %',
4959     type => 'int'
4960     }
4961     ],
4962     [
4963     'resist_deplete',
4964     {
4965     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!',
4966     name => 'resist depletion %',
4967     type => 'int'
4968     }
4969     ],
4970     [
4971     'resist_poison',
4972     {
4973     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!',
4974     name => 'resist poison %',
4975     type => 'int'
4976     }
4977     ]
4978     ]
4979     ]
4980     ],
4981     use => 'One potion should never give multiple benefits at once.'
4982     },
4983     'Power Crystal' => {
4984     attr => [
4985     [
4986     'sp',
4987 root 1.4 {
4988 root 1.7 desc => '<initial mana> is the amount of spellpoints that the crystal holds when the map is loaded.',
4989     name => 'initial mana',
4990     type => 'int'
4991 root 1.4 }
4992     ],
4993     [
4994 root 1.7 'maxsp',
4995 root 1.4 {
4996 root 1.7 desc => 'The <mana capacity> defines how much mana can be stored in the crystal. This is what makes the crystal interesting. Wizard-players will always seek for crystals with large capacities.',
4997     name => 'mana capacity',
4998     type => 'int'
4999 root 1.4 }
5000     ]
5001     ],
5002 root 1.5 desc => 'Power crystals can store a player\'s mana: When the player applies the crystal with full mana, half of it flows into the crystal. When the player applies it with lacking mana, the crystal replenishes the player\'s mana.',
5003     name => 'Power Crystal'
5004 root 1.1 },
5005 root 1.3 Projectile => {
5006 root 1.7 attr => [
5007     [
5008     'attacktype',
5009     {
5010     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.',
5011     name => 'attacktype',
5012     type => 'bitmask',
5013     value => $BITMASK{attacktype}
5014     }
5015     ],
5016     [
5017     'race',
5018     {
5019     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>.',
5020     name => 'ammunition class',
5021     type => 'string'
5022     }
5023     ],
5024     [
5025     'slaying',
5026     {
5027     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.',
5028     name => 'slaying race',
5029     type => 'string'
5030     }
5031     ],
5032     [
5033     'dam',
5034     {
5035     desc => 'The projectile <damage> significantly affects the damage done. Damage can be further increased by the shooting weapon\'s attributes.',
5036     name => 'damage',
5037     type => 'int'
5038     }
5039     ],
5040     [
5041     'wc',
5042     {
5043     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.',
5044     name => 'weaponclass',
5045     type => 'int'
5046     }
5047     ],
5048     [
5049     'food',
5050     {
5051     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).',
5052     name => 'chance to break',
5053     type => 'int'
5054     }
5055     ],
5056     [
5057     'magic',
5058     {
5059     desc => 'Magic bonus increases chance to hit and damage a little bit.',
5060     name => 'magic bonus',
5061     type => 'int'
5062     }
5063     ],
5064     [
5065     'unique',
5066     {
5067     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5068     name => 'unique item',
5069     type => 'bool'
5070     }
5071     ],
5072     [
5073     'startequip',
5074     {
5075     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5076     name => 'godgiven item',
5077     type => 'bool'
5078     }
5079     ],
5080     [
5081     'no_drop',
5082     {
5083     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.',
5084     name => 'don\'t drop',
5085     type => 'bool'
5086     }
5087     ],
5088     [
5089     'msg',
5090     {
5091     desc => 'This text may describe the projectile. This could be nice for very special ones.',
5092     end => 'endmsg',
5093     name => 'description',
5094     type => 'text'
5095     }
5096     ]
5097     ],
5098     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.',
5099     name => 'Projectile',
5100     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.'
5101     },
5102     Ring => {
5103     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.',
5104     import => [
5105     $TYPE{Amulet}
5106     ],
5107     name => 'Ring',
5108     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.'
5109     },
5110     Rod => {
5111     attr => [
5112     [
5113     'sp',
5114     {
5115     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!',
5116     name => 'spell',
5117     type => 'spell'
5118     }
5119     ],
5120     [
5121     'level',
5122     {
5123     desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should be set to something reasonable.',
5124     name => 'casting level',
5125     type => 'int'
5126     }
5127     ],
5128     [
5129     'hp',
5130     {
5131     desc => 'This value represents the initial amount of spellpoints in the rod. Naturally, this is quite unimportant.',
5132     name => 'initial spellpoints',
5133     type => 'int'
5134     }
5135     ],
5136     [
5137     'maxhp',
5138     {
5139     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.',
5140     name => 'max. spellpoints',
5141     type => 'int'
5142     }
5143     ],
5144     [
5145     'startequip',
5146     {
5147     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5148     name => 'godgiven item',
5149     type => 'bool'
5150     }
5151     ],
5152     [
5153     'msg',
5154     {
5155     desc => 'This text may contain a description of the rod.',
5156     end => 'endmsg',
5157     name => 'description',
5158     type => 'text'
5159     }
5160     ]
5161     ],
5162     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.',
5163     ignore => [
5164     'title'
5165     ],
5166     name => 'Rod',
5167     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>'
5168     },
5169     Rune => {
5170     attr => [
5171     [
5172     'no_pick',
5173     {
5174     type => 'fixed',
5175     value => 1
5176     }
5177     ],
5178     [
5179 root 1.14 'move_on',
5180 root 1.7 {
5181 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5182     name => 'movement type',
5183     type => 'bitmask',
5184     value => $BITMASK{movement_type}
5185 root 1.7 }
5186     ],
5187     [
5188     'level',
5189     {
5190     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.',
5191     name => 'rune level',
5192     type => 'int'
5193     }
5194     ],
5195     [
5196     'Cha',
5197     {
5198     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.',
5199     name => 'visibility',
5200     type => 'int'
5201     }
5202     ],
5203     [
5204     'hp',
5205     {
5206     desc => 'The rune will detonate <number of charges> times before disappearing.',
5207     name => 'number of charges',
5208     type => 'int'
5209     }
5210     ],
5211     [
5212     'dam',
5213     {
5214     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.',
5215     name => 'direct damage',
5216     type => 'int'
5217     }
5218     ],
5219     [
5220     'attacktype',
5221     {
5222     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.',
5223     name => 'attacktype',
5224     type => 'bitmask',
5225     value => $BITMASK{attacktype}
5226     }
5227     ],
5228     [
5229     'msg',
5230     {
5231     desc => 'When the rune detonates, this text is displayed to the victim. For especially powerful runes, create an appropriate thrilling description. ;)',
5232     end => 'endmsg',
5233     name => 'detonation text',
5234     type => 'text'
5235     }
5236     ]
5237 root 1.3 ],
5238     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.',
5239     ignore => [
5240     'no_pick',
5241     'title',
5242     'name_pl',
5243     'weight',
5244     'value',
5245     'material',
5246     'unpaid'
5247     ],
5248 root 1.5 name => 'Rune',
5249 root 1.4 section => [
5250     [
5251     'spellcraft',
5252 root 1.7 [
5253     [
5254     'sp',
5255     {
5256     desc => 'The selected <spell> defines the spell in the rune, if any. (Many runes do direct damage).',
5257     name => 'spell',
5258     type => 'spell'
5259     }
5260     ],
5261     [
5262     'slaying',
5263     {
5264     desc => 'Name of the spell in the rune, if any. <spell name> is optional, but if present, overrides the <spell> setting.',
5265     name => 'spell name',
5266     type => 'string'
5267     }
5268     ],
5269     [
5270     'other_arch',
5271     {
5272     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.',
5273     name => 'spell arch',
5274     type => 'string'
5275     }
5276     ],
5277     [
5278     'maxsp',
5279     {
5280     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.',
5281     name => 'direction',
5282     type => 'list',
5283     value => $LIST{direction}
5284     }
5285     ],
5286     [
5287     'race',
5288     {
5289     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.',
5290     name => 'summon monster',
5291     type => 'string'
5292     }
5293     ],
5294     [
5295     'maxhp',
5296     {
5297     desc => 'This should only be set to a summoning rune. It will then summon that many creatures of the kind <summon monster>.',
5298     name => 'summon amount',
5299     type => 'int'
5300     }
5301     ]
5302     ]
5303 root 1.4 ]
5304     ],
5305 root 1.3 use => 'Avoid monsters stepping on your runes. For example, summoning runes together with spellcasting- and attack-runes is usually a bad idea.'
5306     },
5307     Savebed => {
5308 root 1.7 attr => [
5309     [
5310     'no_pick',
5311     {
5312     type => 'fixed',
5313     value => 1
5314     }
5315     ],
5316     [
5317     'no_magic',
5318     {
5319     type => 'fixed',
5320     value => 1
5321     }
5322     ],
5323     [
5324     'damned',
5325     {
5326     type => 'fixed',
5327     value => 1
5328     }
5329     ]
5330     ],
5331 root 1.3 desc => 'When the player applies a savebed, he is not only saved. Both his respawn-after-death and his word-of-recall positions are pointing to the last-applied savebed.',
5332     ignore => [
5333     $IGNORE_LIST{non_pickable}
5334     ],
5335 root 1.5 name => 'Savebed',
5336 root 1.3 use => 'Put savebed locations in towns, do not put them into dungeons. It is absolutely neccessary that a place with savebeds is 100% secure. That means: <UL> <LI> Monsters must not be able to reach the savebeds under any circumstances! <LI> If there are NPCs around, make sure they have the friendly-flag set. <LI> Insert a relyable exit! Make sure there is no possibility that players get trapped in a savebed location. <LI> If possible, mark the whole site as no-spell area (Insert this arch called "dungeon_magic" everywhere). This is not required, but it makes the place much more safe. </UL>'
5337     },
5338     Scroll => {
5339 root 1.7 attr => [
5340     [
5341     'level',
5342     {
5343     desc => 'The spell of the scroll will be casted at this level. This value should always be set, at least to 1.',
5344     name => 'casting level',
5345     type => 'int'
5346     }
5347     ],
5348     [
5349     'sp',
5350     {
5351     desc => 'When a player/monster applies this scroll, the selected <spell> will be casted (once). This should work for any given spell.',
5352     name => 'spell',
5353     type => 'spell'
5354     }
5355     ],
5356     [
5357     'startequip',
5358     {
5359     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5360     name => 'godgiven item',
5361     type => 'bool'
5362     }
5363     ]
5364     ],
5365 root 1.3 desc => 'Scrolls contain spells (similar to spell-potions). Unlike potions, scrolls require a certain literacy skill to read successfully. Accordingly, for a successful reading, a small amount of experience is gained. Scrolls allow only one time usage, but usually they are sold in bulks.',
5366     ignore => [
5367     'title'
5368     ],
5369 root 1.5 name => 'Scroll',
5370 root 1.3 use => 'For low level quests, scrolls of healing/curing-spells can be a nice reward. At higher levels, scrolls become less and less useful.'
5371     },
5372     Shield => {
5373 root 1.7 attr => [
5374     [
5375     'magic',
5376     {
5377     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.',
5378     name => 'magic bonus',
5379     type => 'int'
5380     }
5381     ]
5382     ],
5383 root 1.3 desc => 'Wearing a shield, the object\'s stats will directly be inherited to the player. Shields usually provide good defense, only surpassed by brestplate armour. Resistances on shields aren\'t uncommon either.',
5384     import => [
5385     $TYPE{Amulet}
5386     ],
5387 root 1.5 name => 'Shield',
5388 root 1.3 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
5389     },
5390     'Shooting Weapon' => {
5391 root 1.7 attr => [
5392     [
5393     'race',
5394     {
5395     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.',
5396     name => 'ammunition class',
5397     type => 'string'
5398     }
5399     ],
5400     [
5401     'sp',
5402     {
5403     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).',
5404     name => 'shooting speed',
5405     type => 'int'
5406     }
5407     ],
5408     [
5409     'dam',
5410     {
5411     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.',
5412     name => 'base damage',
5413     type => 'int'
5414     }
5415     ],
5416     [
5417     'wc',
5418     {
5419     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.',
5420     name => 'weaponclass',
5421     type => 'int'
5422     }
5423     ],
5424     [
5425     'item_power',
5426     {
5427     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>.',
5428     name => 'item power',
5429     type => 'int'
5430     }
5431     ],
5432     [
5433     'no_strength',
5434     {
5435     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.',
5436     name => 'ignore strength',
5437     type => 'bool'
5438     }
5439     ],
5440     [
5441     'damned',
5442     {
5443     desc => 'A damned shooting weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
5444     name => 'damnation',
5445     type => 'bool'
5446     }
5447     ],
5448     [
5449     'cursed',
5450     {
5451     desc => 'A cursed shooting weapon cannot be unwielded unless the curse is removed.',
5452     name => 'curse',
5453     type => 'bool'
5454     }
5455     ],
5456     [
5457     'unique',
5458     {
5459     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5460     name => 'unique item',
5461     type => 'bool'
5462     }
5463     ],
5464     [
5465     'startequip',
5466     {
5467     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5468     name => 'godgiven item',
5469     type => 'bool'
5470     }
5471     ],
5472     [
5473     'msg',
5474     {
5475     desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
5476     end => 'endmsg',
5477     name => 'description',
5478     type => 'text'
5479     }
5480     ]
5481     ],
5482 root 1.3 desc => 'Schooting weapons like bows/crossbows are used to shoot projectiles (arrows/bolts). Shooting weapons and normal (melee) weapons can be wielded both at the same time. Like with any other equipment, stats/bonuses from shooting weapons are directly inherited to the player. <br><br> It\'s very easy to add new pairs of weapons &amp; projectiles. Just set matching &lt;ammunition class&gt; both for shooting weapon and projectile.',
5483 root 1.5 name => 'Shooting Weapon',
5484 root 1.4 section => [
5485     [
5486     'stats',
5487 root 1.7 [
5488     [
5489     'Str',
5490     {
5491     desc => 'The player\'s strentgh will rise/fall by the given value while wearing this shooting weapon.',
5492     name => 'strength',
5493     type => 'int'
5494     }
5495     ],
5496     [
5497     'Dex',
5498     {
5499     desc => 'The player\'s dexterity will rise/fall by the given value while wearing this shooting weapon.',
5500     name => 'dexterity',
5501     type => 'int'
5502     }
5503     ],
5504     [
5505     'Con',
5506     {
5507     desc => 'The player\'s constitution will rise/fall by the given value while wearing this shooting weapon.',
5508     name => 'constitution',
5509     type => 'int'
5510     }
5511     ],
5512     [
5513     'Int',
5514     {
5515     desc => 'The player\'s intelligence will rise/fall by the given value while wearing this shooting weapon.',
5516     name => 'intelligence',
5517     type => 'int'
5518     }
5519     ],
5520     [
5521     'Pow',
5522     {
5523     desc => 'The player\'s power will rise/fall by the given value while wearing this shooting weapon.',
5524     name => 'power',
5525     type => 'int'
5526     }
5527     ],
5528     [
5529     'Wis',
5530     {
5531     desc => 'The player\'s wisdom will rise/fall by the given value while wearing this shooting weapon.',
5532     name => 'wisdom',
5533     type => 'int'
5534     }
5535     ],
5536     [
5537     'Cha',
5538     {
5539     desc => 'The player\'s charisma will rise/fall by the given value while wearing this shooting weapon.',
5540     name => 'charisma',
5541     type => 'int'
5542     }
5543     ]
5544     ]
5545     ],
5546     [
5547     'bonus',
5548     [
5549     [
5550     'luck',
5551     {
5552     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.',
5553     name => 'luck bonus',
5554     type => 'int'
5555     }
5556     ],
5557     [
5558     'magic',
5559     {
5560     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.',
5561     name => 'magic bonus',
5562     type => 'int'
5563     }
5564     ]
5565     ]
5566     ]
5567     ],
5568     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.'
5569     },
5570     'Shop Floor' => {
5571     attr => [
5572     [
5573     'is_floor',
5574     {
5575     type => 'fixed',
5576     value => 1
5577     }
5578     ],
5579     [
5580     'no_pick',
5581     {
5582     type => 'fixed',
5583     value => 1
5584     }
5585     ],
5586     [
5587     'no_magic',
5588     {
5589     type => 'fixed',
5590     value => 1
5591     }
5592     ],
5593     [
5594     'auto_apply',
5595 root 1.4 {
5596 root 1.7 desc => 'If enabled, items will appear on this square when the map is loaded. You need to specify a <treasurelist> to define what kinds of items are generated. The items will be unpaid.',
5597     name => 'generate goods',
5598     type => 'bool'
5599 root 1.4 }
5600     ],
5601     [
5602 root 1.7 'randomitems',
5603     {
5604     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.',
5605     name => 'treasurelist',
5606     type => 'treasurelist'
5607     }
5608     ],
5609     [
5610     'exp',
5611     {
5612     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.',
5613     name => 'quality level',
5614     type => 'int'
5615     }
5616     ],
5617     [
5618     'damned',
5619 root 1.4 {
5620 root 1.7 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving. (Remember that <no magic> is always set for shop floors.)',
5621     name => 'no prayers',
5622     type => 'bool'
5623 root 1.4 }
5624     ]
5625     ],
5626 root 1.3 desc => 'Shop floor is used for shops. It acts like a combination of the common floor- and the treasure type: When the map is loaded, randomitems (depending on the setings) are generated on it. These items are all flagged as unpaid. When a player drops an item onto shop floor, the item becomes unpaid and the player receives payment according to the item\'s selling-value. Shopfloor always prevents magic (To hinder players from burning or freezing the goods).',
5627     ignore => [
5628     $IGNORE_LIST{non_pickable}
5629     ],
5630 root 1.5 name => 'Shop Floor',
5631 root 1.3 use => 'Tile your whole shop-interior space which shop floor. (That assures players receive payment for dropping items). Place shop mats to enter/leave the shop, and make sure there is no other exit than the shop mat.'
5632     },
5633     'Shop Mat' => {
5634 root 1.7 attr => [
5635     [
5636     'no_pick',
5637     {
5638     type => 'fixed',
5639     value => 1
5640     }
5641     ],
5642     [
5643 root 1.14 'move_on',
5644 root 1.7 {
5645 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5646     name => 'movement type',
5647     type => 'bitmask',
5648     value => $BITMASK{movement_type}
5649 root 1.7 }
5650     ]
5651     ],
5652 root 1.3 desc => 'Shop mats are used for entering/leaving shops. You should always have exactly TWO shop mats on your shop-map: One inside the "shopping-area" and one outside. Shop mats don\'t use exit paths/ or -destinations. When stepping onto a shopmat the player gets beamed to the nearest other mat. If the player has unpaid items in his inventory, the price gets charged from his coins automatically. If the player has insufficient coins to buy his unpaid items, he is unable to pass any shopmat (So he has to drop unpaid items).',
5653     ignore => [
5654     $IGNORE_LIST{non_pickable}
5655     ],
5656 root 1.5 name => 'Shop Mat',
5657 root 1.3 use => 'As stated above, always place TWO shop mats into your shop. Not more and not less than that.'
5658     },
5659     'Sign & MagicMouth' => {
5660 root 1.7 attr => [
5661     [
5662     'connected',
5663     {
5664     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.',
5665     name => 'connection',
5666     type => 'int'
5667     }
5668     ],
5669     [
5670 root 1.14 'move_on',
5671 root 1.7 {
5672 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5673     name => 'movement type',
5674     type => 'bitmask',
5675     value => $BITMASK{movement_type}
5676 root 1.7 }
5677     ],
5678     [
5679     'food',
5680     {
5681     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).',
5682     name => 'counter',
5683     type => 'int'
5684     }
5685     ],
5686     [
5687     'msg',
5688     {
5689     desc => 'This text will be displayed to the player.',
5690     end => 'endmsg',
5691     name => 'message',
5692     type => 'text'
5693     }
5694     ]
5695     ],
5696     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).',
5697     ignore => [
5698     $IGNORE_LIST{non_pickable}
5699     ],
5700     name => 'Sign & MagicMouth',
5701     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.'
5702     },
5703     Skill => {
5704     attr => [
5705     [
5706     'invisible',
5707     {
5708     type => 'fixed',
5709     value => 1
5710     }
5711     ],
5712     [
5713     'no_drop',
5714     {
5715     type => 'fixed',
5716     value => 1
5717     }
5718     ],
5719     [
5720     'skill',
5721     {
5722     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.',
5723     name => 'skill name',
5724     type => 'string'
5725     }
5726     ],
5727     [
5728     'expmul',
5729     {
5730     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.',
5731     name => 'exp multiplier',
5732     type => 'float'
5733     }
5734     ],
5735     [
5736     'subtype',
5737     {
5738     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.',
5739     name => 'skill type',
5740     type => 'list',
5741     value => $LIST{skill_type}
5742     }
5743     ],
5744     [
5745     'level',
5746     {
5747     name => 'level',
5748     type => 'int'
5749     }
5750     ],
5751     [
5752     'exp',
5753     {
5754     name => 'experience',
5755     type => 'int'
5756     }
5757     ],
5758     [
5759     'can_use_skill',
5760     {
5761     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.',
5762     name => 'is native skill',
5763     type => 'bool'
5764     }
5765     ]
5766 root 1.3 ],
5767     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.',
5768     ignore => [
5769     $IGNORE_LIST{system_object}
5770     ],
5771 root 1.5 name => 'Skill',
5772 root 1.3 use => 'For mapmaking, Skill objects serve two purposes: <p>First, the predefined skill archtypes (in the \'skills\' directory) can be seen as the global skill definitions. A skill which doesn\'t exists as an archtype cannot be learned or used by players. When you want to use skills in your maps, you may need to look up the &lt;skill name&gt;s of defined skill archtypes, because those strings are used as a reference in many skill-related objects. </p><p> Secondly, in order to enable monsters to use skills, you will need to copy default skill archtypes into the monsters\' inventories. You can even customize the skills by changing stats. It is not recommended however, to use skills in your maps which are totally unrelated to any predefined skill archtype.</p>'
5773     },
5774     'Skill Scroll' => {
5775 root 1.7 attr => [
5776     [
5777     'race',
5778     {
5779     type => 'fixed',
5780     value => 'scrolls'
5781     }
5782     ],
5783     [
5784     'skill',
5785     {
5786     desc => 'The <skill name> matches the skill object that can be learned from this scroll.',
5787     name => 'skill name',
5788     type => 'string'
5789     }
5790     ]
5791     ],
5792 root 1.3 desc => 'By reading a skill scroll, a player has a chance to learn the contained skill.',
5793 root 1.5 name => 'Skill Scroll',
5794 root 1.3 use => 'Skill scrolls are very much sought for by players. Currently, all skill scrolls are sold in shops randomly, which is in fact not a good system. It would be nice to have some cool quests with skill scrolls rewarded at the end.'
5795     },
5796     'Special Key' => {
5797 root 1.7 attr => [
5798     [
5799     'slaying',
5800     {
5801     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.',
5802     name => 'key string',
5803     type => 'string'
5804     }
5805     ],
5806     [
5807     'material',
5808     {
5809     desc => 'For Special Keys, material should always be unset or set to Adamantite. This prevents the key from getting burned or otherwise destroyed.',
5810     name => 'material',
5811     type => 'bitmask',
5812     value => $BITMASK{material}
5813     }
5814     ],
5815     [
5816     'unique',
5817     {
5818     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.',
5819     name => 'unique item',
5820     type => 'bool'
5821     }
5822     ],
5823     [
5824     'startequip',
5825     {
5826     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5827     name => 'godgiven item',
5828     type => 'bool'
5829     }
5830     ],
5831     [
5832     'msg',
5833     {
5834     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.',
5835     end => 'endmsg',
5836     name => 'description',
5837     type => 'text'
5838     }
5839     ]
5840     ],
5841 root 1.3 desc => 'When carrying the appropriate special key, a locked door can be opened. The key will dissapear. <br><br> This object-type can also be used for "passport"-like items: When walking onto an invetory checker, a gate for example might get opened. The "passport" will stay in the player\'s inventory.',
5842     ignore => [
5843     'material'
5844     ],
5845 root 1.5 name => 'Special Key',
5846 root 1.3 use => 'How to make a "passport": You take the special key arch (archetype name is "key2"), set the face to something like card.111 and the name to "passport" - that\'s all. The &lt;key string&gt; certainly must match with the appropiate inventory checker. <br><br> Of course you can be creative with names and faces of key-objects. A "mysterious crystal" or a "big dragon claw" (with appropriate faces) appear more interesting than just a "strange key", or "passport".'
5847     },
5848     Spell => {
5849 root 1.7 attr => [
5850     [
5851     'no_drop',
5852     {
5853     type => 'fixed',
5854     value => 1
5855     }
5856     ],
5857     [
5858     'invisible',
5859     {
5860     type => 'fixed',
5861     value => 1
5862     }
5863     ],
5864     [
5865     'skill',
5866     {
5867     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.',
5868     name => 'skill name',
5869     type => 'string'
5870     }
5871     ],
5872     [
5873     'subtype',
5874     {
5875     desc => 'The <spell type> defines the basic type of spell. Some of these types are of a more generic nature than others.',
5876     name => 'spell type',
5877     type => 'list',
5878     value => $LIST{spell_type}
5879     }
5880     ],
5881     [
5882     'level',
5883     {
5884     name => 'spell level',
5885     type => 'int'
5886     }
5887     ],
5888     [
5889     'casting_time',
5890     {
5891     name => 'casting time',
5892     type => 'int'
5893     }
5894     ],
5895     [
5896     'duration',
5897     {
5898     name => 'duration',
5899     type => 'int'
5900     }
5901     ],
5902     [
5903     'other_arch',
5904     {
5905     name => 'create object',
5906     type => 'string'
5907     }
5908     ],
5909     [
5910     'sp',
5911     {
5912     name => 'cost spellpoints',
5913     type => 'int'
5914     }
5915     ],
5916     [
5917     'grace',
5918     {
5919     name => 'cost grace',
5920     type => 'int'
5921     }
5922     ],
5923     [
5924     'maxsp',
5925     {
5926     name => 'double cost per level',
5927     type => 'int'
5928     }
5929     ]
5930     ],
5931 root 1.3 desc => 'Spell objects define a spell. When a spell is put in a spellbook, players can learn it by reading the book. Once learned, players can use the spell as often as they like. With increasing skill level of the player, spells may gain power but also increase cost.<br> Monsters can use spells which are put in their inventory (provided that certain "enabling" settings are correct). The monster\'s &lt;treasurelist&gt; can also be used to provide it with spells.',
5932     ignore => [
5933     $IGNORE_LIST{system_object}
5934     ],
5935 root 1.5 name => 'Spell',
5936 root 1.3 use => 'A lot of the spells\' settings can be tuned and customized. When creating new spells which are accessible to players, it is important to think about balance. A single spell which is too powerful and/or too easy to use can eventually toss the whole skill and magic school system out of whack. Testing new spells is quite important therefore.'
5937     },
5938     Spellbook => {
5939 root 1.7 attr => [
5940     [
5941     'skill',
5942     {
5943     type => 'fixed',
5944     value => 'literacy'
5945     }
5946     ],
5947     [
5948     'randomitems',
5949     {
5950     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.',
5951     name => 'treasurelist',
5952     type => 'treasurelist'
5953     }
5954     ],
5955     [
5956     'startequip',
5957     {
5958     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5959     name => 'godgiven item',
5960     type => 'bool'
5961     }
5962     ],
5963     [
5964     'msg',
5965     {
5966     desc => 'This text may contain a nice description of the spellbook\'s cover or something.',
5967     end => 'endmsg',
5968     name => 'description',
5969     type => 'text'
5970     }
5971     ]
5972     ],
5973 root 1.3 desc => 'By reading a spellbook, the player has a chance of learning the contained spell. Once learned from a book, the spell is available forever. Spellbooks with high level spells require some skill-level to read.<br><br> You can create widely customized spells only by adjusting the spell object in the spellbooks inventory. Refer to the description of spell objects for detailed information how to customize spells.<br> If you want to have a random spellbook instead, choose a &lt;treasurelist&gt; with a compilation of spells that the book may contain.',
5974 root 1.5 name => 'Spellbook',
5975 root 1.3 use => 'Don\'t put any of the godgiven spells into a spellbook! These are reserved for the followers of the appropriate cults. Handing them out in a spellbook would violate the balance between different religions. <br><br> Note that there is no fundamental difference between the spellbooks of varying schools (pyromancy, sorcery, evocation, summoning, and even praying). The difference lies only in the spells they contain. It is up to you, the mapmaker, to pick the right type of book for your spells.'
5976     },
5977     Spinner => {
5978 root 1.7 attr => [
5979     [
5980     'sp',
5981     {
5982     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.',
5983     name => 'direction number',
5984     type => 'int'
5985     }
5986     ],
5987     [
5988 root 1.14 'move_on',
5989 root 1.7 {
5990 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5991     name => 'movement type',
5992     type => 'bitmask',
5993     value => $BITMASK{movement_type}
5994 root 1.7 }
5995     ]
5996     ],
5997 root 1.3 desc => 'Spinners change the direction of spell objects and other projectiles that fly past. Unlike directors, it does make a difference from what angle you shoot into the spinner. The direction of objects flying past is always changed by a certain degree.',
5998     ignore => [
5999     $IGNORE_LIST{non_pickable}
6000     ],
6001 root 1.5 name => 'Spinner',
6002 root 1.3 use => 'Spinners are very rarely used. I believe they are quite confusing and pointless. The only use I can think of is building some puzzle about where to shoot into spinners to shoot somewhere you otherwise couldn\'t. When placing spinners on a map with magic walls, make sure the spell- projectiles from magic walls don\'t get to fly in loops.'
6003     },
6004     Swamp => {
6005 root 1.7 attr => [
6006     [
6007     'is_floor',
6008     {
6009     type => 'fixed',
6010     value => 1
6011     }
6012     ],
6013     [
6014     'is_wooded',
6015     {
6016     type => 'fixed',
6017     value => 1
6018     }
6019     ],
6020     [
6021     'speed',
6022     {
6023     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.',
6024     name => 'drowning speed',
6025     type => 'float'
6026     }
6027     ],
6028     [
6029 root 1.17 'speed_left',
6030     {
6031     desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
6032     name => 'speed left',
6033     type => 'float'
6034     }
6035     ],
6036     [
6037 root 1.14 'move_on',
6038     {
6039     desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6040     name => 'movement type',
6041     type => 'bitmask',
6042     value => $BITMASK{movement_type}
6043     }
6044     ],
6045     [
6046     'move_block',
6047 root 1.7 {
6048 root 1.14 desc => 'Objects using these movement types cannot move over this space.',
6049     name => 'blocked movement',
6050     type => 'bitmask',
6051     value => $BITMASK{movement_type}
6052     }
6053     ],
6054     [
6055     'move_allow',
6056     {
6057     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6058     name => 'allowed movement',
6059     type => 'bitmask',
6060     value => $BITMASK{movement_type}
6061     }
6062     ],
6063     [
6064     'move_slow',
6065     {
6066     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6067     name => 'slowed movement',
6068     type => 'bitmask',
6069     value => $BITMASK{movement_type}
6070     }
6071     ],
6072     [
6073     'move_slow_penalty',
6074     {
6075     desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
6076     name => 'slow movement penalty',
6077 root 1.7 type => 'int'
6078     }
6079     ],
6080     [
6081     'no_magic',
6082     {
6083     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
6084     name => 'no spells',
6085     type => 'bool'
6086     }
6087     ],
6088     [
6089     'damned',
6090     {
6091     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
6092     name => 'no prayers',
6093     type => 'bool'
6094     }
6095     ]
6096     ],
6097 root 1.3 desc => 'Swamp areas show a special behaviour: When a player stands still on a swamp-square for too long, he will start to sink in and eventually drown and die. Items dropped on the swamp sink in and dissapear. Players with knowledge of the woodsman skill are a lot less likely to die in the swamp.',
6098     ignore => [
6099     $IGNORE_LIST{non_pickable}
6100 root 1.5 ],
6101     name => 'Swamp'
6102 root 1.3 },
6103     Teleporter => {
6104 root 1.7 attr => [
6105     [
6106     'slaying',
6107     {
6108     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.',
6109     name => 'exit path',
6110     type => 'string'
6111     }
6112     ],
6113     [
6114     'hp',
6115     {
6116     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.',
6117     name => 'destination X',
6118     type => 'int'
6119     }
6120     ],
6121     [
6122     'sp',
6123     {
6124     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.',
6125     name => 'destination Y',
6126     type => 'int'
6127     }
6128     ],
6129     [
6130     'connected',
6131     {
6132     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.',
6133     name => 'connection',
6134     type => 'int'
6135     }
6136     ],
6137     [
6138     'speed',
6139     {
6140     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!',
6141     name => 'activation speed',
6142     type => 'float'
6143     }
6144 root 1.17 ],
6145     [
6146     'speed_left',
6147     {
6148     desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
6149     name => 'speed left',
6150     type => 'float'
6151     }
6152 root 1.7 ]
6153     ],
6154 root 1.3 desc => 'When the player walks into a teleporter, he is transferred to a different location. The main difference to the object-type exit is the possibility to have teleporters connected to levers/buttons/etc. Sometimes teleporters are activated even against the players will. <br><br> Unlike exits, teleporters can also transfer items and monsters to different locations on the same map.',
6155     ignore => [
6156     $IGNORE_LIST{non_pickable}
6157     ],
6158 root 1.5 name => 'Teleporter',
6159 root 1.3 use => 'When creating maps, I guess sooner or later you\'ll want to have an invisible teleporter. If using "invisible 1", the teleporter can still be discovered with the show_invisible spell. And in some cases you can\'t place it under the floor to prevent this. <br><br> Fortunately, there is a cool trick to make a perfectly invisible teleporter: You simply add teleporter functionality to the floor itself. That means: You take the floor arch (e.g. "flagstone"), set "type 41", and add slaying/hp/sp/connected... everything you need.'
6160     },
6161 root 1.8 'Timed Gate' => {
6162     attr => [
6163     [
6164     'no_pick',
6165     {
6166     type => 'fixed',
6167     value => 1
6168     }
6169     ],
6170     [
6171     'connected',
6172     {
6173     desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled. If unset, the gate opens automatically after some time.',
6174     name => 'connection',
6175     type => 'int'
6176     }
6177     ],
6178     [
6179     'wc',
6180     {
6181     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.',
6182     name => 'position state',
6183     type => 'int'
6184     }
6185     ],
6186     [
6187 root 1.14 'move_block',
6188     {
6189     desc => 'Objects using these movement types cannot move over this space.',
6190     name => 'blocked movement',
6191     type => 'bitmask',
6192     value => $BITMASK{movement_type}
6193     }
6194     ],
6195     [
6196     'move_allow',
6197     {
6198     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6199     name => 'allowed movement',
6200     type => 'bitmask',
6201     value => $BITMASK{movement_type}
6202     }
6203     ],
6204     [
6205     'move_slow',
6206 root 1.8 {
6207 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6208     name => 'slowed movement',
6209     type => 'bitmask',
6210     value => $BITMASK{movement_type}
6211     }
6212     ],
6213     [
6214     'move_slow_penalty',
6215     {
6216     desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
6217     name => 'slow movement penalty',
6218     type => 'int'
6219 root 1.8 }
6220     ],
6221     [
6222     'no_magic',
6223     {
6224     desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
6225     name => 'restrict spells',
6226     type => 'bool'
6227     }
6228     ],
6229     [
6230     'damned',
6231     {
6232     desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
6233     name => 'restrict prayers',
6234     type => 'bool'
6235     }
6236     ],
6237     [
6238     'hp',
6239     {
6240     desc => 'Defines the duration the gate remains closed. This only takes effect if the gate is not connected.',
6241     name => 'open duration',
6242     type => 'int'
6243     }
6244     ]
6245     ],
6246     desc => 'Gates play an important role in Crossfire. Gates can be opened by activating a button/trigger, by speaking passwords (-> magic_ear) or carrying special key-objects (-> inventory checker). Unlike locked doors, gates can get shut again after a player has passed, which makes them more practical in many cases. Unlike normal gates, timed gates open when triggered but automatically close again after some time.',
6247     ignore => [
6248     $IGNORE_LIST{non_pickable}
6249     ],
6250     name => 'Timed Gate',
6251     use => 'Use gates to divide your maps into separated areas. After solving area A, the player gains access to area B, and so on. Make your maps more complex than "one-way".'
6252     },
6253 root 1.3 Trap => {
6254 root 1.7 attr => [
6255     [
6256     'no_pick',
6257     {
6258     type => 'fixed',
6259     value => 1
6260     }
6261     ],
6262     [
6263 root 1.14 'move_on',
6264 root 1.7 {
6265 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6266     name => 'movement type',
6267     type => 'bitmask',
6268     value => $BITMASK{movement_type}
6269 root 1.7 }
6270     ],
6271     [
6272     'level',
6273     {
6274     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.',
6275     name => 'trap level',
6276     type => 'int'
6277     }
6278     ],
6279     [
6280     'Cha',
6281     {
6282     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.',
6283     name => 'visibility',
6284     type => 'int'
6285     }
6286     ],
6287     [
6288     'hp',
6289     {
6290     desc => 'The trap will detonate <number of charges> times before disappearing.',
6291     name => 'number of charges',
6292     type => 'int'
6293     }
6294     ],
6295     [
6296     'dam',
6297     {
6298     desc => '<direct damage> specifies how much damage is done by the trap. This should be set in reasonable relation to the trap\'s level.',
6299     name => 'direct damage',
6300     type => 'int'
6301     }
6302     ],
6303     [
6304     'attacktype',
6305     {
6306     desc => 'This attribute defines what attacktype to use for direct damage when the trap detonates.',
6307     name => 'attacktype',
6308     type => 'bitmask',
6309     value => $BITMASK{attacktype}
6310     }
6311     ],
6312     [
6313     'connected',
6314     {
6315     desc => 'When the trap is detonated, all objects with the same connection value get activated.',
6316     name => 'connection',
6317     type => 'int'
6318     }
6319     ],
6320     [
6321     'msg',
6322     {
6323     desc => 'When the trap detonates, this text is displayed to the victim. For especially powerful or complex traps, create an appropriate and thrilling description. ;)',
6324     end => 'endmsg',
6325     name => 'detonation text',
6326     type => 'text'
6327     }
6328     ]
6329     ],
6330 root 1.3 desc => 'A trap is a object that can either do damage or trigger another connected object when detonated. Traps are like runes except they are not magical in nature, and generally have either a physical attack or trigger a reaction. <br><br> Traps hit any monster or person who steps on them for \'dam\' damage in \'attacktype\' attacktype and/or trigger a reaction. <br><br> Many traps are already defined in the archetypes.',
6331     ignore => [
6332     'no_pick',
6333     'title',
6334     'name_pl',
6335     'weight',
6336     'value',
6337     'material',
6338     'unpaid'
6339     ],
6340 root 1.5 name => 'Trap',
6341 root 1.3 use => 'Avoid monsters stepping on your traps. For example, a party of orcs setting off your lightning wall and pit trap is usually a bad idea.'
6342     },
6343     Trapdoor => {
6344 root 1.7 attr => [
6345     [
6346     'no_pick',
6347     {
6348     type => 'fixed',
6349     value => 1
6350     }
6351     ],
6352     [
6353 root 1.14 'move_on',
6354 root 1.7 {
6355 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6356     name => 'movement type',
6357     type => 'bitmask',
6358     value => $BITMASK{movement_type}
6359 root 1.7 }
6360     ],
6361     [
6362     'weight',
6363     {
6364     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.',
6365     name => 'hold weight',
6366     type => 'int'
6367     }
6368     ],
6369     [
6370     'hp',
6371     {
6372     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!',
6373     name => 'destination X',
6374     type => 'int'
6375     }
6376     ],
6377     [
6378     'sp',
6379     {
6380     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!',
6381     name => 'destination Y',
6382     type => 'int'
6383     }
6384     ]
6385     ],
6386 root 1.3 desc => 'Trapdoors are very similar to pits. The difference is that they can not be closed. Instead, the weight of the object on the trapdoor determines weither it slams the trapdoor open and falls through or not.<br> Once a trapdoor has been opened (by a creature or items of sufficient weight,) it remains open, acting like an opened pit.',
6387     ignore => [
6388     $IGNORE_LIST{non_pickable}
6389     ],
6390 root 1.5 name => 'Trapdoor',
6391 root 1.3 use => 'Trapdoors should be used in the same fashion as pits: They should always drop the victims to some kind of lower level. They are not supposed to be used to randomly interconnect maps like teleporters.'
6392     },
6393     Treasure => {
6394 root 1.7 attr => [
6395     [
6396     'randomitems',
6397     {
6398     desc => 'This entry determines what kind of treasure will appear. Look into /crossfire/share/crossfire/treasures for details about existing treasurelists.',
6399     name => 'treasurelist',
6400     type => 'treasurelist'
6401     }
6402     ],
6403     [
6404     'auto_apply',
6405     {
6406     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.',
6407     name => 'auto-generate',
6408     type => 'bool'
6409     }
6410     ],
6411     [
6412     'hp',
6413     {
6414     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.',
6415     name => 'create number',
6416     type => 'int'
6417     }
6418     ],
6419     [
6420     'exp',
6421     {
6422     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).',
6423     name => 'quality level',
6424     type => 'int'
6425     }
6426     ]
6427     ],
6428 root 1.3 desc => 'A treasure-object turns into certain randomitems when the map is loaded into the game.',
6429     ignore => [
6430     'nrof',
6431     'title',
6432     'name_pl',
6433     'weight',
6434     'value',
6435     'material'
6436     ],
6437 root 1.5 name => 'Treasure',
6438 root 1.3 use => 'About usage of the "random-artifact" treasurelist: This will generate powerful stuff like girdles, xray helmets, special swords etc. If you put this as reward to your quest, players might be motivated to do it more than once. BUT, by doing so they will get a huge number of different artifacts! Besides, players will always seek the place with the most easy-to-get random artifact and ignore all others. My advice: Don\'t use it! Attract players with good fighting experience (from monsters), potions, spellbooks, money, and non-random artifacts.'
6439     },
6440     'Trigger Marker' => {
6441 root 1.7 attr => [
6442     [
6443     'no_pick',
6444     {
6445     type => 'fixed',
6446     value => 1
6447     }
6448     ],
6449     [
6450     'slaying',
6451     {
6452     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.',
6453     name => 'key string',
6454     type => 'string'
6455     }
6456     ],
6457     [
6458     'connected',
6459     {
6460     desc => 'Unlike a regular marker this is the connection that triggers this marker to activate.',
6461     name => 'connection',
6462     type => 'int'
6463     }
6464     ],
6465     [
6466     'food',
6467     {
6468     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.',
6469     name => 'mark duration',
6470     type => 'int'
6471     }
6472     ],
6473     [
6474     'name',
6475     {
6476     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.',
6477     name => 'delete mark',
6478     type => 'string'
6479     }
6480     ],
6481     [
6482     'msg',
6483     {
6484     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.',
6485     end => 'endmsg',
6486     name => 'marking message',
6487     type => 'text'
6488     }
6489     ]
6490     ],
6491 root 1.3 desc => 'A trigger marker is an object that inserts an invisible force (a mark) into a player stepping on it WHEN TRIGGERED. This force does nothing except containing a &lt;key string&gt; which can be discovered by detectors or inventory checkers. It is also possible to use markers for removing marks again. <br><br> Note that the player has no possibility to "see" his own marks, except by the effect that they cause on the maps.',
6492     ignore => [
6493     $IGNORE_LIST{system_object}
6494     ],
6495 root 1.5 name => 'Trigger Marker',
6496 root 1.3 use => 'Markers hold real cool possibilities for map-making. I encourage you to use them frequently. However there is one negative point about markers: Players don\'t "see" what\'s going on with them. It is your task, as map-creator, to make sure the player is always well informed and never confused. <br><br> Please avoid infinite markers when they aren\'t needed. They\'re using a little space in the player file after all, so if there is no real purpose, set an expire time.'
6497     },
6498     Wall => {
6499 root 1.7 attr => [
6500     [
6501 root 1.14 'move_block',
6502     {
6503     desc => 'Objects using these movement types cannot move over this space.',
6504     name => 'blocked movement',
6505     type => 'bitmask',
6506     value => $BITMASK{movement_type}
6507     }
6508     ],
6509     [
6510     'move_allow',
6511     {
6512     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6513     name => 'allowed movement',
6514     type => 'bitmask',
6515     value => $BITMASK{movement_type}
6516     }
6517     ],
6518     [
6519     'move_slow',
6520 root 1.7 {
6521 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6522     name => 'slowed movement',
6523     type => 'bitmask',
6524     value => $BITMASK{movement_type}
6525     }
6526     ],
6527     [
6528     'move_slow_penalty',
6529     {
6530     desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
6531     name => 'slow movement penalty',
6532     type => 'int'
6533 root 1.7 }
6534     ],
6535     [
6536     'can_roll',
6537     {
6538     desc => 'If set, the object is able to "roll", so it can be pushed around. This setting is used for boulders and barrels.',
6539     name => 'moveable',
6540     type => 'bool'
6541     }
6542     ],
6543     [
6544     'no_magic',
6545     {
6546     desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
6547     name => 'restrict spells',
6548     type => 'bool'
6549     }
6550     ],
6551     [
6552     'damned',
6553     {
6554     desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
6555     name => 'restrict prayers',
6556     type => 'bool'
6557     }
6558     ]
6559     ],
6560 root 1.3 desc => 'Walls usually block passage and sight.',
6561     ignore => [
6562     'nrof',
6563     'title',
6564     'name_pl',
6565     'value',
6566     'unpaid'
6567     ],
6568 root 1.19 name => 'Wall'
6569 root 1.3 },
6570     'Wand & Staff' => {
6571 root 1.7 attr => [
6572     [
6573     'sp',
6574     {
6575     desc => 'The <spell> specifies the contained spell.',
6576     name => 'spell',
6577     type => 'spell'
6578     }
6579     ],
6580     [
6581     'level',
6582     {
6583     desc => 'The <casting level> of the wand determines it\'s power. An average level for wands in shops is about 10.',
6584     name => 'casting level',
6585     type => 'int'
6586     }
6587     ],
6588     [
6589     'food',
6590     {
6591     desc => 'The wand can be used <number of charges> times before it is used up. It can be recharged with scrolls of charging.',
6592     name => 'number of charges',
6593     type => 'int'
6594     }
6595     ],
6596     [
6597     'startequip',
6598     {
6599     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6600     name => 'godgiven item',
6601     type => 'bool'
6602     }
6603     ],
6604     [
6605     'msg',
6606     {
6607     desc => 'This text may contain a description of the wand.',
6608     end => 'endmsg',
6609     name => 'description',
6610     type => 'text'
6611     }
6612     ]
6613     ],
6614 root 1.3 desc => 'Wands contain a certain spell. The player can apply (ready) and fire the wand. After a defined number of casts, the wand is "used up". It is possible to recharge a wand with scrolls of charging, but usually that isn\'t worth the cost.',
6615 root 1.5 name => 'Wand & Staff',
6616 root 1.9 use => 'Wands are quite seldomly used. The reason prolly is that they\'re generally not cost-efficient. Handing out high-level wands with powerful special spells isn\'t a good idea either, because of the recharge ability. <br><br> For low levels, staffs of healing/cure and word of recall are quite desirable though. Ideal rewards for low level quests.'
6617 root 1.3 },
6618     'Weak Wall' => {
6619 root 1.7 attr => [
6620     [
6621     'alive',
6622     {
6623     type => 'fixed',
6624     value => 1
6625     }
6626     ],
6627     [
6628     'no_pick',
6629     {
6630     type => 'fixed',
6631     value => 1
6632     }
6633     ],
6634     [
6635     'tear_down',
6636     {
6637     type => 'fixed',
6638     value => 1
6639     }
6640     ],
6641     [
6642     'race',
6643     {
6644     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.',
6645     name => 'race',
6646     type => 'string'
6647     }
6648     ],
6649     [
6650     'level',
6651     {
6652     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.',
6653     name => 'level',
6654     type => 'int'
6655     }
6656     ],
6657     [
6658     'hp',
6659     {
6660     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.',
6661     name => 'health points',
6662     type => 'int'
6663     }
6664     ],
6665     [
6666     'maxhp',
6667     {
6668     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.',
6669     name => 'max health',
6670     type => 'int'
6671     }
6672     ],
6673     [
6674     'ac',
6675     {
6676     desc => 'Weak walls of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
6677     name => 'armour class',
6678     type => 'int'
6679     }
6680     ]
6681     ],
6682 root 1.3 desc => 'A weak wall is a breakable spot amidsts a solid wall. Typically these weak walls look similar to their solid "relatives" except for a small crack or little chunks of wall on the ground.',
6683     ignore => [
6684     $IGNORE_LIST{non_pickable}
6685     ],
6686 root 1.5 name => 'Weak Wall',
6687 root 1.4 section => [
6688     [
6689     'resistance',
6690 root 1.7 [
6691     [
6692     'resist_physical',
6693     {
6694     name => 'resist physical %',
6695     type => 'int'
6696     }
6697     ],
6698     [
6699     'resist_magic',
6700     {
6701     name => 'resist magic %',
6702     type => 'int'
6703     }
6704     ],
6705     [
6706     'resist_fire',
6707     {
6708     name => 'resist fire %',
6709     type => 'int'
6710     }
6711     ],
6712     [
6713     'resist_electricity',
6714     {
6715     name => 'resist electricity %',
6716     type => 'int'
6717     }
6718     ],
6719     [
6720     'resist_cold',
6721     {
6722     name => 'resist cold %',
6723     type => 'int'
6724     }
6725     ],
6726     [
6727     'resist_confusion',
6728     {
6729     name => 'resist confusion %',
6730     type => 'int'
6731     }
6732     ],
6733     [
6734     'resist_acid',
6735     {
6736     name => 'resist acid %',
6737     type => 'int'
6738     }
6739     ],
6740     [
6741     'resist_drain',
6742     {
6743     name => 'resist draining %',
6744     type => 'int'
6745     }
6746     ],
6747     [
6748     'resist_weaponmagic',
6749     {
6750     name => 'resist weaponmagic %',
6751     type => 'int'
6752     }
6753     ],
6754     [
6755     'resist_ghosthit',
6756     {
6757     name => 'resist ghosthit %',
6758     type => 'int'
6759     }
6760     ],
6761     [
6762     'resist_poison',
6763     {
6764     name => 'resist poison %',
6765     type => 'int'
6766     }
6767     ],
6768     [
6769     'resist_slow',
6770     {
6771     name => 'resist slow %',
6772     type => 'int'
6773     }
6774     ],
6775     [
6776     'resist_paralyze',
6777     {
6778     name => 'resist paralyze %',
6779     type => 'int'
6780     }
6781     ],
6782     [
6783     'resist_fear',
6784     {
6785     name => 'resist fear %',
6786     type => 'int'
6787     }
6788     ],
6789     [
6790     'resist_deplete',
6791     {
6792     name => 'resist depletion %',
6793     type => 'int'
6794     }
6795     ],
6796     [
6797     'resist_turn_undead',
6798     {
6799     name => 'resist turn undead %',
6800     type => 'int'
6801     }
6802     ],
6803     [
6804     'resist_death',
6805     {
6806     name => 'resist death-attack %',
6807     type => 'int'
6808     }
6809     ],
6810     [
6811     'resist_chaos',
6812     {
6813     name => 'resist chaos %',
6814     type => 'int'
6815     }
6816     ],
6817     [
6818     'resist_blind',
6819     {
6820     name => 'resist blinding %',
6821     type => 'int'
6822     }
6823     ],
6824     [
6825     'resist_holyword',
6826     {
6827     name => 'resist holy power %',
6828     type => 'int'
6829     }
6830     ],
6831     [
6832     'resist_godpower',
6833     {
6834     name => 'resist godpower %',
6835     type => 'int'
6836     }
6837     ]
6838     ]
6839 root 1.4 ]
6840     ],
6841 root 1.3 use => 'If you want to create hidden rooms, using weak walls is alot better than completely indiscernible passages in a wall.<br> Anyways, there can be a lot more to weak walls than just finding them: Rising their defensive stats, weak walls can become a serious obstacle. An ice wall might only be torn down by a fire attack for example. A granite wall for instance might be very hard to destroy.'
6842     },
6843     Weapon => {
6844 root 1.7 attr => [
6845     [
6846     'attacktype',
6847     {
6848     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.',
6849     name => 'attacktype',
6850     type => 'bitmask',
6851     value => $BITMASK{attacktype}
6852     }
6853     ],
6854     [
6855     'weapontype',
6856     {
6857     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.',
6858     name => 'weapontype',
6859     type => 'list',
6860     value => $LIST{weapon_type}
6861     }
6862     ],
6863     [
6864     'skill',
6865     {
6866     desc => 'Matching <skill name> of the skill that is required to use this weapon.',
6867     name => 'skill name',
6868     type => 'string'
6869     }
6870     ],
6871     [
6872     'dam',
6873     {
6874     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.',
6875     name => 'damage',
6876     type => 'int'
6877     }
6878     ],
6879     [
6880     'slaying',
6881     {
6882     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.',
6883     name => 'slaying race',
6884     type => 'string'
6885     }
6886     ],
6887     [
6888     'last_sp',
6889     {
6890     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.',
6891     name => 'weapon speed',
6892     type => 'int'
6893     }
6894     ],
6895     [
6896     'wc',
6897     {
6898     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.',
6899     name => 'weapon class',
6900     type => 'int'
6901     }
6902     ],
6903     [
6904     'magic',
6905     {
6906     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.',
6907     name => 'magic bonus',
6908     type => 'int'
6909     }
6910     ],
6911     [
6912     'item_power',
6913     {
6914     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>.',
6915     name => 'item power',
6916     type => 'int'
6917     }
6918     ],
6919     [
6920     'damned',
6921     {
6922     desc => 'A damned weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
6923     name => 'damnation',
6924     type => 'bool'
6925     }
6926     ],
6927     [
6928     'cursed',
6929     {
6930     desc => 'A cursed weapon cannot be unwielded unless the curse is removed.',
6931     name => 'curse',
6932     type => 'bool'
6933     }
6934     ],
6935     [
6936     'lifesave',
6937     {
6938 root 1.9 desc => 'An item with this flag enabled will save the players life for one time: When the player is wearing this item and his health points reach zero, the item disappears, replenishing half of the player\'s health. An item with <save life> should not have any decent additional bonuses!',
6939 root 1.7 name => 'save life',
6940     type => 'bool'
6941     }
6942     ],
6943     [
6944     'unique',
6945     {
6946     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
6947     name => 'unique item',
6948     type => 'bool'
6949     }
6950     ],
6951     [
6952     'startequip',
6953     {
6954     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6955     name => 'godgiven item',
6956     type => 'bool'
6957     }
6958     ],
6959     [
6960     'msg',
6961     {
6962     desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
6963     end => 'endmsg',
6964     name => 'description',
6965     type => 'text'
6966     }
6967     ]
6968     ],
6969 root 1.3 desc => 'Wielding a weapon, the object\'s stats will directly be inherited to the player. Usually enhancing his fighting-abilities. Non-magical weapons can be improved with scrolls.',
6970 root 1.5 name => 'Weapon',
6971 root 1.4 section => [
6972     [
6973     'resistance',
6974 root 1.7 [
6975     [
6976     'resist_physical',
6977     {
6978     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.',
6979     name => 'resist physical %',
6980     type => 'int'
6981     }
6982     ],
6983     [
6984     'resist_magic',
6985     {
6986     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.',
6987     name => 'resist magic %',
6988     type => 'int'
6989     }
6990     ],
6991     [
6992     'resist_fire',
6993     {
6994     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.',
6995     name => 'resist fire %',
6996     type => 'int'
6997     }
6998     ],
6999     [
7000     'resist_electricity',
7001     {
7002     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.',
7003     name => 'resist electricity %',
7004     type => 'int'
7005     }
7006     ],
7007     [
7008     'resist_cold',
7009     {
7010     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.',
7011     name => 'resist cold %',
7012     type => 'int'
7013     }
7014     ],
7015     [
7016     'resist_confusion',
7017     {
7018     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).',
7019     name => 'resist confusion %',
7020     type => 'int'
7021     }
7022     ],
7023     [
7024     'resist_acid',
7025     {
7026     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.',
7027     name => 'resist acid %',
7028     type => 'int'
7029     }
7030     ],
7031     [
7032     'resist_drain',
7033     {
7034     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).',
7035     name => 'resist draining %',
7036     type => 'int'
7037     }
7038     ],
7039     [
7040     'resist_weaponmagic',
7041     {
7042     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.',
7043     name => 'resist weaponmagic %',
7044     type => 'int'
7045     }
7046     ],
7047     [
7048     'resist_ghosthit',
7049     {
7050     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.',
7051     name => 'resist ghosthit %',
7052     type => 'int'
7053     }
7054     ],
7055     [
7056     'resist_poison',
7057     {
7058     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.',
7059     name => 'resist poison %',
7060     type => 'int'
7061     }
7062     ],
7063     [
7064     'resist_slow',
7065     {
7066     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.',
7067     name => 'resist slow %',
7068     type => 'int'
7069     }
7070     ],
7071     [
7072     'resist_paralyze',
7073     {
7074     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).',
7075     name => 'resist paralyze %',
7076     type => 'int'
7077     }
7078     ],
7079     [
7080     'resist_fear',
7081     {
7082     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.',
7083     name => 'resist fear %',
7084     type => 'int'
7085     }
7086     ],
7087     [
7088     'resist_deplete',
7089     {
7090     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).',
7091     name => 'resist depletion %',
7092     type => 'int'
7093     }
7094     ],
7095     [
7096     'resist_death',
7097     {
7098     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!',
7099     name => 'resist death-attack %',
7100     type => 'int'
7101     }
7102     ],
7103     [
7104     'resist_chaos',
7105     {
7106     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.',
7107     name => 'resist chaos %',
7108     type => 'int'
7109     }
7110     ],
7111     [
7112     'resist_blind',
7113     {
7114     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.',
7115     name => 'resist blinding %',
7116     type => 'int'
7117     }
7118     ],
7119     [
7120     'resist_holyword',
7121     {
7122     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.',
7123     name => 'resist holy power %',
7124     type => 'int'
7125     }
7126     ]
7127     ]
7128 root 1.4 ],
7129     [
7130     'stats',
7131 root 1.7 [
7132     [
7133     'Str',
7134     {
7135     desc => 'The player\'s strentgh will rise/fall by the given value while wearing this weapon.',
7136     name => 'strength',
7137     type => 'int'
7138     }
7139     ],
7140     [
7141     'Dex',
7142     {
7143     desc => 'The player\'s dexterity will rise/fall by the given value while wearing this weapon.',
7144     name => 'dexterity',
7145     type => 'int'
7146     }
7147     ],
7148     [
7149     'Con',
7150     {
7151     desc => 'The player\'s constitution will rise/fall by the given value while wearing this weapon.',
7152     name => 'constitution',
7153     type => 'int'
7154     }
7155     ],
7156     [
7157     'Int',
7158     {
7159     desc => 'The player\'s intelligence will rise/fall by the given value while wearing this weapon.',
7160     name => 'intelligence',
7161     type => 'int'
7162     }
7163     ],
7164     [
7165     'Pow',
7166     {
7167     desc => 'The player\'s power will rise/fall by the given value while wearing this weapon.',
7168     name => 'power',
7169     type => 'int'
7170     }
7171     ],
7172     [
7173     'Wis',
7174     {
7175     desc => 'The player\'s wisdom will rise/fall by the given value while wearing this weapon.',
7176     name => 'wisdom',
7177     type => 'int'
7178     }
7179     ],
7180     [
7181     'Cha',
7182     {
7183     desc => 'The player\'s charisma will rise/fall by the given value while wearing this weapon.',
7184     name => 'charisma',
7185     type => 'int'
7186     }
7187     ]
7188     ]
7189 root 1.4 ],
7190     [
7191     'misc',
7192 root 1.7 [
7193     [
7194     'luck',
7195     {
7196     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.',
7197     name => 'luck bonus',
7198     type => 'int'
7199     }
7200     ],
7201     [
7202     'hp',
7203     {
7204     desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
7205     name => 'health regen.',
7206     type => 'int'
7207     }
7208     ],
7209     [
7210     'sp',
7211     {
7212     desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
7213     name => 'mana regen.',
7214     type => 'int'
7215     }
7216     ],
7217     [
7218     'grace',
7219     {
7220     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!!',
7221     name => 'grace regen.',
7222     type => 'int'
7223     }
7224     ],
7225     [
7226     'food',
7227     {
7228     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.',
7229     name => 'food bonus',
7230     type => 'int'
7231     }
7232     ],
7233     [
7234     'xrays',
7235     {
7236 root 1.9 desc => 'Xray vision allows the player to see through obstacles in a two-square-wide radius. This is extremely helpful and desirable, so don\'t give it away for cheap on equipment.',
7237 root 1.7 name => 'xray vision',
7238     type => 'bool'
7239     }
7240     ],
7241     [
7242     'stealth',
7243     {
7244     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)',
7245     name => 'stealth',
7246     type => 'bool'
7247     }
7248     ],
7249     [
7250     'reflect_spell',
7251     {
7252     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!',
7253     name => 'reflect spells',
7254     type => 'bool'
7255     }
7256     ],
7257     [
7258     'reflect_missile',
7259     {
7260     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.',
7261     name => 'reflect missiles',
7262     type => 'bool'
7263     }
7264     ],
7265     [
7266     'path_attuned',
7267     {
7268     desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this weapon.',
7269     name => 'attuned paths',
7270     type => 'bitmask',
7271     value => $BITMASK{spellpath}
7272     }
7273     ],
7274     [
7275     'path_repelled',
7276     {
7277     desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this weapon.',
7278     name => 'repelled paths',
7279     type => 'bitmask',
7280     value => $BITMASK{spellpath}
7281     }
7282     ],
7283     [
7284     'path_denied',
7285     {
7286     desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this weapon.',
7287     name => 'denied paths',
7288     type => 'bitmask',
7289     value => $BITMASK{spellpath}
7290     }
7291     ]
7292     ]
7293 root 1.4 ]
7294     ],
7295 root 1.3 use => 'If you create artifacts (equipment) with stats- or resistance-bonus: Keep playbalance in mind! Such items mustn\'t be reachable without hard fighting AND questing.'
7296 root 1.1 }
7297     );
7298    
7299 root 1.3 our %ATTR = (
7300     3 => $TYPE{Rod},
7301     4 => $TYPE{Treasure},
7302     5 => $TYPE{Potion},
7303     6 => $TYPE{Food},
7304     7 => $TYPE{'Poison Food'},
7305     8 => $TYPE{Book},
7306     9 => $TYPE{Clock},
7307     13 => $TYPE{Projectile},
7308     14 => $TYPE{'Shooting Weapon'},
7309     15 => $TYPE{Weapon},
7310     16 => $TYPE{'Brestplate Armour'},
7311     17 => $TYPE{Pedestal},
7312     18 => $TYPE{Altar},
7313     20 => $TYPE{'Locked Door'},
7314     21 => $TYPE{'Special Key'},
7315 root 1.9 23 => $TYPE{Door},
7316     24 => $TYPE{Key},
7317 root 1.8 26 => $TYPE{'Timed Gate'},
7318 root 1.3 27 => $TYPE{'Handle Trigger'},
7319 root 1.9 28 => $TYPE{'Monster (Grimreaper)'},
7320 root 1.3 29 => $TYPE{'Magic Ear'},
7321 root 1.9 30 => $TYPE{'Button Trigger'},
7322 root 1.3 31 => $TYPE{'Altar Trigger'},
7323     33 => $TYPE{Shield},
7324     34 => $TYPE{Helmet},
7325     35 => $TYPE{Horn},
7326     36 => $TYPE{Money},
7327 root 1.9 37 => $TYPE{'Class Changer'},
7328 root 1.3 39 => $TYPE{Amulet},
7329     40 => $TYPE{Mover},
7330     41 => $TYPE{Teleporter},
7331     42 => $TYPE{Creator},
7332     43 => $TYPE{Skill},
7333     51 => $TYPE{Detector},
7334     52 => $TYPE{'Trigger Marker'},
7335     55 => $TYPE{Marker},
7336     56 => $TYPE{'Holy Altar'},
7337     58 => $TYPE{Battleground},
7338     60 => $TYPE{Jewel},
7339     62 => $TYPE{'Magic Wall'},
7340     64 => $TYPE{'Inventory Checker'},
7341     65 => $TYPE{'Mood Floor'},
7342     66 => $TYPE{Exit},
7343     67 => $TYPE{'Floor (Encounter)'},
7344     68 => $TYPE{'Shop Floor'},
7345     69 => $TYPE{'Shop Mat'},
7346     70 => $TYPE{Ring},
7347     72 => $TYPE{Flesh},
7348     73 => $TYPE{Inorganic},
7349     83 => $TYPE{Duplicator},
7350     85 => $TYPE{Spellbook},
7351     87 => $TYPE{Cloak},
7352     88 => $TYPE{'Hazard Floor'},
7353     90 => $TYPE{Spinner},
7354     91 => $TYPE{Gate},
7355     92 => $TYPE{Button},
7356     93 => $TYPE{Handle},
7357     94 => $TYPE{Pit},
7358     95 => $TYPE{Trapdoor},
7359     98 => $TYPE{'Sign & MagicMouth'},
7360     99 => $TYPE{Boots},
7361     100 => $TYPE{Gloves},
7362     101 => $TYPE{Spell},
7363     103 => $TYPE{Converter},
7364     104 => $TYPE{Bracers},
7365     106 => $TYPE{Savebed},
7366     109 => $TYPE{'Wand & Staff'},
7367     110 => $TYPE{Ability},
7368     111 => $TYPE{Scroll},
7369     112 => $TYPE{Director},
7370     113 => $TYPE{Girdle},
7371 root 1.10 116 => $TYPE{'Event Connector'},
7372 root 1.3 122 => $TYPE{Container},
7373     130 => $TYPE{'Skill Scroll'},
7374     138 => $TYPE{Swamp},
7375     154 => $TYPE{Rune},
7376     155 => $TYPE{Trap},
7377     156 => $TYPE{'Power Crystal'},
7378 root 1.8 158 => $TYPE{Disease},
7379     163 => $TYPE{'Item Transformer'}
7380 root 1.1 );
7381    
7382 root 1.3 our %TYPENAME = (
7383     0 => '*NONE*',
7384     1 => 'PLAYER',
7385 root 1.9 2 => 'TRANSPORT',
7386 root 1.3 3 => 'ROD',
7387     4 => 'TREASURE',
7388     5 => 'POTION',
7389     6 => 'FOOD',
7390     7 => 'POISON',
7391     8 => 'BOOK',
7392     9 => 'CLOCK',
7393     12 => 'LIGHTNING',
7394     13 => 'ARROW',
7395     14 => 'BOW',
7396     15 => 'WEAPON',
7397     16 => 'ARMOUR',
7398     17 => 'PEDESTAL',
7399     18 => 'ALTAR',
7400     20 => 'LOCKED_DOOR',
7401     21 => 'SPECIAL_KEY',
7402     22 => 'MAP',
7403     23 => 'DOOR',
7404     24 => 'KEY',
7405     26 => 'TIMED_GATE',
7406     27 => 'TRIGGER',
7407     28 => 'GRIMREAPER',
7408     29 => 'MAGIC_EAR',
7409     30 => 'TRIGGER_BUTTON',
7410     31 => 'TRIGGER_ALTAR',
7411     32 => 'TRIGGER_PEDESTAL',
7412     33 => 'SHIELD',
7413     34 => 'HELMET',
7414     35 => 'HORN',
7415     36 => 'MONEY',
7416     37 => 'CLASS',
7417     38 => 'GRAVESTONE',
7418     39 => 'AMULET',
7419     40 => 'PLAYERMOVER',
7420     41 => 'TELEPORTER',
7421     42 => 'CREATOR',
7422     43 => 'SKILL',
7423     44 => 'EXPERIENCE',
7424     45 => 'EARTHWALL',
7425     46 => 'GOLEM',
7426     48 => 'THROWN_OBJ',
7427     49 => 'BLINDNESS',
7428     50 => 'GOD',
7429     51 => 'DETECTOR',
7430     52 => 'TRIGGER_MARKER',
7431     53 => 'DEAD_OBJECT',
7432     54 => 'DRINK',
7433     55 => 'MARKER',
7434     56 => 'HOLY_ALTAR',
7435     57 => 'PLAYER_CHANGER',
7436     58 => 'BATTLEGROUND',
7437     59 => 'PEACEMAKER',
7438     60 => 'GEM',
7439     62 => 'FIREWALL',
7440     63 => 'ANVIL',
7441     64 => 'CHECK_INV',
7442     65 => 'MOOD_FLOOR',
7443     66 => 'EXIT',
7444     67 => 'ENCOUNTER',
7445     68 => 'SHOP_FLOOR',
7446     69 => 'SHOP_MAT',
7447     70 => 'RING',
7448     71 => 'FLOOR',
7449     72 => 'FLESH',
7450     73 => 'INORGANIC',
7451     74 => 'SKILL_TOOL',
7452     75 => 'LIGHTER',
7453     76 => 'TRAP_PART',
7454     77 => 'WALL',
7455     78 => 'LIGHT_SOURCE',
7456     79 => 'MISC_OBJECT',
7457     80 => 'MONSTER',
7458     81 => 'SPAWN_GENERATOR',
7459     82 => 'LAMP',
7460     83 => 'DUPLICATOR',
7461     84 => 'TOOL',
7462     85 => 'SPELLBOOK',
7463     86 => 'BUILDFAC',
7464     87 => 'CLOAK',
7465     90 => 'SPINNER',
7466     91 => 'GATE',
7467     92 => 'BUTTON',
7468     93 => 'CF_HANDLE',
7469     94 => 'HOLE',
7470     95 => 'TRAPDOOR',
7471     98 => 'SIGN',
7472     99 => 'BOOTS',
7473     100 => 'GLOVES',
7474     101 => 'SPELL',
7475     102 => 'SPELL_EFFECT',
7476     103 => 'CONVERTER',
7477     104 => 'BRACERS',
7478     105 => 'POISONING',
7479     106 => 'SAVEBED',
7480     107 => 'POISONCLOUD',
7481     108 => 'FIREHOLES',
7482     109 => 'WAND',
7483     111 => 'SCROLL',
7484     112 => 'DIRECTOR',
7485     113 => 'GIRDLE',
7486     114 => 'FORCE',
7487     115 => 'POTION_EFFECT',
7488 root 1.11 116 => 'EVENT_CONNECTOR',
7489 root 1.3 121 => 'CLOSE_CON',
7490     122 => 'CONTAINER',
7491     123 => 'ARMOUR_IMPROVER',
7492     124 => 'WEAPON_IMPROVER',
7493     130 => 'SKILLSCROLL',
7494     138 => 'DEEP_SWAMP',
7495     139 => 'IDENTIFY_ALTAR',
7496     150 => 'MENU',
7497     154 => 'RUNE',
7498     155 => 'TRAP',
7499     156 => 'POWER_CRYSTAL',
7500     157 => 'CORPSE',
7501     158 => 'DISEASE',
7502     159 => 'SYMPTOM',
7503     160 => 'BUILDER',
7504 root 1.9 161 => 'MATERIAL',
7505     162 => 'GPS',
7506     163 => 'ITEM_TRANSFORMER',
7507     164 => 'QUEST'
7508 root 1.1 );
7509    
7510     our %SPELL = (
7511 root 1.3 0 => 'magic bullet',
7512     1 => 'small fireball',
7513     2 => 'medium fireball',
7514     3 => 'large fireball',
7515     4 => 'burning hands',
7516     5 => 'small lightning',
7517     6 => 'large lightning',
7518     7 => 'magic missile',
7519     8 => 'create bomb',
7520     9 => 'summon golem',
7521     10 => 'summon fire elemental',
7522     11 => 'summon earth elemental',
7523     12 => 'summon water elemental',
7524     13 => 'summon air elemental',
7525     14 => 'dimension door',
7526     15 => 'create earth wall',
7527     16 => 'paralyze',
7528     17 => 'icestorm',
7529     18 => 'magic mapping',
7530     19 => 'turn undead',
7531     20 => 'fear',
7532     21 => 'poison cloud',
7533     22 => 'wonder',
7534     23 => 'destruction',
7535     24 => 'perceive self',
7536     25 => 'word of recall',
7537     26 => 'invisible',
7538     27 => 'invisible to undead',
7539     28 => 'probe',
7540     29 => 'large bullet',
7541     30 => 'improved invisibility',
7542     31 => 'holy word',
7543     32 => 'minor healing',
7544     33 => 'medium healing',
7545     34 => 'major healing',
7546     35 => 'heal',
7547     36 => 'create food',
7548     37 => 'earth to dust',
7549     38 => 'armour',
7550     39 => 'strength',
7551     40 => 'dexterity',
7552     41 => 'constitution',
7553     42 => 'charisma',
7554     43 => 'create fire wall',
7555     44 => 'create frost wall',
7556     45 => 'protection from cold',
7557     46 => 'protection from electricity',
7558     47 => 'protection from fire',
7559     48 => 'protection from poison',
7560     49 => 'protection from slow',
7561     50 => 'protection from paralysis',
7562     51 => 'protection from draining',
7563     52 => 'protection from magic',
7564     53 => 'protection from attack',
7565     54 => 'levitate',
7566     55 => 'small speedball',
7567     56 => 'large speedball',
7568     57 => 'hellfire',
7569     58 => 'dragonbreath',
7570     59 => 'large icestorm',
7571     60 => 'charging',
7572     61 => 'polymorph',
7573     62 => 'cancellation',
7574     63 => 'confusion',
7575     64 => 'mass confusion',
7576     65 => 'summon pet monster',
7577     66 => 'slow',
7578     67 => 'regenerate spellpoints',
7579     68 => 'cure poison',
7580     69 => 'protection from confusion',
7581     70 => 'protection from cancellation',
7582     71 => 'protection from depletion',
7583     72 => 'alchemy',
7584     73 => 'remove curse',
7585     74 => 'remove damnation',
7586     75 => 'identify',
7587     76 => 'detect magic',
7588     77 => 'detect monster',
7589     78 => 'detect evil',
7590     79 => 'detect curse',
7591     80 => 'heroism',
7592     81 => 'aggravation',
7593     82 => 'firebolt',
7594     83 => 'frostbolt',
7595     84 => 'shockwave',
7596     85 => 'color spray',
7597     86 => 'haste',
7598     87 => 'face of death',
7599     88 => 'ball lightning',
7600     89 => 'meteor swarm',
7601     90 => 'comet',
7602     91 => 'mystic fist',
7603     92 => 'raise dead',
7604     93 => 'resurrection',
7605     94 => 'reincarnation',
7606     95 => 'immunity to cold',
7607     96 => 'immunity to electricity',
7608     97 => 'immunity to fire',
7609     98 => 'immunity to poison',
7610     99 => 'immunity to slow',
7611     100 => 'immunity to paralysis',
7612     101 => 'immunity to draining',
7613     102 => 'immunity to magic',
7614     103 => 'immunity to attack',
7615     104 => 'invulnerability',
7616     105 => 'defense',
7617     106 => 'rune of fire',
7618     107 => 'rune of frost',
7619     108 => 'rune of shocking',
7620     109 => 'rune of blasting',
7621     110 => 'rune of death',
7622     111 => 'marking rune',
7623     112 => 'build director',
7624     113 => 'create pool of chaos',
7625     114 => 'build bullet wall',
7626     115 => 'build lightning wall',
7627     116 => 'build fireball wall',
7628     117 => 'magic rune',
7629     118 => 'rune of magic drain',
7630     119 => 'antimagic rune',
7631     120 => 'rune of transferrence',
7632     121 => 'transferrence',
7633     122 => 'magic drain',
7634     123 => 'counterspell',
7635     124 => 'disarm',
7636     125 => 'cure confusion',
7637     126 => 'restoration',
7638     127 => 'summon evil monster',
7639     128 => 'counterwall',
7640     129 => 'cause light wounds',
7641     130 => 'cause medium wounds',
7642     131 => 'cause serious wounds',
7643     132 => 'charm monsters',
7644     133 => 'banishment',
7645     134 => 'create missile',
7646     135 => 'show invisible',
7647     136 => 'xray',
7648     137 => 'pacify',
7649     138 => 'summon fog',
7650     139 => 'steambolt',
7651     140 => 'command undead',
7652     141 => 'holy orb',
7653     142 => 'summon avatar',
7654     143 => 'holy possession',
7655     144 => 'bless',
7656     145 => 'curse',
7657     146 => 'regeneration',
7658     147 => 'consecrate',
7659     148 => 'summon cult monsters',
7660     149 => 'cause critical wounds',
7661     150 => 'holy wrath',
7662     151 => 'retributive strike',
7663     152 => 'finger of death',
7664     153 => 'insect plague',
7665     154 => 'call holy servant',
7666     155 => 'wall of thorns',
7667     156 => 'staff to snake',
7668     157 => 'light',
7669     158 => 'darkness',
7670     159 => 'nightfall',
7671     160 => 'daylight',
7672     161 => 'sunspear',
7673     162 => 'faery fire',
7674     163 => 'cure blindness',
7675     164 => 'dark vision',
7676     165 => 'bullet swarm',
7677     166 => 'bullet storm',
7678     167 => 'cause many wounds',
7679     168 => 'small snowstorm',
7680     169 => 'medium snowstorm',
7681     170 => 'large snowstorm',
7682     171 => 'cure disease',
7683     172 => 'cause red death',
7684     173 => 'cause flu',
7685     174 => 'cause black death',
7686     175 => 'cause leprosy',
7687     176 => 'cause smallpox',
7688     177 => 'cause white death',
7689     178 => 'cause anthrax',
7690     179 => 'cause typhoid',
7691     180 => 'mana blast',
7692     181 => 'small manaball',
7693     182 => 'medium manaball',
7694     183 => 'large manaball',
7695     184 => 'mana bolt',
7696     185 => 'dancing sword',
7697     186 => 'animate weapon',
7698     187 => 'cause cold',
7699     188 => 'divine shock',
7700     189 => 'windstorm',
7701     190 => 'sanctuary',
7702     191 => 'peace',
7703     192 => 'spiderweb',
7704     193 => 'conflict',
7705     194 => 'rage',
7706     195 => 'forked lightning',
7707     196 => 'poison fog',
7708     197 => 'flaming aura',
7709     198 => 'vitriol',
7710     199 => 'vitriol splash',
7711     200 => 'ironwood skin',
7712     201 => 'wrathful eye',
7713     202 => 'town portal',
7714     203 => 'missile swarm',
7715     204 => 'cause rabies',
7716     205 => 'glyph'
7717 root 1.1 );
7718    
7719    
7720     =head1 AUTHOR
7721    
7722     Marc Lehmann <schmorp.de>
7723     http://home.schmorp.de/
7724    
7725     The source files are part of the CFJavaEditor.
7726    
7727     =cut
7728    
7729     1