ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/Deliantra/Deliantra/Data.pm
Revision: 1.21
Committed: Tue Aug 8 21:33:17 2006 UTC (17 years, 10 months ago) by elmex
Branch: MAIN
Changes since 1.20: +112 -0 lines
Log Message:
added activate_on_(push|release) fields to the types

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 elmex 1.21 'activate_on_push',
1568     {
1569     desc => 'Whether the teleporter should only be activated on push.',
1570     name => 'Activate on push',
1571     type => 'bool'
1572     }
1573     ],
1574     [
1575     'activate_on_release',
1576     {
1577     desc => 'Whether the teleporter should only be activated on release.',
1578     name => 'Activate on release',
1579     type => 'bool'
1580     }
1581     ],
1582     [
1583 root 1.7 'lifesave',
1584     {
1585 root 1.9 desc => 'If <infinit uses> is set, the creator will work infinitely, regardless of the value in <number of uses>.',
1586 root 1.7 name => 'infinit uses',
1587     type => 'bool'
1588     }
1589     ],
1590     [
1591     'hp',
1592     {
1593     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).',
1594     name => 'number of uses',
1595     type => 'int'
1596     }
1597     ],
1598     [
1599     'slaying',
1600     {
1601 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.',
1602 root 1.7 name => 'name of creation',
1603     type => 'string'
1604     }
1605     ],
1606     [
1607     'level',
1608     {
1609     desc => 'The created object will be of that level. If zero/unset, the standard level of the archetype is used.',
1610     name => 'level of creation',
1611     type => 'int'
1612     }
1613     ]
1614     ],
1615 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.',
1616     ignore => [
1617     $IGNORE_LIST{system_object}
1618     ],
1619 root 1.5 name => 'Creator',
1620 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.'
1621     },
1622     Detector => {
1623 root 1.7 attr => [
1624     [
1625     'no_pick',
1626     {
1627     type => 'fixed',
1628     value => 1
1629     }
1630     ],
1631     [
1632     'slaying',
1633     {
1634     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.',
1635     name => 'match name',
1636     type => 'string'
1637     }
1638     ],
1639     [
1640     'connected',
1641     {
1642     desc => 'When the detector is triggered, all objects with the same connection value get activated.',
1643     name => 'connection',
1644     type => 'int'
1645     }
1646     ],
1647     [
1648     'speed',
1649     {
1650     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.',
1651     name => 'detection speed',
1652     type => 'float'
1653     }
1654 root 1.17 ],
1655     [
1656     'speed_left',
1657     {
1658     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.',
1659     name => 'speed left',
1660     type => 'float'
1661     }
1662     ],
1663     [
1664     'speed_left',
1665     {
1666     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.',
1667     name => 'speed left',
1668     type => 'float'
1669     }
1670 root 1.7 ]
1671     ],
1672 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.',
1673     ignore => [
1674     $IGNORE_LIST{system_object}
1675     ],
1676 root 1.5 name => 'Detector',
1677 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.'
1678     },
1679     Director => {
1680 root 1.7 attr => [
1681     [
1682     'sp',
1683     {
1684     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).',
1685     name => 'direction',
1686     type => 'list',
1687     value => $LIST{direction}
1688     }
1689     ],
1690     [
1691 root 1.14 'move_on',
1692 root 1.7 {
1693 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
1694     name => 'movement type',
1695     type => 'bitmask',
1696     value => $BITMASK{movement_type}
1697 root 1.7 }
1698     ]
1699     ],
1700 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.',
1701     ignore => [
1702     $IGNORE_LIST{non_pickable}
1703     ],
1704 root 1.5 name => 'Director',
1705 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.'
1706     },
1707     Disease => {
1708 root 1.7 attr => [
1709     [
1710     'invisible',
1711     {
1712     type => 'fixed',
1713     value => 1
1714     }
1715     ],
1716     [
1717     'level',
1718     {
1719     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.',
1720     name => 'plaque level',
1721     type => 'int'
1722     }
1723     ],
1724     [
1725     'race',
1726     {
1727     desc => 'The disease will only infect creatures of the specified <race>. "<race> *" means every creature can be infected.',
1728     name => 'infect race',
1729     type => 'string'
1730     }
1731     ],
1732     [
1733     'ac',
1734     {
1735     desc => 'Every time the disease "moves" the severity of the symptoms are increased by <progressiveness>/100. (severity = 1 + (accumlated progression)/100)',
1736     name => 'progressiveness',
1737     type => 'int'
1738     }
1739     ],
1740     [
1741     'msg',
1742     {
1743     desc => 'This text is displayed to the player every time the symptoms strike.',
1744     end => 'endmsg',
1745     name => 'message',
1746     type => 'text'
1747     }
1748     ]
1749     ],
1750 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.',
1751     ignore => [
1752     $IGNORE_LIST{system_object}
1753     ],
1754 root 1.5 name => 'Disease',
1755 root 1.4 section => [
1756     [
1757     'spreading',
1758 root 1.7 [
1759     [
1760     'wc',
1761     {
1762     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.',
1763     name => 'infectiosness',
1764     type => 'int'
1765     }
1766     ],
1767     [
1768     'last_grace',
1769     {
1770     desc => 'The <attenuation> value reduces the diseases\' <infectiosness> everytime it infects someone new. This limits how many generations a disease can propagate.',
1771     name => 'attenuation',
1772     type => 'int'
1773     }
1774     ],
1775     [
1776     'magic',
1777     {
1778     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.',
1779     name => 'infection range',
1780     type => 'int'
1781     }
1782     ],
1783     [
1784     'maxhp',
1785     {
1786     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).',
1787     name => 'persistence',
1788     type => 'int'
1789     }
1790     ],
1791     [
1792     'maxgrace',
1793     {
1794     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.',
1795     name => 'curing duration',
1796     type => 'int'
1797     }
1798     ],
1799     [
1800     'speed',
1801     {
1802     desc => 'The <speed> of the disease determines how fast the disease will "move", thus how fast the symptoms strike the host.',
1803     name => 'moving speed',
1804     type => 'float'
1805     }
1806 root 1.17 ],
1807     [
1808     'speed_left',
1809     {
1810     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.',
1811     name => 'speed left',
1812     type => 'float'
1813     }
1814 root 1.7 ]
1815     ]
1816     ],
1817     [
1818     'symptoms',
1819     [
1820     [
1821     'attacktype',
1822     {
1823     desc => 'The disease will attack the host with the given <attacktype>. Godpower attacktype is commonly used for "unresistable" diseases.',
1824     name => 'attacktype',
1825     type => 'bitmask',
1826     value => $BITMASK{attacktype}
1827     }
1828     ],
1829     [
1830     'dam',
1831     {
1832     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.',
1833     name => 'damage',
1834     type => 'int'
1835     }
1836     ],
1837     [
1838     'other_arch',
1839     {
1840     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.',
1841     name => 'create arch',
1842     type => 'string'
1843     }
1844     ],
1845     [
1846     'last_sp',
1847     {
1848     desc => 'If set, the disease imposes a <slowdown penalty> while being infected. The player\'s speed is reduced by <slowdown penalty> % of normal value.',
1849     name => 'slowdown penalty',
1850     type => 'int'
1851     }
1852     ],
1853     [
1854     'exp',
1855     {
1856     desc => 'When the player manages to cure this disease (with a curing spell), he is awarded with <exp. for curing> experience.',
1857     name => 'exp. for curing',
1858     type => 'int'
1859     }
1860     ],
1861     [
1862     'maxsp',
1863     {
1864     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.',
1865     name => 'mana depletion',
1866     type => 'int'
1867     }
1868     ],
1869     [
1870     'last_eat',
1871     {
1872     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.',
1873     name => 'food depletion',
1874     type => 'int'
1875     }
1876     ],
1877     [
1878     'hp',
1879     {
1880     desc => 'This value increases the player\'s healing rate. Negative values decrease it.',
1881     name => 'health regen.',
1882     type => 'int'
1883     }
1884     ],
1885     [
1886     'sp',
1887     {
1888     desc => 'This value increases the player\'s rate of mana regeneration. Negative values decrease it.',
1889     name => 'mana regen.',
1890     type => 'int'
1891     }
1892     ]
1893     ]
1894     ],
1895     [
1896     'disability',
1897     [
1898     [
1899     'Str',
1900     {
1901     desc => 'The player\'s strength will rise by the given value while being infected. (Negative values make strength fall)',
1902     name => 'strength',
1903     type => 'int'
1904     }
1905     ],
1906     [
1907     'Dex',
1908     {
1909     desc => 'The player\'s dexterity will rise by the given value while being infected. (Negative values make dexterity fall)',
1910     name => 'dexterity',
1911     type => 'int'
1912     }
1913     ],
1914     [
1915     'Con',
1916     {
1917     desc => 'The player\'s constitution will rise by the given value while being infected. (Negative values make constitution fall)',
1918     name => 'constitution',
1919     type => 'int'
1920     }
1921     ],
1922     [
1923     'Int',
1924     {
1925     desc => 'The player\'s intelligence will rise by the given value while being infected. (Negative values make intelligence fall)',
1926     name => 'intelligence',
1927     type => 'int'
1928     }
1929     ],
1930     [
1931     'Pow',
1932     {
1933     desc => 'The player\'s power will rise by the given value while being infected. (Negative values make power fall)',
1934     name => 'power',
1935     type => 'int'
1936     }
1937     ],
1938     [
1939     'Wis',
1940     {
1941     desc => 'The player\'s wisdom will rise by the given value while being infected. (Negative values make wisdom fall)',
1942     name => 'wisdom',
1943     type => 'int'
1944     }
1945     ],
1946     [
1947     'Cha',
1948     {
1949     desc => 'The player\'s charisma will rise by the given value while being infected. (Negative values make charisma fall)',
1950     name => 'charisma',
1951     type => 'int'
1952     }
1953     ]
1954     ]
1955     ]
1956     ],
1957     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.'
1958     },
1959 root 1.9 Door => {
1960     attr => [
1961     [
1962     'no_pick',
1963     {
1964     type => 'fixed',
1965     value => 1
1966     }
1967     ],
1968     [
1969     'alive',
1970     {
1971     type => 'fixed',
1972     value => 1
1973     }
1974     ],
1975     [
1976 root 1.14 'move_block',
1977 root 1.9 {
1978 root 1.14 desc => 'Objects using these movement types cannot move over this space.',
1979     name => 'blocked movement',
1980     type => 'bitmask',
1981     value => $BITMASK{movement_type}
1982     }
1983     ],
1984     [
1985     'move_allow',
1986     {
1987     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
1988     name => 'allowed movement',
1989     type => 'bitmask',
1990     value => $BITMASK{movement_type}
1991     }
1992     ],
1993     [
1994     'move_slow',
1995     {
1996     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
1997     name => 'slowed movement',
1998     type => 'bitmask',
1999     value => $BITMASK{movement_type}
2000     }
2001     ],
2002     [
2003     'move_slow_penalty',
2004     {
2005     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)',
2006     name => 'slow movement penalty',
2007     type => 'int'
2008 root 1.9 }
2009     ],
2010     [
2011     'hp',
2012     {
2013     desc => 'The more <hitpoints> the door has, the longer it takes to be broken.',
2014     name => 'hitpoints',
2015     type => 'int'
2016     }
2017     ],
2018     [
2019     'ac',
2020     {
2021     desc => 'Doors of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
2022     name => 'armour class',
2023     type => 'int'
2024     }
2025     ],
2026     [
2027     'other_arch',
2028     {
2029     desc => 'This string defines the object that will be created when the door was defeated.',
2030     name => 'drop arch',
2031     type => 'string'
2032     }
2033     ],
2034     [
2035     'randomitems',
2036     {
2037     desc => 'This entry determines what kind of traps will appear in the door.',
2038     name => 'treasurelist',
2039     type => 'treasurelist'
2040     }
2041     ]
2042     ],
2043     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.',
2044     ignore => [
2045     $IGNORE_LIST{non_pickable}
2046     ],
2047     name => 'Door'
2048     },
2049 root 1.7 Duplicator => {
2050     attr => [
2051     [
2052     'other_arch',
2053 root 1.4 {
2054 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.',
2055     name => 'target arch',
2056     type => 'string'
2057 root 1.4 }
2058     ],
2059     [
2060 root 1.7 'level',
2061 root 1.4 {
2062 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.',
2063     name => 'multiply factor',
2064     type => 'int'
2065 root 1.4 }
2066     ],
2067     [
2068 root 1.7 'connected',
2069 root 1.4 {
2070 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!',
2071     name => 'connection',
2072     type => 'int'
2073 root 1.4 }
2074 elmex 1.21 ],
2075     [
2076     'activate_on_push',
2077     {
2078     desc => 'Whether the teleporter should only be activated on push.',
2079     name => 'Activate on push',
2080     type => 'bool'
2081     }
2082     ],
2083     [
2084     'activate_on_release',
2085     {
2086     desc => 'Whether the teleporter should only be activated on release.',
2087     name => 'Activate on release',
2088     type => 'bool'
2089     }
2090 root 1.4 ]
2091     ],
2092 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.',
2093     ignore => [
2094     $IGNORE_LIST{system_object}
2095     ],
2096 root 1.5 name => 'Duplicator',
2097 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%.'
2098     },
2099 root 1.10 'Event Connector' => {
2100     attr => [
2101     [
2102     'subtype',
2103     {
2104     desc => 'The type of event that triggers a notify to the plug-in.',
2105     name => 'event type',
2106     type => 'list',
2107     value => $LIST{event_type}
2108     }
2109     ],
2110     [
2111     'title',
2112     {
2113     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.',
2114     name => 'plug-in',
2115 root 1.11 type => 'string'
2116 root 1.10 }
2117     ],
2118     [
2119     'slaying',
2120     {
2121     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.',
2122     name => 'extension',
2123 root 1.11 type => 'string'
2124 root 1.10 }
2125     ],
2126     [
2127     'name',
2128     {
2129     desc => 'A string that is passed unaltered to the extension above. Often used to pass options to the extension that alter its behaviour.',
2130     name => 'options',
2131 root 1.11 type => 'string'
2132 root 1.10 }
2133     ]
2134     ],
2135     desc => 'Event connectors link specific events that happen to objects to a crossfire plug-in.',
2136     name => 'Event Connector'
2137     },
2138 root 1.3 Exit => {
2139 root 1.7 attr => [
2140     [
2141     'slaying',
2142     {
2143     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".',
2144     name => 'exit path',
2145     type => 'string'
2146     }
2147     ],
2148     [
2149     'hp',
2150     {
2151     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.',
2152     name => 'destination X',
2153     type => 'int'
2154     }
2155     ],
2156     [
2157     'sp',
2158     {
2159     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.',
2160     name => 'destination Y',
2161     type => 'int'
2162     }
2163     ],
2164     [
2165 root 1.14 'move_on',
2166 root 1.7 {
2167 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2168     name => 'movement type',
2169     type => 'bitmask',
2170     value => $BITMASK{movement_type}
2171 root 1.7 }
2172     ],
2173     [
2174     'msg',
2175     {
2176     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. =)',
2177     end => 'endmsg',
2178     name => 'exit message',
2179     type => 'text'
2180     }
2181     ],
2182     [
2183     'unique',
2184     {
2185     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.',
2186     name => 'unique destination',
2187     type => 'bool'
2188     }
2189     ]
2190     ],
2191 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.',
2192     ignore => [
2193     $IGNORE_LIST{non_pickable}
2194     ],
2195 root 1.5 name => 'Exit',
2196 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.'
2197     },
2198     Flesh => {
2199 root 1.7 attr => [
2200     [
2201     'food',
2202     {
2203     desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2204     name => 'foodpoints',
2205     type => 'int'
2206     }
2207     ],
2208     [
2209     'level',
2210     {
2211     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.',
2212     name => 'flesh level',
2213     type => 'int'
2214     }
2215     ],
2216     [
2217     'startequip',
2218     {
2219     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2220     name => 'godgiven item',
2221     type => 'bool'
2222     }
2223     ],
2224     [
2225     'msg',
2226     {
2227     desc => 'This text may describe the item.',
2228     end => 'endmsg',
2229     name => 'description',
2230     type => 'text'
2231     }
2232     ]
2233     ],
2234 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.',
2235 root 1.5 name => 'Flesh',
2236 root 1.4 section => [
2237     [
2238     'resistance',
2239 root 1.7 [
2240     [
2241     'resist_physical',
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 physical %',
2245     type => 'int'
2246     }
2247     ],
2248     [
2249     'resist_magic',
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 magic %',
2253     type => 'int'
2254     }
2255     ],
2256     [
2257     'resist_fire',
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 fire %',
2261     type => 'int'
2262     }
2263     ],
2264     [
2265     'resist_electricity',
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 electricity %',
2269     type => 'int'
2270     }
2271     ],
2272     [
2273     'resist_cold',
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 cold %',
2277     type => 'int'
2278     }
2279     ],
2280     [
2281     'resist_confusion',
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 confusion %',
2285     type => 'int'
2286     }
2287     ],
2288     [
2289     'resist_acid',
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 acid %',
2293     type => 'int'
2294     }
2295     ],
2296     [
2297     'resist_drain',
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 draining %',
2301     type => 'int'
2302     }
2303     ],
2304     [
2305     'resist_weaponmagic',
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 weaponmagic %',
2309     type => 'int'
2310     }
2311     ],
2312     [
2313     'resist_ghosthit',
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 ghosthit %',
2317     type => 'int'
2318     }
2319     ],
2320     [
2321     'resist_poison',
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 poison %',
2325     type => 'int'
2326     }
2327     ],
2328     [
2329     'resist_slow',
2330     {
2331     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.',
2332     name => 'resist slow %',
2333     type => 'int'
2334     }
2335     ],
2336     [
2337     'resist_paralyze',
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 paralyze %',
2341     type => 'int'
2342     }
2343     ],
2344     [
2345     'resist_fear',
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 fear %',
2349     type => 'int'
2350     }
2351     ],
2352     [
2353     'resist_deplete',
2354     {
2355     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.',
2356     name => 'resist depletion %',
2357     type => 'int'
2358     }
2359     ],
2360     [
2361     'resist_death',
2362     {
2363     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.',
2364     name => 'resist death-attack %',
2365     type => 'int'
2366     }
2367     ],
2368     [
2369     'resist_chaos',
2370     {
2371     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.',
2372     name => 'resist chaos %',
2373     type => 'int'
2374     }
2375     ],
2376     [
2377     'resist_blind',
2378     {
2379     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.',
2380     name => 'resist blinding %',
2381     type => 'int'
2382     }
2383     ]
2384     ]
2385 root 1.4 ]
2386     ],
2387 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.'
2388     },
2389     Floor => {
2390 root 1.7 attr => [
2391     [
2392     'is_floor',
2393     {
2394     type => 'fixed',
2395     value => 1
2396     }
2397     ],
2398     [
2399     'no_pick',
2400     {
2401     type => 'fixed',
2402     value => 1
2403     }
2404     ],
2405     [
2406     'no_magic',
2407     {
2408     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2409     name => 'no spells',
2410     type => 'bool'
2411     }
2412     ],
2413     [
2414     'damned',
2415     {
2416     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2417     name => 'no prayers',
2418     type => 'bool'
2419     }
2420     ],
2421     [
2422     'unique',
2423     {
2424     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>.',
2425     name => 'unique map',
2426     type => 'bool'
2427     }
2428     ],
2429     [
2430     'msg',
2431     {
2432     desc => 'This text may describe the object.',
2433     end => 'endmsg',
2434     name => 'description',
2435     type => 'text'
2436     }
2437     ]
2438     ],
2439 root 1.3 desc => 'Floor is a very basic thing whithout too much functionality. It\'s a floor - you stand on it.',
2440     ignore => [
2441     $IGNORE_LIST{non_pickable}
2442     ],
2443 root 1.5 name => 'Floor',
2444 root 1.4 section => [
2445     [
2446     'terrain',
2447 root 1.7 [
2448     [
2449 root 1.14 'move_block',
2450     {
2451     desc => 'Objects using these movement types cannot move over this space.',
2452     name => 'blocked movement',
2453     type => 'bitmask',
2454     value => $BITMASK{movement_type}
2455     }
2456     ],
2457     [
2458     'move_allow',
2459     {
2460     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2461     name => 'allowed movement',
2462     type => 'bitmask',
2463     value => $BITMASK{movement_type}
2464     }
2465     ],
2466     [
2467     'move_slow',
2468     {
2469     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2470     name => 'slowed movement',
2471     type => 'bitmask',
2472     value => $BITMASK{movement_type}
2473     }
2474     ],
2475     [
2476     'move_slow_penalty',
2477 root 1.7 {
2478 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)',
2479     name => 'slow movement penalty',
2480 root 1.7 type => 'int'
2481     }
2482     ],
2483     [
2484     'is_wooded',
2485     {
2486     desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2487     name => 'wooded terrain',
2488     type => 'bool'
2489     }
2490     ],
2491     [
2492     'is_hilly',
2493     {
2494     desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2495     name => 'hilly terrain',
2496     type => 'bool'
2497     }
2498     ]
2499     ]
2500 root 1.4 ]
2501     ]
2502 root 1.3 },
2503     'Floor (Encounter)' => {
2504 root 1.7 attr => [
2505     [
2506     'is_floor',
2507     {
2508     type => 'fixed',
2509     value => 1
2510     }
2511     ],
2512     [
2513     'no_pick',
2514     {
2515     type => 'fixed',
2516     value => 1
2517     }
2518     ],
2519     [
2520     'no_magic',
2521     {
2522     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2523     name => 'no spells',
2524     type => 'bool'
2525     }
2526     ],
2527     [
2528     'damned',
2529     {
2530     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2531     name => 'no prayers',
2532     type => 'bool'
2533     }
2534     ],
2535     [
2536     'unique',
2537     {
2538     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>.',
2539     name => 'unique map',
2540     type => 'bool'
2541     }
2542     ],
2543     [
2544     'msg',
2545     {
2546     desc => 'This text may describe the object.',
2547     end => 'endmsg',
2548     name => 'description',
2549     type => 'text'
2550     }
2551     ]
2552     ],
2553 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.',
2554     ignore => [
2555     $IGNORE_LIST{non_pickable}
2556 root 1.4 ],
2557 root 1.5 name => 'Floor (Encounter)',
2558 root 1.4 section => [
2559     [
2560     'terrain',
2561 root 1.7 [
2562     [
2563 root 1.14 'move_block',
2564     {
2565     desc => 'Objects using these movement types cannot move over this space.',
2566     name => 'blocked movement',
2567     type => 'bitmask',
2568     value => $BITMASK{movement_type}
2569     }
2570     ],
2571     [
2572     'move_allow',
2573 root 1.7 {
2574 root 1.14 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2575     name => 'allowed movement',
2576     type => 'bitmask',
2577     value => $BITMASK{movement_type}
2578     }
2579     ],
2580     [
2581     'move_slow',
2582     {
2583     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2584     name => 'slowed movement',
2585     type => 'bitmask',
2586     value => $BITMASK{movement_type}
2587     }
2588     ],
2589     [
2590     'move_slow_penalty',
2591     {
2592     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)',
2593     name => 'slow movement penalty',
2594 root 1.7 type => 'int'
2595     }
2596     ],
2597     [
2598     'is_wooded',
2599     {
2600     desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2601     name => 'wooded terrain',
2602     type => 'bool'
2603     }
2604     ],
2605     [
2606     'is_hilly',
2607     {
2608     desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2609     name => 'hilly terrain',
2610     type => 'bool'
2611     }
2612     ]
2613     ]
2614 root 1.4 ]
2615 root 1.3 ]
2616     },
2617     Food => {
2618 root 1.7 attr => [
2619     [
2620     'food',
2621     {
2622     desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2623     name => 'foodpoints',
2624     type => 'int'
2625     }
2626     ],
2627     [
2628     'startequip',
2629     {
2630     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2631     name => 'godgiven item',
2632     type => 'bool'
2633     }
2634     ]
2635     ],
2636 root 1.5 desc => 'By eating/drinking food-objects, the player can fill his stomache and gain a little health.',
2637     name => 'Food'
2638 root 1.1 },
2639 root 1.3 Gate => {
2640 root 1.7 attr => [
2641     [
2642     'no_pick',
2643     {
2644     type => 'fixed',
2645     value => 1
2646     }
2647     ],
2648     [
2649 elmex 1.20 'speed',
2650     {
2651     desc => 'The speed of the gate affects how fast it is closing/opening.',
2652     type => 'float'
2653     }
2654     ],
2655     [
2656 root 1.7 'connected',
2657     {
2658     desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
2659     name => 'connection',
2660     type => 'int'
2661     }
2662     ],
2663     [
2664     'wc',
2665     {
2666     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.',
2667     name => 'position state',
2668     type => 'int'
2669     }
2670     ],
2671     [
2672 root 1.14 'move_block',
2673     {
2674     desc => 'Objects using these movement types cannot move over this space.',
2675     name => 'blocked movement',
2676     type => 'bitmask',
2677     value => $BITMASK{movement_type}
2678     }
2679     ],
2680     [
2681     'move_allow',
2682     {
2683     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2684     name => 'allowed movement',
2685     type => 'bitmask',
2686     value => $BITMASK{movement_type}
2687     }
2688     ],
2689     [
2690     'move_slow',
2691 root 1.7 {
2692 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2693     name => 'slowed movement',
2694     type => 'bitmask',
2695     value => $BITMASK{movement_type}
2696     }
2697     ],
2698     [
2699     'move_slow_penalty',
2700     {
2701     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)',
2702     name => 'slow movement penalty',
2703     type => 'int'
2704 root 1.7 }
2705     ],
2706     [
2707     'no_magic',
2708     {
2709     desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
2710     name => 'restrict spells',
2711     type => 'bool'
2712     }
2713     ],
2714     [
2715     'damned',
2716     {
2717     desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
2718     name => 'restrict prayers',
2719     type => 'bool'
2720     }
2721     ]
2722     ],
2723 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.',
2724     ignore => [
2725     $IGNORE_LIST{non_pickable}
2726     ],
2727 root 1.5 name => 'Gate',
2728 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".'
2729     },
2730     Girdle => {
2731 root 1.7 attr => [
2732     [
2733     'magic',
2734     {
2735     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.',
2736     name => 'magic bonus',
2737     type => 'int'
2738     }
2739     ]
2740     ],
2741     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.',
2742     import => [
2743     $TYPE{Amulet}
2744     ],
2745     name => 'Girdle',
2746     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2747     },
2748     Gloves => {
2749     attr => [
2750     [
2751     'magic',
2752     {
2753     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.',
2754     name => 'magic bonus',
2755     type => 'int'
2756     }
2757     ]
2758     ],
2759     desc => 'Wearing gloves, the object\'s stats will directly be inherited to the player. Gloves can add defense or damage bonuses.',
2760     import => [
2761     $TYPE{Amulet}
2762     ],
2763     name => 'Gloves',
2764     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2765     },
2766     Handle => {
2767     attr => [
2768     [
2769     'no_pick',
2770     {
2771     type => 'fixed',
2772     value => 1
2773     }
2774     ],
2775     [
2776     'connected',
2777     {
2778     desc => 'Every time the handle is applied, all objects with the same <connection> value are activated.',
2779     name => 'connection',
2780     type => 'int'
2781     }
2782     ],
2783     [
2784     'msg',
2785     {
2786     desc => 'This text may describe the item. You can use this message to explain the handle\'s purpose to the player.',
2787     end => 'endmsg',
2788     name => 'description',
2789     type => 'text'
2790     }
2791     ]
2792     ],
2793     desc => 'A handle can be applied by players and (certain) monsters. Every time it is applied, the &lt;connection&gt; value is triggered.',
2794     ignore => [
2795     $IGNORE_LIST{non_pickable}
2796     ],
2797     name => 'Handle',
2798     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.'
2799     },
2800     'Handle Trigger' => {
2801     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.',
2802     ignore => [
2803     $IGNORE_LIST{non_pickable}
2804     ],
2805     import => [
2806     $TYPE{Handle}
2807     ],
2808     name => 'Handle Trigger',
2809     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.'
2810     },
2811     'Hazard Floor' => {
2812     attr => [
2813     [
2814     'is_floor',
2815     {
2816     type => 'fixed',
2817     value => 1
2818     }
2819     ],
2820     [
2821     'lifesave',
2822     {
2823     type => 'fixed',
2824     value => 1
2825     }
2826     ],
2827     [
2828 root 1.14 'move_on',
2829 root 1.7 {
2830 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2831     name => 'movement type',
2832     type => 'bitmask',
2833     value => $BITMASK{movement_type}
2834 root 1.7 }
2835     ],
2836     [
2837     'no_pick',
2838     {
2839     type => 'fixed',
2840     value => 1
2841     }
2842     ],
2843     [
2844     'attacktype',
2845     {
2846     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.',
2847     name => 'attacktype',
2848     type => 'bitmask',
2849     value => $BITMASK{attacktype}
2850     }
2851     ],
2852     [
2853     'dam',
2854     {
2855     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.',
2856     name => 'base damage',
2857     type => 'int'
2858     }
2859     ],
2860     [
2861     'wc',
2862     {
2863     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.',
2864     name => 'weaponclass',
2865     type => 'int'
2866     }
2867     ],
2868     [
2869     'level',
2870     {
2871     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.',
2872     name => 'attack level',
2873     type => 'int'
2874     }
2875     ],
2876     [
2877     'no_magic',
2878     {
2879     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2880     name => 'no spells',
2881     type => 'bool'
2882     }
2883     ],
2884     [
2885     'damned',
2886     {
2887     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2888     name => 'no prayers',
2889     type => 'bool'
2890     }
2891     ],
2892     [
2893     'unique',
2894     {
2895     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>.',
2896     name => 'unique map',
2897     type => 'bool'
2898     }
2899     ]
2900 root 1.3 ],
2901     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.',
2902     ignore => [
2903     $IGNORE_LIST{non_pickable}
2904     ],
2905 root 1.5 name => 'Hazard Floor',
2906 root 1.4 section => [
2907     [
2908     'terrain',
2909 root 1.7 [
2910     [
2911 root 1.14 'move_block',
2912     {
2913     desc => 'Objects using these movement types cannot move over this space.',
2914     name => 'blocked movement',
2915     type => 'bitmask',
2916     value => $BITMASK{movement_type}
2917     }
2918     ],
2919     [
2920     'move_allow',
2921 root 1.7 {
2922 root 1.14 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2923     name => 'allowed movement',
2924     type => 'bitmask',
2925     value => $BITMASK{movement_type}
2926     }
2927     ],
2928     [
2929     'move_slow',
2930     {
2931     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2932     name => 'slowed movement',
2933     type => 'bitmask',
2934     value => $BITMASK{movement_type}
2935     }
2936     ],
2937     [
2938     'move_slow_penalty',
2939     {
2940     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)',
2941     name => 'slow movement penalty',
2942 root 1.7 type => 'int'
2943     }
2944     ],
2945     [
2946     'is_wooded',
2947     {
2948     desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2949     name => 'wooded terrain',
2950     type => 'bool'
2951     }
2952     ],
2953     [
2954     'is_hilly',
2955     {
2956     desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2957     name => 'hilly terrain',
2958     type => 'bool'
2959     }
2960     ]
2961     ]
2962 root 1.4 ]
2963     ],
2964 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.'
2965     },
2966     Helmet => {
2967 root 1.7 attr => [
2968     [
2969     'magic',
2970     {
2971     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>.',
2972     name => 'magic bonus',
2973     type => 'int'
2974     }
2975     ]
2976     ],
2977 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.',
2978     import => [
2979     $TYPE{Amulet}
2980     ],
2981 root 1.5 name => 'Helmet',
2982 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.'
2983     },
2984     'Holy Altar' => {
2985 root 1.7 attr => [
2986     [
2987     'no_pick',
2988     {
2989     type => 'fixed',
2990     value => 1
2991     }
2992     ],
2993     [
2994     'other_arch',
2995     {
2996     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.',
2997     name => 'god name',
2998     type => 'string'
2999     }
3000     ],
3001     [
3002     'level',
3003     {
3004     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.',
3005     name => 'reconsecrate level',
3006     type => 'int'
3007     }
3008     ]
3009     ],
3010 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.',
3011     ignore => [
3012     $IGNORE_LIST{non_pickable}
3013 root 1.5 ],
3014     name => 'Holy Altar'
3015 root 1.3 },
3016     Horn => {
3017 root 1.7 attr => [
3018     [
3019     'sp',
3020     {
3021     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!',
3022     name => 'spell',
3023     type => 'spell'
3024     }
3025     ],
3026     [
3027     'level',
3028     {
3029     desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should not be set too high.',
3030     name => 'casting level',
3031     type => 'int'
3032     }
3033     ],
3034     [
3035     'hp',
3036     {
3037     desc => 'This value represents the initial amount of spellpoints in the horn. Naturally, this is quite unimportant.',
3038     name => 'initial spellpoints',
3039     type => 'int'
3040     }
3041     ],
3042     [
3043     'maxhp',
3044     {
3045     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.',
3046     name => 'max. spellpoints',
3047     type => 'int'
3048     }
3049     ],
3050     [
3051     'startequip',
3052     {
3053     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3054     name => 'godgiven item',
3055     type => 'bool'
3056     }
3057     ],
3058     [
3059     'msg',
3060     {
3061     desc => 'This text may contain a description of the horn.',
3062     end => 'endmsg',
3063     name => 'description',
3064     type => 'text'
3065     }
3066     ]
3067     ],
3068 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.',
3069     ignore => [
3070     'title'
3071     ],
3072 root 1.5 name => 'Horn',
3073 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.'
3074     },
3075     Inorganic => {
3076 root 1.7 attr => [
3077     [
3078     'is_dust',
3079     {
3080     name => 'is dust',
3081     type => 'bool'
3082     }
3083     ]
3084     ],
3085 root 1.4 desc => 'Inorganic materials are generally used as ingredients for alchemical receipes. By themselves, they have no special functionalities.',
3086 root 1.5 name => 'Inorganic',
3087 root 1.4 section => [
3088     [
3089     'resistance',
3090 root 1.7 [
3091     [
3092     'resist_physical',
3093     {
3094     name => 'resist physical %',
3095     type => 'int'
3096     }
3097     ],
3098     [
3099     'resist_magic',
3100     {
3101     name => 'resist magic %',
3102     type => 'int'
3103     }
3104     ],
3105     [
3106     'resist_fire',
3107     {
3108     name => 'resist fire %',
3109     type => 'int'
3110     }
3111     ],
3112     [
3113     'resist_electricity',
3114     {
3115     name => 'resist electricity %',
3116     type => 'int'
3117     }
3118     ],
3119     [
3120     'resist_cold',
3121     {
3122     name => 'resist cold %',
3123     type => 'int'
3124     }
3125     ],
3126     [
3127     'resist_acid',
3128     {
3129     name => 'resist acid %',
3130     type => 'int'
3131     }
3132     ],
3133     [
3134     'resist_weaponmagic',
3135     {
3136     name => 'resist weaponmagic %',
3137     type => 'int'
3138     }
3139     ],
3140     [
3141     'resist_ghosthit',
3142     {
3143     name => 'resist ghosthit %',
3144     type => 'int'
3145     }
3146     ],
3147     [
3148     'resist_poison',
3149     {
3150     name => 'resist poison %',
3151     type => 'int'
3152     }
3153     ],
3154     [
3155     'resist_death',
3156     {
3157     name => 'resist death-attack %',
3158     type => 'int'
3159     }
3160     ],
3161     [
3162     'resist_chaos',
3163     {
3164     name => 'resist chaos %',
3165     type => 'int'
3166     }
3167     ],
3168     [
3169     'resist_holyword',
3170     {
3171     name => 'resist holy power %',
3172     type => 'int'
3173     }
3174     ]
3175     ]
3176 root 1.4 ]
3177     ]
3178 root 1.1 },
3179 root 1.3 'Inventory Checker' => {
3180 root 1.7 attr => [
3181     [
3182     'no_pick',
3183     {
3184     type => 'fixed',
3185     value => 1
3186     }
3187     ],
3188     [
3189     'slaying',
3190     {
3191     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.',
3192     name => 'match key string',
3193     type => 'string'
3194     }
3195     ],
3196     [
3197     'race',
3198     {
3199     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>.',
3200     name => 'match arch name',
3201     type => 'string'
3202     }
3203     ],
3204     [
3205     'hp',
3206     {
3207     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. ;)',
3208     name => 'match type',
3209     type => 'int'
3210     }
3211     ],
3212     [
3213     'last_sp',
3214     {
3215     desc => 'Enabled means having that object is a match. Disabled means not having that object is a match.',
3216     name => 'match = having',
3217     type => 'bool'
3218     }
3219     ],
3220     [
3221     'connected',
3222     {
3223     desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
3224     name => 'connection',
3225     type => 'int'
3226     }
3227     ],
3228     [
3229 root 1.14 'move_block',
3230 root 1.7 {
3231 root 1.14 desc => 'Objects using these movement types cannot move over this space.',
3232     name => 'blocked movement',
3233     type => 'bitmask',
3234     value => $BITMASK{movement_type}
3235     }
3236     ],
3237     [
3238     'move_allow',
3239     {
3240     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3241     name => 'allowed movement',
3242     type => 'bitmask',
3243     value => $BITMASK{movement_type}
3244     }
3245     ],
3246     [
3247     'move_slow',
3248     {
3249     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3250     name => 'slowed movement',
3251     type => 'bitmask',
3252     value => $BITMASK{movement_type}
3253     }
3254     ],
3255     [
3256     'move_slow_penalty',
3257     {
3258     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)',
3259     name => 'slow movement penalty',
3260     type => 'int'
3261 root 1.7 }
3262     ],
3263     [
3264     'last_heal',
3265     {
3266     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!',
3267     name => 'remove match',
3268     type => 'bool'
3269     }
3270     ]
3271     ],
3272 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.',
3273 root 1.3 ignore => [
3274     $IGNORE_LIST{system_object}
3275     ],
3276 root 1.5 name => 'Inventory Checker',
3277 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.'
3278     },
3279 root 1.8 'Item Transformer' => {
3280     attr => [
3281     [
3282     'food',
3283     {
3284     desc => '<number of uses> controls how many times the item transformer can be used. The value 0 means "unlimited"',
3285     name => 'number of uses',
3286     type => 'int'
3287     }
3288     ],
3289     [
3290     'slaying',
3291     {
3292     desc => 'Contains the verb that is used to construct a message to the player applying the item transformer.',
3293     name => 'verb',
3294     type => 'string'
3295     }
3296     ],
3297     [
3298     'startequip',
3299     {
3300     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3301     name => 'godgiven item',
3302     type => 'bool'
3303     }
3304     ],
3305     [
3306     'msg',
3307     {
3308     desc => 'This text may contain a description of the item transformer.',
3309     end => 'endmsg',
3310     name => 'description',
3311     type => 'text'
3312     }
3313     ]
3314     ],
3315     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.',
3316     name => 'Item Transformer',
3317     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\'.'
3318     },
3319 root 1.3 Jewel => {
3320 root 1.7 attr => [
3321     [
3322     'race',
3323     {
3324     type => 'fixed',
3325     value => 'gold and jewels'
3326     }
3327     ],
3328     [
3329     'msg',
3330     {
3331     desc => 'This text may describe the object.',
3332     end => 'endmsg',
3333     name => 'description',
3334     type => 'text'
3335     }
3336     ]
3337     ],
3338 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.',
3339     name => 'Jewel'
3340 root 1.1 },
3341 root 1.9 Key => {
3342     attr => [
3343     [
3344     'startequip',
3345     {
3346     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3347     name => 'godgiven item',
3348     type => 'bool'
3349     }
3350     ]
3351     ],
3352     desc => 'When carrying a key, a normal door can be opened. The key will disappear.',
3353     name => 'Key'
3354     },
3355 root 1.3 'Locked Door' => {
3356 root 1.7 attr => [
3357     [
3358 root 1.14 'move_type',
3359 root 1.7 {
3360     type => 'fixed',
3361 root 1.14 value => 0
3362 root 1.7 }
3363     ],
3364     [
3365     'no_pick',
3366     {
3367     type => 'fixed',
3368     value => 1
3369     }
3370     ],
3371     [
3372     'slaying',
3373     {
3374     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".',
3375     name => 'key string',
3376     type => 'string'
3377     }
3378     ],
3379     [
3380     'no_magic',
3381     {
3382     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).',
3383     name => 'restrict spells',
3384     type => 'bool'
3385     }
3386     ],
3387     [
3388     'damned',
3389     {
3390     desc => 'Restricting the use of prayers to pass this door. This should be set in most cases.',
3391     name => 'restrict prayers',
3392     type => 'bool'
3393     }
3394     ],
3395     [
3396     'msg',
3397     {
3398     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.',
3399     end => 'endmsg',
3400     name => 'lock message',
3401     type => 'text'
3402     }
3403     ]
3404     ],
3405     desc => 'A locked door can be opened only when carrying the appropriate special key.',
3406     ignore => [
3407     $IGNORE_LIST{non_pickable}
3408     ],
3409     name => 'Locked Door',
3410     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).'
3411     },
3412     'Magic Ear' => {
3413     attr => [
3414     [
3415     'no_pick',
3416     {
3417     type => 'fixed',
3418     value => 1
3419     }
3420     ],
3421     [
3422     'connected',
3423     {
3424     desc => 'The Magic_ear will trigger all objects with the same connection value, every time it is activated.',
3425     name => 'connection',
3426     type => 'int'
3427     }
3428     ],
3429     [
3430     'msg',
3431     {
3432     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!',
3433     end => 'endmsg',
3434     name => 'keyword-matching',
3435     type => 'text'
3436     }
3437     ]
3438     ],
3439     desc => 'Magic_ears trigger a connected value when the player speaks a specific keyword.',
3440     ignore => [
3441     $IGNORE_LIST{system_object}
3442     ],
3443     name => 'Magic Ear',
3444     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.'
3445     },
3446     'Magic Wall' => {
3447     attr => [
3448     [
3449     'dam',
3450     {
3451     desc => 'The magic wall will cast this <spell>.',
3452     name => 'spell',
3453     type => 'spell'
3454     }
3455     ],
3456     [
3457     'level',
3458     {
3459     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.',
3460     name => 'spell level',
3461     type => 'int'
3462     }
3463     ],
3464     [
3465     'connected',
3466     {
3467     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.',
3468     name => 'connection',
3469     type => 'int'
3470     }
3471     ],
3472     [
3473 elmex 1.21 'activate_on_push',
3474     {
3475     desc => 'Whether the teleporter should only be activated on push.',
3476     name => 'Activate on push',
3477     type => 'bool'
3478     }
3479     ],
3480     [
3481     'activate_on_release',
3482     {
3483     desc => 'Whether the teleporter should only be activated on release.',
3484     name => 'Activate on release',
3485     type => 'bool'
3486     }
3487     ],
3488     [
3489 root 1.7 'speed',
3490     {
3491     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".',
3492     name => 'casting speed',
3493     type => 'float'
3494     }
3495     ],
3496     [
3497 root 1.17 'speed_left',
3498     {
3499     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.',
3500     name => 'speed left',
3501     type => 'float'
3502     }
3503     ],
3504     [
3505 root 1.7 'sp',
3506     {
3507     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.',
3508     name => 'direction',
3509     type => 'list',
3510     value => $LIST{direction}
3511     }
3512     ],
3513     [
3514 root 1.14 'move_block',
3515     {
3516     desc => 'Objects using these movement types cannot move over this space.',
3517     name => 'blocked movement',
3518     type => 'bitmask',
3519     value => $BITMASK{movement_type}
3520     }
3521     ],
3522     [
3523     'move_allow',
3524     {
3525     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3526     name => 'allowed movement',
3527     type => 'bitmask',
3528     value => $BITMASK{movement_type}
3529     }
3530     ],
3531     [
3532     'move_slow',
3533 root 1.7 {
3534 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3535     name => 'slowed movement',
3536     type => 'bitmask',
3537     value => $BITMASK{movement_type}
3538     }
3539     ],
3540     [
3541     'move_slow_penalty',
3542     {
3543     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)',
3544     name => 'slow movement penalty',
3545     type => 'int'
3546 root 1.7 }
3547     ]
3548 root 1.3 ],
3549     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.',
3550     ignore => [
3551     $IGNORE_LIST{non_pickable}
3552     ],
3553 root 1.5 name => 'Magic Wall',
3554 root 1.4 section => [
3555     [
3556     'destroyable',
3557 root 1.7 [
3558     [
3559     'alive',
3560     {
3561     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.',
3562     name => 'is destroyable',
3563     type => 'bool'
3564     }
3565     ],
3566     [
3567     'hp',
3568     {
3569     desc => 'The more <hitpoints> the wall has, the longer it takes to be destroyed.',
3570     name => 'hitpoints',
3571     type => 'int'
3572     }
3573     ],
3574     [
3575     'maxhp',
3576     {
3577     desc => '<max hitpoints> are the maximum amount of hitpoints the wall can have. This only makes sense if the wall can regain health.',
3578     name => 'max hitpoints',
3579     type => 'int'
3580     }
3581     ],
3582     [
3583     'ac',
3584     {
3585     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>.',
3586     name => 'armour class',
3587     type => 'int'
3588     }
3589     ]
3590     ]
3591     ],
3592     [
3593     'resistance',
3594     [
3595     [
3596     'resist_physical',
3597     {
3598     name => 'resist physical %',
3599     type => 'int'
3600     }
3601     ],
3602     [
3603     'resist_magic',
3604     {
3605     name => 'resist magic %',
3606     type => 'int'
3607     }
3608     ],
3609     [
3610     'resist_fire',
3611     {
3612     name => 'resist fire %',
3613     type => 'int'
3614     }
3615     ],
3616     [
3617     'resist_electricity',
3618     {
3619     name => 'resist electricity %',
3620     type => 'int'
3621     }
3622     ],
3623     [
3624     'resist_cold',
3625     {
3626     name => 'resist cold %',
3627     type => 'int'
3628     }
3629     ],
3630     [
3631     'resist_confusion',
3632     {
3633     name => 'resist confusion %',
3634     type => 'int'
3635     }
3636     ],
3637     [
3638     'resist_acid',
3639     {
3640     name => 'resist acid %',
3641     type => 'int'
3642     }
3643     ],
3644     [
3645     'resist_drain',
3646     {
3647     name => 'resist draining %',
3648     type => 'int'
3649     }
3650     ],
3651     [
3652     'resist_weaponmagic',
3653     {
3654     name => 'resist weaponmagic %',
3655     type => 'int'
3656     }
3657     ],
3658     [
3659     'resist_ghosthit',
3660     {
3661     name => 'resist ghosthit %',
3662     type => 'int'
3663     }
3664     ],
3665     [
3666     'resist_poison',
3667     {
3668     name => 'resist poison %',
3669     type => 'int'
3670     }
3671     ],
3672     [
3673     'resist_slow',
3674     {
3675     name => 'resist slow %',
3676     type => 'int'
3677     }
3678     ],
3679     [
3680     'resist_paralyze',
3681     {
3682     name => 'resist paralyze %',
3683     type => 'int'
3684     }
3685     ],
3686     [
3687     'resist_fear',
3688     {
3689     name => 'resist fear %',
3690     type => 'int'
3691     }
3692     ],
3693     [
3694     'resist_deplete',
3695     {
3696     name => 'resist depletion %',
3697     type => 'int'
3698     }
3699     ],
3700     [
3701     'resist_turn_undead',
3702     {
3703     name => 'resist turn undead %',
3704     type => 'int'
3705     }
3706     ],
3707     [
3708     'resist_death',
3709     {
3710     name => 'resist death-attack %',
3711     type => 'int'
3712     }
3713     ],
3714     [
3715     'resist_chaos',
3716     {
3717     name => 'resist chaos %',
3718     type => 'int'
3719     }
3720     ],
3721     [
3722     'resist_blind',
3723     {
3724     name => 'resist blinding %',
3725     type => 'int'
3726     }
3727     ],
3728     [
3729     'resist_holyword',
3730     {
3731     name => 'resist holy power %',
3732     type => 'int'
3733     }
3734     ],
3735     [
3736     'resist_godpower',
3737     {
3738     name => 'resist godpower %',
3739     type => 'int'
3740     }
3741     ]
3742     ]
3743     ]
3744     ],
3745     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".'
3746     },
3747     Marker => {
3748     attr => [
3749     [
3750     'no_pick',
3751     {
3752     type => 'fixed',
3753     value => 1
3754     }
3755     ],
3756     [
3757     'slaying',
3758     {
3759     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.',
3760     name => 'key string',
3761     type => 'string'
3762     }
3763     ],
3764     [
3765     'connected',
3766     {
3767     desc => 'When the detector is triggered, all objects with the same connection value get activated.',
3768     name => 'connection',
3769     type => 'int'
3770     }
3771     ],
3772     [
3773     'speed',
3774 root 1.4 {
3775 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.',
3776     name => 'marking speed',
3777     type => 'float'
3778 root 1.4 }
3779     ],
3780     [
3781 root 1.17 'speed_left',
3782     {
3783     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.',
3784     name => 'speed left',
3785     type => 'float'
3786     }
3787     ],
3788     [
3789 root 1.7 'food',
3790     {
3791     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.',
3792     name => 'mark duration',
3793     type => 'int'
3794     }
3795     ],
3796     [
3797     'name',
3798     {
3799     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.',
3800     name => 'delete mark',
3801     type => 'string'
3802     }
3803     ],
3804     [
3805     'msg',
3806 root 1.4 {
3807 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.',
3808     end => 'endmsg',
3809     name => 'marking message',
3810     type => 'text'
3811 root 1.4 }
3812     ]
3813     ],
3814 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.',
3815     ignore => [
3816     $IGNORE_LIST{system_object}
3817     ],
3818 root 1.5 name => 'Marker',
3819 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.'
3820     },
3821     Misc => {
3822 root 1.7 attr => [
3823     [
3824 root 1.14 'move_block',
3825     {
3826     desc => 'Objects using these movement types cannot move over this space.',
3827     name => 'blocked movement',
3828     type => 'bitmask',
3829     value => $BITMASK{movement_type}
3830     }
3831     ],
3832     [
3833     'move_allow',
3834     {
3835     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3836     name => 'allowed movement',
3837     type => 'bitmask',
3838     value => $BITMASK{movement_type}
3839     }
3840     ],
3841     [
3842     'move_slow',
3843 root 1.7 {
3844 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3845     name => 'slowed movement',
3846     type => 'bitmask',
3847     value => $BITMASK{movement_type}
3848     }
3849     ],
3850     [
3851     'move_slow_penalty',
3852     {
3853     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)',
3854     name => 'slow movement penalty',
3855     type => 'int'
3856 root 1.7 }
3857     ],
3858     [
3859     'cursed',
3860     {
3861     desc => 'Curses can have various effects: On equipment and food, they generally harm the player in some way.',
3862     name => 'cursed',
3863     type => 'bool'
3864     }
3865     ],
3866     [
3867     'damned',
3868     {
3869     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.',
3870     name => 'damned',
3871     type => 'bool'
3872     }
3873     ],
3874     [
3875     'unique',
3876     {
3877     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
3878     name => 'unique item',
3879     type => 'bool'
3880     }
3881     ],
3882     [
3883     'startequip',
3884     {
3885     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3886     name => 'godgiven item',
3887     type => 'bool'
3888     }
3889     ],
3890     [
3891     'msg',
3892     {
3893     desc => 'This text may describe the object.',
3894     end => 'endmsg',
3895     name => 'description',
3896     type => 'text'
3897     }
3898     ]
3899     ],
3900 root 1.5 name => 'Misc'
3901 root 1.1 },
3902 root 1.3 Money => {
3903 root 1.7 attr => [
3904     [
3905     'race',
3906     {
3907     type => 'fixed',
3908     value => 'gold and jewels'
3909     }
3910     ]
3911     ],
3912 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.',
3913     ignore => [
3914     'unpaid'
3915 root 1.5 ],
3916     name => 'Money'
3917 root 1.3 },
3918     'Monster & NPC' => {
3919 root 1.7 attr => [
3920     [
3921     'alive',
3922     {
3923     type => 'fixed',
3924     value => 1
3925     }
3926     ],
3927     [
3928     'randomitems',
3929     {
3930     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>.',
3931     name => 'treasurelist',
3932     type => 'treasurelist'
3933     }
3934     ],
3935     [
3936     'level',
3937     {
3938     desc => 'A monster\'s <level> is the most important attribute. <level> affects the power of a monster in various ways.',
3939     name => 'level',
3940     type => 'int'
3941     }
3942     ],
3943     [
3944     'race',
3945     {
3946 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.',
3947 root 1.7 name => 'race',
3948     type => 'string'
3949     }
3950     ],
3951     [
3952     'exp',
3953     {
3954 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!',
3955 root 1.7 name => 'experience',
3956     type => 'int'
3957     }
3958     ],
3959     [
3960     'speed',
3961     {
3962     desc => 'The <speed> determines how fast a monster will both move and fight. High <speed> makes a monster considerably stronger.',
3963     name => 'speed',
3964     type => 'float'
3965     }
3966     ],
3967     [
3968 root 1.17 'speed_left',
3969     {
3970     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.',
3971     name => 'speed left',
3972     type => 'float'
3973     }
3974     ],
3975     [
3976 root 1.7 'other_arch',
3977     {
3978     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.',
3979     name => 'breed monster',
3980     type => 'string'
3981     }
3982     ],
3983     [
3984     'generator',
3985     {
3986     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.',
3987     name => 'multiply',
3988     type => 'bool'
3989     }
3990     ],
3991     [
3992     'use_content_on_gen',
3993     {
3994     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.',
3995     name => 'template generation',
3996     type => 'bool'
3997     }
3998     ],
3999     [
4000 root 1.14 'move_type',
4001 root 1.7 {
4002 root 1.14 desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
4003     name => 'movement type',
4004     type => 'bitmask',
4005     value => $BITMASK{movement_type}
4006 root 1.7 }
4007     ],
4008     [
4009     'undead',
4010     {
4011     desc => 'Several spells only affect undead monsters: turn undead, banish undead, holy word, etc.',
4012     name => 'undead',
4013     type => 'bool'
4014     }
4015     ],
4016     [
4017     'carrying',
4018     {
4019     desc => 'If a monster has something in the inventory, this value can be set to reflect the slowdown due to the carried weight.',
4020     name => 'carries weight',
4021     type => 'int'
4022     }
4023     ],
4024     [
4025     'msg',
4026     {
4027     end => 'endmsg',
4028     name => 'npc message',
4029     type => 'text'
4030     }
4031     ]
4032     ],
4033 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.',
4034     ignore => [
4035     'material',
4036     'name_pl',
4037     'nrof',
4038     'value',
4039     'unpaid'
4040     ],
4041 root 1.5 name => 'Monster & NPC',
4042 root 1.4 section => [
4043     [
4044     'melee',
4045 root 1.7 [
4046     [
4047     'attacktype',
4048     {
4049     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.',
4050     name => 'attacktype',
4051     type => 'bitmask',
4052     value => $BITMASK{attacktype}
4053     }
4054     ],
4055     [
4056     'dam',
4057     {
4058     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.',
4059     name => 'damage',
4060     type => 'int'
4061     }
4062     ],
4063     [
4064     'wc',
4065     {
4066     desc => 'Monsters of high <weapon class> are more likely to really hit their opponent. <weapon class> can be considered the "counterpiece" to <armour class>.',
4067     name => 'weapon class',
4068     type => 'int'
4069     }
4070     ],
4071     [
4072     'hp',
4073     {
4074     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>.',
4075     name => 'health points',
4076     type => 'int'
4077     }
4078     ],
4079     [
4080     'maxhp',
4081     {
4082     desc => '<max health> is the maximum amount of <health points> this monster can have.',
4083     name => 'max health',
4084     type => 'int'
4085     }
4086     ],
4087     [
4088     'ac',
4089     {
4090     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).',
4091     name => 'armour class',
4092     type => 'int'
4093     }
4094     ],
4095     [
4096     'Con',
4097     {
4098 root 1.8 desc => 'Monsters regenerate this many health points each 4 ticks. Hence, the healing rate is independent of <speed>.',
4099 root 1.7 name => 'healing rate',
4100     type => 'int'
4101     }
4102     ],
4103     [
4104     'reflect_missile',
4105     {
4106     desc => 'A monster with this flag has the ability to <reflect missiles>, all kinds of projectiles (e.g. arrows, bolts, boulders) will bounce off.',
4107     name => 'reflect missiles',
4108     type => 'bool'
4109     }
4110     ],
4111     [
4112     'hitback',
4113     {
4114     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.',
4115     name => 'hitback',
4116     type => 'bool'
4117     }
4118     ],
4119     [
4120     'one_hit',
4121     {
4122     desc => 'Monsters with <one hit only> dissapear after one successful hit to a player.',
4123     name => 'one hit only',
4124     type => 'bool'
4125     }
4126     ]
4127     ]
4128     ],
4129     [
4130     'spellcraft',
4131     [
4132     [
4133     'can_cast_spell',
4134     {
4135     desc => 'If <can cast spell> is disabled, the monster cannot cast any spell. Only wands/rods/etc can be used, given the appropriate abilities.',
4136     name => 'can cast spell',
4137     type => 'bool'
4138     }
4139     ],
4140     [
4141     'reflect_spell',
4142     {
4143     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.',
4144     name => 'reflect spells',
4145     type => 'bool'
4146     }
4147     ],
4148     [
4149     'sp',
4150     {
4151     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>.',
4152     name => 'spellpoints',
4153     type => 'int'
4154     }
4155     ],
4156     [
4157     'maxsp',
4158     {
4159     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.',
4160     name => 'max spellpoints',
4161     type => 'int'
4162     }
4163     ],
4164     [
4165     'Pow',
4166     {
4167 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.',
4168 root 1.7 name => 'spellpoint regen.',
4169     type => 'int'
4170     }
4171     ],
4172     [
4173     'path_attuned',
4174     {
4175     desc => 'Click on the <attuned paths> button to select spellpaths. The creature will get attuned to the specified spellpaths.',
4176     name => 'attuned paths',
4177     type => 'bitmask',
4178     value => $BITMASK{spellpath}
4179     }
4180     ],
4181     [
4182     'path_repelled',
4183     {
4184     desc => 'Click on the <repelled paths> button to select spellpaths. The creature will get repelled to the specified spellpaths.',
4185     name => 'repelled paths',
4186     type => 'bitmask',
4187     value => $BITMASK{spellpath}
4188     }
4189     ],
4190     [
4191     'path_denied',
4192     {
4193     desc => 'Click on the <denied paths> button to select spellpaths. The creature won\'t be able to cast spells of the specified paths.',
4194     name => 'denied paths',
4195     type => 'bitmask',
4196     value => $BITMASK{spellpath}
4197     }
4198     ]
4199     ]
4200     ],
4201     [
4202     'ability',
4203     [
4204     [
4205     'Int',
4206     {
4207     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.',
4208     name => 'detect hidden',
4209     type => 'int'
4210     }
4211     ],
4212     [
4213     'see_invisible',
4214     {
4215     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.',
4216     name => 'see invisible',
4217     type => 'bool'
4218     }
4219     ],
4220     [
4221     'can_see_in_dark',
4222     {
4223     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.',
4224     name => 'see in darkness',
4225     type => 'bool'
4226     }
4227     ],
4228     [
4229     'can_use_weapon',
4230     {
4231     desc => 'Monster is able to wield weapon type objects.',
4232     name => 'can use weapons',
4233     type => 'bool'
4234     }
4235     ],
4236     [
4237     'can_use_bow',
4238     {
4239     desc => 'Monster is able to use missile-weapon type objects.',
4240     name => 'can use bows',
4241     type => 'bool'
4242     }
4243     ],
4244     [
4245     'can_use_armour',
4246     {
4247     desc => 'Monster is able to wear protective equipment like brestplate armour, shields, helmets etc.',
4248     name => 'can use armour',
4249     type => 'bool'
4250     }
4251     ],
4252     [
4253     'can_use_ring',
4254     {
4255     desc => 'Monster is able to wear rings.',
4256     name => 'can use rings',
4257     type => 'bool'
4258     }
4259     ],
4260     [
4261     'can_use_wand',
4262     {
4263     desc => 'Monster is able to use wands and staves.',
4264     name => 'can use wands',
4265     type => 'bool'
4266     }
4267     ],
4268     [
4269     'can_use_rod',
4270     {
4271     desc => 'Monster is able to use rods.',
4272     name => 'can use rods',
4273     type => 'bool'
4274     }
4275     ],
4276     [
4277     'can_use_scroll',
4278     {
4279     desc => 'Monster is able to read scrolls.',
4280     name => 'can use scrolls',
4281     type => 'bool'
4282     }
4283     ],
4284     [
4285     'can_use_skill',
4286     {
4287     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>.',
4288     name => 'can use skills',
4289     type => 'bool'
4290     }
4291     ]
4292     ]
4293     ],
4294     [
4295     'behave',
4296     [
4297     [
4298     'monster',
4299     {
4300     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.',
4301     name => 'monster behaviour',
4302     type => 'bool'
4303     }
4304     ],
4305     [
4306     'unaggressive',
4307     {
4308     desc => '<unaggressive> monsters do not attack players unless attacked first.',
4309     name => 'unaggressive',
4310     type => 'bool'
4311     }
4312     ],
4313     [
4314     'friendly',
4315     {
4316     desc => '<friendly> monsters help the player, attacking any non-friendly monsters in range.',
4317     name => 'friendly',
4318     type => 'bool'
4319     }
4320     ],
4321     [
4322     'stand_still',
4323     {
4324     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.',
4325     name => 'stand still',
4326     type => 'bool'
4327     }
4328     ],
4329     [
4330     'sleep',
4331     {
4332     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.',
4333     name => 'asleep',
4334     type => 'bool'
4335     }
4336     ],
4337     [
4338     'will_apply',
4339     {
4340     desc => 'This entry defines which kinds of environment actions the creature is able to perform.',
4341     name => 'misc. actions',
4342     type => 'bitmask',
4343     value => $BITMASK{will_apply}
4344     }
4345     ],
4346     [
4347     'pick_up',
4348     {
4349     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.',
4350     name => 'pick up',
4351     type => 'bitmask',
4352     value => $BITMASK{pick_up}
4353     }
4354     ],
4355     [
4356     'Wis',
4357     {
4358     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.',
4359     name => 'sensing range',
4360     type => 'int'
4361     }
4362     ],
4363     [
4364 root 1.15 'attack_movement_bits_0_3',
4365 root 1.7 {
4366 root 1.15 desc => 'If this is set to default, the standard mode of movement will be used.',
4367 root 1.7 name => 'attack movement',
4368 root 1.15 type => 'list',
4369     value => $LIST{attack_movement_bits_0_3}
4370     }
4371     ],
4372     [
4373     'attack_movement_bits_4_7',
4374     {
4375     desc => 'This movement is not in effect when the monster has an enemy and should only be used for non agressive monsters.',
4376     name => 'normal movement',
4377     type => 'list',
4378     value => $LIST{attack_movement_bits_4_7}
4379 root 1.7 }
4380     ],
4381     [
4382     'run_away',
4383     {
4384     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.',
4385     name => 'run at % health',
4386     type => 'int'
4387     }
4388     ]
4389     ]
4390     ],
4391     [
4392     'resistance',
4393     [
4394     [
4395     'resist_physical',
4396     {
4397     name => 'resist physical %',
4398     type => 'int'
4399     }
4400     ],
4401     [
4402     'resist_magic',
4403     {
4404     name => 'resist magic %',
4405     type => 'int'
4406     }
4407     ],
4408     [
4409     'resist_fire',
4410     {
4411     name => 'resist fire %',
4412     type => 'int'
4413     }
4414     ],
4415     [
4416     'resist_electricity',
4417     {
4418     name => 'resist electricity %',
4419     type => 'int'
4420     }
4421     ],
4422     [
4423     'resist_cold',
4424     {
4425     name => 'resist cold %',
4426     type => 'int'
4427     }
4428     ],
4429     [
4430     'resist_confusion',
4431     {
4432     name => 'resist confusion %',
4433     type => 'int'
4434     }
4435     ],
4436     [
4437     'resist_acid',
4438     {
4439     name => 'resist acid %',
4440     type => 'int'
4441     }
4442     ],
4443     [
4444     'resist_drain',
4445     {
4446     name => 'resist draining %',
4447     type => 'int'
4448     }
4449     ],
4450     [
4451     'resist_weaponmagic',
4452     {
4453     name => 'resist weaponmagic %',
4454     type => 'int'
4455     }
4456     ],
4457     [
4458     'resist_ghosthit',
4459     {
4460     name => 'resist ghosthit %',
4461     type => 'int'
4462     }
4463     ],
4464     [
4465     'resist_poison',
4466     {
4467     name => 'resist poison %',
4468     type => 'int'
4469     }
4470     ],
4471     [
4472     'resist_slow',
4473     {
4474     name => 'resist slow %',
4475     type => 'int'
4476     }
4477     ],
4478     [
4479     'resist_paralyze',
4480     {
4481     name => 'resist paralyze %',
4482     type => 'int'
4483     }
4484     ],
4485     [
4486     'resist_fear',
4487     {
4488     name => 'resist fear %',
4489     type => 'int'
4490     }
4491     ],
4492     [
4493     'resist_deplete',
4494     {
4495     name => 'resist depletion %',
4496     type => 'int'
4497     }
4498     ],
4499     [
4500     'resist_turn_undead',
4501     {
4502     name => 'resist turn undead %',
4503     type => 'int'
4504     }
4505     ],
4506     [
4507     'resist_death',
4508     {
4509     name => 'resist death-attack %',
4510     type => 'int'
4511     }
4512     ],
4513     [
4514     'resist_chaos',
4515     {
4516     name => 'resist chaos %',
4517     type => 'int'
4518     }
4519     ],
4520     [
4521     'resist_blind',
4522     {
4523     name => 'resist blinding %',
4524     type => 'int'
4525     }
4526     ],
4527     [
4528     'resist_holyword',
4529     {
4530     name => 'resist holy power %',
4531     type => 'int'
4532     }
4533     ],
4534     [
4535     'resist_godpower',
4536     {
4537     name => 'resist godpower %',
4538     type => 'int'
4539     }
4540     ]
4541     ]
4542     ]
4543     ],
4544     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. :-)'
4545     },
4546 root 1.9 'Monster (Grimreaper)' => {
4547     desc => 'A grimreaper is a monster that vanishes after it did some number of draining attacks.',
4548     ignore => [
4549     'material',
4550     'name_pl',
4551     'nrof',
4552     'value',
4553     'unpaid'
4554     ],
4555     import => [
4556     $TYPE{'Monster & NPC'}
4557     ],
4558     name => 'Monster (Grimreaper)',
4559     section => [
4560     [
4561     'grimreaper',
4562     [
4563     [
4564     'value',
4565     {
4566     desc => 'The object vanishes after this number of draining attacks.',
4567     name => 'attacks',
4568     type => 'int'
4569     }
4570     ]
4571     ]
4572     ]
4573     ]
4574     },
4575 root 1.7 'Mood Floor' => {
4576     attr => [
4577     [
4578     'no_pick',
4579 root 1.4 {
4580 root 1.7 type => 'fixed',
4581     value => 1
4582 root 1.4 }
4583     ],
4584     [
4585 root 1.7 'last_sp',
4586     {
4587     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!',
4588     name => 'mood',
4589     type => 'list',
4590     value => $LIST{mood}
4591     }
4592     ],
4593     [
4594     'connected',
4595     {
4596     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!',
4597     name => 'connection',
4598     type => 'int'
4599     }
4600     ],
4601     [
4602     'no_magic',
4603     {
4604     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
4605     name => 'no spells',
4606     type => 'bool'
4607     }
4608     ],
4609     [
4610     'damned',
4611     {
4612     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
4613     name => 'no prayers',
4614     type => 'bool'
4615     }
4616     ]
4617     ],
4618     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.',
4619     ignore => [
4620     $IGNORE_LIST{system_object}
4621     ],
4622     name => 'Mood Floor',
4623     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.)'
4624     },
4625     Mover => {
4626     attr => [
4627     [
4628     'attacktype',
4629     {
4630     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.',
4631     name => 'forced movement',
4632     type => 'bool'
4633     }
4634     ],
4635     [
4636     'maxsp',
4637     {
4638     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.',
4639     name => 'freeze duration',
4640     type => 'int'
4641     }
4642     ],
4643     [
4644     'speed',
4645     {
4646     desc => 'The movement speed value determines how fast a chain of these movers will push a player along (default is -0.2).',
4647     name => 'movement speed',
4648     type => 'float'
4649     }
4650     ],
4651     [
4652 root 1.17 'speed_left',
4653     {
4654     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.',
4655     name => 'speed left',
4656     type => 'float'
4657     }
4658     ],
4659     [
4660 root 1.7 'sp',
4661     {
4662     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.',
4663     name => 'direction',
4664     type => 'list',
4665     value => $LIST{direction}
4666     }
4667     ],
4668     [
4669     'lifesave',
4670     {
4671 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.',
4672 root 1.7 name => 'gets used up',
4673     type => 'bool'
4674     }
4675     ],
4676     [
4677     'hp',
4678     {
4679     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).',
4680     name => 'number of uses',
4681     type => 'int'
4682     }
4683     ]
4684     ],
4685     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.',
4686     ignore => [
4687     $IGNORE_LIST{non_pickable}
4688     ],
4689     name => 'Mover',
4690     section => [
4691     [
4692     'targets',
4693     [
4694     [
4695     'level',
4696     {
4697     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.',
4698     name => 'move players',
4699     type => 'bool'
4700     }
4701     ],
4702     [
4703 root 1.14 'move_on',
4704 root 1.7 {
4705 root 1.14 desc => 'Which movement types activate the mover.',
4706     name => 'movement type',
4707     type => 'movement_type'
4708 root 1.7 }
4709     ]
4710     ]
4711     ]
4712     ],
4713     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).'
4714     },
4715     Pedestal => {
4716     attr => [
4717     [
4718     'no_pick',
4719 root 1.4 {
4720 root 1.7 type => 'fixed',
4721     value => 1
4722 root 1.4 }
4723     ],
4724     [
4725 root 1.7 'slaying',
4726 root 1.4 {
4727 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.',
4728     name => 'match race',
4729     type => 'string'
4730 root 1.4 }
4731     ],
4732     [
4733 root 1.7 'connected',
4734 root 1.4 {
4735 root 1.7 desc => 'When the pedestal is triggered, all objects with the same connection value get activated.',
4736     name => 'connection',
4737     type => 'int'
4738 root 1.4 }
4739     ],
4740     [
4741 root 1.14 'move_on',
4742 root 1.4 {
4743 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
4744     name => 'movement type',
4745     type => 'bitmask',
4746     value => $BITMASK{movement_type}
4747 root 1.4 }
4748     ]
4749     ],
4750 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.',
4751     ignore => [
4752     $IGNORE_LIST{non_pickable}
4753     ],
4754 root 1.5 name => 'Pedestal',
4755 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.'
4756     },
4757     Pit => {
4758 root 1.7 attr => [
4759     [
4760     'no_pick',
4761     {
4762     type => 'fixed',
4763     value => 1
4764     }
4765     ],
4766     [
4767     'connected',
4768     {
4769     desc => 'When a <connection> value is set, the pit can be opened/closed by activating the connection.',
4770     name => 'connection',
4771     type => 'int'
4772     }
4773     ],
4774     [
4775 elmex 1.21 'activate_on_push',
4776     {
4777     desc => 'Whether the teleporter should only be activated on push.',
4778     name => 'Activate on push',
4779     type => 'bool'
4780     }
4781     ],
4782     [
4783     'activate_on_release',
4784     {
4785     desc => 'Whether the teleporter should only be activated on release.',
4786     name => 'Activate on release',
4787     type => 'bool'
4788     }
4789     ],
4790     [
4791 root 1.7 'hp',
4792     {
4793     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!',
4794     name => 'destination X',
4795     type => 'int'
4796     }
4797     ],
4798     [
4799     'sp',
4800     {
4801     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!',
4802     name => 'destination Y',
4803     type => 'int'
4804     }
4805     ],
4806     [
4807     'wc',
4808     {
4809     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.',
4810     name => 'position state',
4811     type => 'int'
4812     }
4813     ],
4814     [
4815 root 1.14 'move_on',
4816 root 1.7 {
4817 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
4818     name => 'movement type',
4819     type => 'bitmask',
4820     value => $BITMASK{movement_type}
4821 root 1.7 }
4822     ]
4823     ],
4824 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.',
4825     ignore => [
4826     $IGNORE_LIST{non_pickable}
4827     ],
4828 root 1.5 name => 'Pit',
4829 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.'
4830     },
4831     'Poison Food' => {
4832 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.',
4833     name => 'Poison Food'
4834 root 1.3 },
4835     Potion => {
4836 root 1.7 attr => [
4837     [
4838     'level',
4839     {
4840     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.',
4841     name => 'potion level',
4842     type => 'int'
4843     }
4844     ],
4845     [
4846     'sp',
4847     {
4848     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".',
4849     name => 'spell',
4850     type => 'spell'
4851     }
4852     ],
4853     [
4854     'attacktype',
4855     {
4856     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.',
4857     name => 'special effect',
4858     type => 'list',
4859     value => $LIST{potion_effect}
4860     }
4861     ],
4862     [
4863     'cursed',
4864     {
4865     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 >:)',
4866     name => 'cursed',
4867     type => 'bool'
4868     }
4869     ],
4870     [
4871     'startequip',
4872     {
4873     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4874     name => 'godgiven item',
4875     type => 'bool'
4876     }
4877     ]
4878     ],
4879 root 1.3 desc => 'The player can drink these and gain various kinds of benefits (/penalties) by doing so.',
4880 root 1.5 name => 'Potion',
4881 root 1.4 section => [
4882     [
4883     'stats',
4884 root 1.7 [
4885     [
4886     'Str',
4887     {
4888     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.',
4889     name => 'strength',
4890     type => 'int'
4891     }
4892     ],
4893     [
4894     'Dex',
4895     {
4896     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.',
4897     name => 'dexterity',
4898     type => 'int'
4899     }
4900     ],
4901     [
4902     'Con',
4903     {
4904     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.',
4905     name => 'constitution',
4906     type => 'int'
4907     }
4908     ],
4909     [
4910     'Int',
4911     {
4912     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.',
4913     name => 'intelligence',
4914     type => 'int'
4915     }
4916     ],
4917     [
4918     'Pow',
4919     {
4920     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.',
4921     name => 'power',
4922     type => 'int'
4923     }
4924     ],
4925     [
4926     'Wis',
4927     {
4928     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.',
4929     name => 'wisdom',
4930     type => 'int'
4931     }
4932     ],
4933     [
4934     'Cha',
4935     {
4936     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.',
4937     name => 'charisma',
4938     type => 'int'
4939     }
4940     ]
4941     ]
4942     ],
4943     [
4944     'resistance',
4945     [
4946     [
4947     'resist_physical',
4948     {
4949     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!',
4950     name => 'resist physical %',
4951     type => 'int'
4952     }
4953     ],
4954     [
4955     'resist_magic',
4956     {
4957     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!',
4958     name => 'resist magic %',
4959     type => 'int'
4960     }
4961     ],
4962     [
4963     'resist_fire',
4964     {
4965     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!',
4966     name => 'resist fire %',
4967     type => 'int'
4968     }
4969     ],
4970     [
4971     'resist_electricity',
4972     {
4973     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!',
4974     name => 'resist electricity %',
4975     type => 'int'
4976     }
4977     ],
4978     [
4979     'resist_cold',
4980     {
4981     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!',
4982     name => 'resist cold %',
4983     type => 'int'
4984     }
4985     ],
4986     [
4987     'resist_acid',
4988     {
4989     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!',
4990     name => 'resist acid %',
4991     type => 'int'
4992     }
4993     ],
4994     [
4995     'resist_confusion',
4996     {
4997     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!',
4998     name => 'resist confusion %',
4999     type => 'int'
5000     }
5001     ],
5002     [
5003     'resist_weaponmagic',
5004     {
5005     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!',
5006     name => 'resist weaponmagic %',
5007     type => 'int'
5008     }
5009     ],
5010     [
5011     'resist_paralyze',
5012     {
5013     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!',
5014     name => 'resist paralyze %',
5015     type => 'int'
5016     }
5017     ],
5018     [
5019     'resist_drain',
5020     {
5021     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!',
5022     name => 'resist draining %',
5023     type => 'int'
5024     }
5025     ],
5026     [
5027     'resist_deplete',
5028     {
5029     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!',
5030     name => 'resist depletion %',
5031     type => 'int'
5032     }
5033     ],
5034     [
5035     'resist_poison',
5036     {
5037     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!',
5038     name => 'resist poison %',
5039     type => 'int'
5040     }
5041     ]
5042     ]
5043     ]
5044     ],
5045     use => 'One potion should never give multiple benefits at once.'
5046     },
5047     'Power Crystal' => {
5048     attr => [
5049     [
5050     'sp',
5051 root 1.4 {
5052 root 1.7 desc => '<initial mana> is the amount of spellpoints that the crystal holds when the map is loaded.',
5053     name => 'initial mana',
5054     type => 'int'
5055 root 1.4 }
5056     ],
5057     [
5058 root 1.7 'maxsp',
5059 root 1.4 {
5060 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.',
5061     name => 'mana capacity',
5062     type => 'int'
5063 root 1.4 }
5064     ]
5065     ],
5066 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.',
5067     name => 'Power Crystal'
5068 root 1.1 },
5069 root 1.3 Projectile => {
5070 root 1.7 attr => [
5071     [
5072     'attacktype',
5073     {
5074     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.',
5075     name => 'attacktype',
5076     type => 'bitmask',
5077     value => $BITMASK{attacktype}
5078     }
5079     ],
5080     [
5081     'race',
5082     {
5083     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>.',
5084     name => 'ammunition class',
5085     type => 'string'
5086     }
5087     ],
5088     [
5089     'slaying',
5090     {
5091     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.',
5092     name => 'slaying race',
5093     type => 'string'
5094     }
5095     ],
5096     [
5097     'dam',
5098     {
5099     desc => 'The projectile <damage> significantly affects the damage done. Damage can be further increased by the shooting weapon\'s attributes.',
5100     name => 'damage',
5101     type => 'int'
5102     }
5103     ],
5104     [
5105     'wc',
5106     {
5107     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.',
5108     name => 'weaponclass',
5109     type => 'int'
5110     }
5111     ],
5112     [
5113     'food',
5114     {
5115     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).',
5116     name => 'chance to break',
5117     type => 'int'
5118     }
5119     ],
5120     [
5121     'magic',
5122     {
5123     desc => 'Magic bonus increases chance to hit and damage a little bit.',
5124     name => 'magic bonus',
5125     type => 'int'
5126     }
5127     ],
5128     [
5129     'unique',
5130     {
5131     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5132     name => 'unique item',
5133     type => 'bool'
5134     }
5135     ],
5136     [
5137     'startequip',
5138     {
5139     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5140     name => 'godgiven item',
5141     type => 'bool'
5142     }
5143     ],
5144     [
5145     'no_drop',
5146     {
5147     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.',
5148     name => 'don\'t drop',
5149     type => 'bool'
5150     }
5151     ],
5152     [
5153     'msg',
5154     {
5155     desc => 'This text may describe the projectile. This could be nice for very special ones.',
5156     end => 'endmsg',
5157     name => 'description',
5158     type => 'text'
5159     }
5160     ]
5161     ],
5162     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.',
5163     name => 'Projectile',
5164     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.'
5165     },
5166     Ring => {
5167     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.',
5168     import => [
5169     $TYPE{Amulet}
5170     ],
5171     name => 'Ring',
5172     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.'
5173     },
5174     Rod => {
5175     attr => [
5176     [
5177     'sp',
5178     {
5179     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!',
5180     name => 'spell',
5181     type => 'spell'
5182     }
5183     ],
5184     [
5185     'level',
5186     {
5187     desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should be set to something reasonable.',
5188     name => 'casting level',
5189     type => 'int'
5190     }
5191     ],
5192     [
5193     'hp',
5194     {
5195     desc => 'This value represents the initial amount of spellpoints in the rod. Naturally, this is quite unimportant.',
5196     name => 'initial spellpoints',
5197     type => 'int'
5198     }
5199     ],
5200     [
5201     'maxhp',
5202     {
5203     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.',
5204     name => 'max. spellpoints',
5205     type => 'int'
5206     }
5207     ],
5208     [
5209     'startequip',
5210     {
5211     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5212     name => 'godgiven item',
5213     type => 'bool'
5214     }
5215     ],
5216     [
5217     'msg',
5218     {
5219     desc => 'This text may contain a description of the rod.',
5220     end => 'endmsg',
5221     name => 'description',
5222     type => 'text'
5223     }
5224     ]
5225     ],
5226     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.',
5227     ignore => [
5228     'title'
5229     ],
5230     name => 'Rod',
5231     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>'
5232     },
5233     Rune => {
5234     attr => [
5235     [
5236     'no_pick',
5237     {
5238     type => 'fixed',
5239     value => 1
5240     }
5241     ],
5242     [
5243 root 1.14 'move_on',
5244 root 1.7 {
5245 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5246     name => 'movement type',
5247     type => 'bitmask',
5248     value => $BITMASK{movement_type}
5249 root 1.7 }
5250     ],
5251     [
5252     'level',
5253     {
5254     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.',
5255     name => 'rune level',
5256     type => 'int'
5257     }
5258     ],
5259     [
5260     'Cha',
5261     {
5262     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.',
5263     name => 'visibility',
5264     type => 'int'
5265     }
5266     ],
5267     [
5268     'hp',
5269     {
5270     desc => 'The rune will detonate <number of charges> times before disappearing.',
5271     name => 'number of charges',
5272     type => 'int'
5273     }
5274     ],
5275     [
5276     'dam',
5277     {
5278     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.',
5279     name => 'direct damage',
5280     type => 'int'
5281     }
5282     ],
5283     [
5284     'attacktype',
5285     {
5286     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.',
5287     name => 'attacktype',
5288     type => 'bitmask',
5289     value => $BITMASK{attacktype}
5290     }
5291     ],
5292     [
5293     'msg',
5294     {
5295     desc => 'When the rune detonates, this text is displayed to the victim. For especially powerful runes, create an appropriate thrilling description. ;)',
5296     end => 'endmsg',
5297     name => 'detonation text',
5298     type => 'text'
5299     }
5300     ]
5301 root 1.3 ],
5302     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.',
5303     ignore => [
5304     'no_pick',
5305     'title',
5306     'name_pl',
5307     'weight',
5308     'value',
5309     'material',
5310     'unpaid'
5311     ],
5312 root 1.5 name => 'Rune',
5313 root 1.4 section => [
5314     [
5315     'spellcraft',
5316 root 1.7 [
5317     [
5318     'sp',
5319     {
5320     desc => 'The selected <spell> defines the spell in the rune, if any. (Many runes do direct damage).',
5321     name => 'spell',
5322     type => 'spell'
5323     }
5324     ],
5325     [
5326     'slaying',
5327     {
5328     desc => 'Name of the spell in the rune, if any. <spell name> is optional, but if present, overrides the <spell> setting.',
5329     name => 'spell name',
5330     type => 'string'
5331     }
5332     ],
5333     [
5334     'other_arch',
5335     {
5336     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.',
5337     name => 'spell arch',
5338     type => 'string'
5339     }
5340     ],
5341     [
5342     'maxsp',
5343     {
5344     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.',
5345     name => 'direction',
5346     type => 'list',
5347     value => $LIST{direction}
5348     }
5349     ],
5350     [
5351     'race',
5352     {
5353     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.',
5354     name => 'summon monster',
5355     type => 'string'
5356     }
5357     ],
5358     [
5359     'maxhp',
5360     {
5361     desc => 'This should only be set to a summoning rune. It will then summon that many creatures of the kind <summon monster>.',
5362     name => 'summon amount',
5363     type => 'int'
5364     }
5365     ]
5366     ]
5367 root 1.4 ]
5368     ],
5369 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.'
5370     },
5371     Savebed => {
5372 root 1.7 attr => [
5373     [
5374     'no_pick',
5375     {
5376     type => 'fixed',
5377     value => 1
5378     }
5379     ],
5380     [
5381     'no_magic',
5382     {
5383     type => 'fixed',
5384     value => 1
5385     }
5386     ],
5387     [
5388     'damned',
5389     {
5390     type => 'fixed',
5391     value => 1
5392     }
5393     ]
5394     ],
5395 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.',
5396     ignore => [
5397     $IGNORE_LIST{non_pickable}
5398     ],
5399 root 1.5 name => 'Savebed',
5400 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>'
5401     },
5402     Scroll => {
5403 root 1.7 attr => [
5404     [
5405     'level',
5406     {
5407     desc => 'The spell of the scroll will be casted at this level. This value should always be set, at least to 1.',
5408     name => 'casting level',
5409     type => 'int'
5410     }
5411     ],
5412     [
5413     'sp',
5414     {
5415     desc => 'When a player/monster applies this scroll, the selected <spell> will be casted (once). This should work for any given spell.',
5416     name => 'spell',
5417     type => 'spell'
5418     }
5419     ],
5420     [
5421     'startequip',
5422     {
5423     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5424     name => 'godgiven item',
5425     type => 'bool'
5426     }
5427     ]
5428     ],
5429 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.',
5430     ignore => [
5431     'title'
5432     ],
5433 root 1.5 name => 'Scroll',
5434 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.'
5435     },
5436     Shield => {
5437 root 1.7 attr => [
5438     [
5439     'magic',
5440     {
5441     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.',
5442     name => 'magic bonus',
5443     type => 'int'
5444     }
5445     ]
5446     ],
5447 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.',
5448     import => [
5449     $TYPE{Amulet}
5450     ],
5451 root 1.5 name => 'Shield',
5452 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.'
5453     },
5454     'Shooting Weapon' => {
5455 root 1.7 attr => [
5456     [
5457     'race',
5458     {
5459     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.',
5460     name => 'ammunition class',
5461     type => 'string'
5462     }
5463     ],
5464     [
5465     'sp',
5466     {
5467     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).',
5468     name => 'shooting speed',
5469     type => 'int'
5470     }
5471     ],
5472     [
5473     'dam',
5474     {
5475     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.',
5476     name => 'base damage',
5477     type => 'int'
5478     }
5479     ],
5480     [
5481     'wc',
5482     {
5483     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.',
5484     name => 'weaponclass',
5485     type => 'int'
5486     }
5487     ],
5488     [
5489     'item_power',
5490     {
5491     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>.',
5492     name => 'item power',
5493     type => 'int'
5494     }
5495     ],
5496     [
5497     'no_strength',
5498     {
5499     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.',
5500     name => 'ignore strength',
5501     type => 'bool'
5502     }
5503     ],
5504     [
5505     'damned',
5506     {
5507     desc => 'A damned shooting weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
5508     name => 'damnation',
5509     type => 'bool'
5510     }
5511     ],
5512     [
5513     'cursed',
5514     {
5515     desc => 'A cursed shooting weapon cannot be unwielded unless the curse is removed.',
5516     name => 'curse',
5517     type => 'bool'
5518     }
5519     ],
5520     [
5521     'unique',
5522     {
5523     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5524     name => 'unique item',
5525     type => 'bool'
5526     }
5527     ],
5528     [
5529     'startequip',
5530     {
5531     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5532     name => 'godgiven item',
5533     type => 'bool'
5534     }
5535     ],
5536     [
5537     'msg',
5538     {
5539     desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
5540     end => 'endmsg',
5541     name => 'description',
5542     type => 'text'
5543     }
5544     ]
5545     ],
5546 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.',
5547 root 1.5 name => 'Shooting Weapon',
5548 root 1.4 section => [
5549     [
5550     'stats',
5551 root 1.7 [
5552     [
5553     'Str',
5554     {
5555     desc => 'The player\'s strentgh will rise/fall by the given value while wearing this shooting weapon.',
5556     name => 'strength',
5557     type => 'int'
5558     }
5559     ],
5560     [
5561     'Dex',
5562     {
5563     desc => 'The player\'s dexterity will rise/fall by the given value while wearing this shooting weapon.',
5564     name => 'dexterity',
5565     type => 'int'
5566     }
5567     ],
5568     [
5569     'Con',
5570     {
5571     desc => 'The player\'s constitution will rise/fall by the given value while wearing this shooting weapon.',
5572     name => 'constitution',
5573     type => 'int'
5574     }
5575     ],
5576     [
5577     'Int',
5578     {
5579     desc => 'The player\'s intelligence will rise/fall by the given value while wearing this shooting weapon.',
5580     name => 'intelligence',
5581     type => 'int'
5582     }
5583     ],
5584     [
5585     'Pow',
5586     {
5587     desc => 'The player\'s power will rise/fall by the given value while wearing this shooting weapon.',
5588     name => 'power',
5589     type => 'int'
5590     }
5591     ],
5592     [
5593     'Wis',
5594     {
5595     desc => 'The player\'s wisdom will rise/fall by the given value while wearing this shooting weapon.',
5596     name => 'wisdom',
5597     type => 'int'
5598     }
5599     ],
5600     [
5601     'Cha',
5602     {
5603     desc => 'The player\'s charisma will rise/fall by the given value while wearing this shooting weapon.',
5604     name => 'charisma',
5605     type => 'int'
5606     }
5607     ]
5608     ]
5609     ],
5610     [
5611     'bonus',
5612     [
5613     [
5614     'luck',
5615     {
5616     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.',
5617     name => 'luck bonus',
5618     type => 'int'
5619     }
5620     ],
5621     [
5622     'magic',
5623     {
5624     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.',
5625     name => 'magic bonus',
5626     type => 'int'
5627     }
5628     ]
5629     ]
5630     ]
5631     ],
5632     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.'
5633     },
5634     'Shop Floor' => {
5635     attr => [
5636     [
5637     'is_floor',
5638     {
5639     type => 'fixed',
5640     value => 1
5641     }
5642     ],
5643     [
5644     'no_pick',
5645     {
5646     type => 'fixed',
5647     value => 1
5648     }
5649     ],
5650     [
5651     'no_magic',
5652     {
5653     type => 'fixed',
5654     value => 1
5655     }
5656     ],
5657     [
5658     'auto_apply',
5659 root 1.4 {
5660 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.',
5661     name => 'generate goods',
5662     type => 'bool'
5663 root 1.4 }
5664     ],
5665     [
5666 root 1.7 'randomitems',
5667     {
5668     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.',
5669     name => 'treasurelist',
5670     type => 'treasurelist'
5671     }
5672     ],
5673     [
5674     'exp',
5675     {
5676     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.',
5677     name => 'quality level',
5678     type => 'int'
5679     }
5680     ],
5681     [
5682     'damned',
5683 root 1.4 {
5684 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.)',
5685     name => 'no prayers',
5686     type => 'bool'
5687 root 1.4 }
5688     ]
5689     ],
5690 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).',
5691     ignore => [
5692     $IGNORE_LIST{non_pickable}
5693     ],
5694 root 1.5 name => 'Shop Floor',
5695 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.'
5696     },
5697     'Shop Mat' => {
5698 root 1.7 attr => [
5699     [
5700     'no_pick',
5701     {
5702     type => 'fixed',
5703     value => 1
5704     }
5705     ],
5706     [
5707 root 1.14 'move_on',
5708 root 1.7 {
5709 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5710     name => 'movement type',
5711     type => 'bitmask',
5712     value => $BITMASK{movement_type}
5713 root 1.7 }
5714     ]
5715     ],
5716 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).',
5717     ignore => [
5718     $IGNORE_LIST{non_pickable}
5719     ],
5720 root 1.5 name => 'Shop Mat',
5721 root 1.3 use => 'As stated above, always place TWO shop mats into your shop. Not more and not less than that.'
5722     },
5723     'Sign & MagicMouth' => {
5724 root 1.7 attr => [
5725     [
5726     'connected',
5727     {
5728     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.',
5729     name => 'connection',
5730     type => 'int'
5731     }
5732     ],
5733     [
5734 elmex 1.21 'activate_on_push',
5735     {
5736     desc => 'Whether the teleporter should only be activated on push.',
5737     name => 'Activate on push',
5738     type => 'bool'
5739     }
5740     ],
5741     [
5742     'activate_on_release',
5743     {
5744     desc => 'Whether the teleporter should only be activated on release.',
5745     name => 'Activate on release',
5746     type => 'bool'
5747     }
5748     ],
5749     [
5750 root 1.14 'move_on',
5751 root 1.7 {
5752 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5753     name => 'movement type',
5754     type => 'bitmask',
5755     value => $BITMASK{movement_type}
5756 root 1.7 }
5757     ],
5758     [
5759     'food',
5760     {
5761     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).',
5762     name => 'counter',
5763     type => 'int'
5764     }
5765     ],
5766     [
5767     'msg',
5768     {
5769     desc => 'This text will be displayed to the player.',
5770     end => 'endmsg',
5771     name => 'message',
5772     type => 'text'
5773     }
5774     ]
5775     ],
5776     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).',
5777     ignore => [
5778     $IGNORE_LIST{non_pickable}
5779     ],
5780     name => 'Sign & MagicMouth',
5781     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.'
5782     },
5783     Skill => {
5784     attr => [
5785     [
5786     'invisible',
5787     {
5788     type => 'fixed',
5789     value => 1
5790     }
5791     ],
5792     [
5793     'no_drop',
5794     {
5795     type => 'fixed',
5796     value => 1
5797     }
5798     ],
5799     [
5800     'skill',
5801     {
5802     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.',
5803     name => 'skill name',
5804     type => 'string'
5805     }
5806     ],
5807     [
5808     'expmul',
5809     {
5810     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.',
5811     name => 'exp multiplier',
5812     type => 'float'
5813     }
5814     ],
5815     [
5816     'subtype',
5817     {
5818     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.',
5819     name => 'skill type',
5820     type => 'list',
5821     value => $LIST{skill_type}
5822     }
5823     ],
5824     [
5825     'level',
5826     {
5827     name => 'level',
5828     type => 'int'
5829     }
5830     ],
5831     [
5832     'exp',
5833     {
5834     name => 'experience',
5835     type => 'int'
5836     }
5837     ],
5838     [
5839     'can_use_skill',
5840     {
5841     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.',
5842     name => 'is native skill',
5843     type => 'bool'
5844     }
5845     ]
5846 root 1.3 ],
5847     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.',
5848     ignore => [
5849     $IGNORE_LIST{system_object}
5850     ],
5851 root 1.5 name => 'Skill',
5852 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>'
5853     },
5854     'Skill Scroll' => {
5855 root 1.7 attr => [
5856     [
5857     'race',
5858     {
5859     type => 'fixed',
5860     value => 'scrolls'
5861     }
5862     ],
5863     [
5864     'skill',
5865     {
5866     desc => 'The <skill name> matches the skill object that can be learned from this scroll.',
5867     name => 'skill name',
5868     type => 'string'
5869     }
5870     ]
5871     ],
5872 root 1.3 desc => 'By reading a skill scroll, a player has a chance to learn the contained skill.',
5873 root 1.5 name => 'Skill Scroll',
5874 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.'
5875     },
5876     'Special Key' => {
5877 root 1.7 attr => [
5878     [
5879     'slaying',
5880     {
5881     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.',
5882     name => 'key string',
5883     type => 'string'
5884     }
5885     ],
5886     [
5887     'material',
5888     {
5889     desc => 'For Special Keys, material should always be unset or set to Adamantite. This prevents the key from getting burned or otherwise destroyed.',
5890     name => 'material',
5891     type => 'bitmask',
5892     value => $BITMASK{material}
5893     }
5894     ],
5895     [
5896     'unique',
5897     {
5898     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.',
5899     name => 'unique item',
5900     type => 'bool'
5901     }
5902     ],
5903     [
5904     'startequip',
5905     {
5906     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5907     name => 'godgiven item',
5908     type => 'bool'
5909     }
5910     ],
5911     [
5912     'msg',
5913     {
5914     desc => 'This 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.',
5915     end => 'endmsg',
5916     name => 'description',
5917     type => 'text'
5918     }
5919     ]
5920     ],
5921 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.',
5922     ignore => [
5923     'material'
5924     ],
5925 root 1.5 name => 'Special Key',
5926 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".'
5927     },
5928     Spell => {
5929 root 1.7 attr => [
5930     [
5931     'no_drop',
5932     {
5933     type => 'fixed',
5934     value => 1
5935     }
5936     ],
5937     [
5938     'invisible',
5939     {
5940     type => 'fixed',
5941     value => 1
5942     }
5943     ],
5944     [
5945     'skill',
5946     {
5947     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.',
5948     name => 'skill name',
5949     type => 'string'
5950     }
5951     ],
5952     [
5953     'subtype',
5954     {
5955     desc => 'The <spell type> defines the basic type of spell. Some of these types are of a more generic nature than others.',
5956     name => 'spell type',
5957     type => 'list',
5958     value => $LIST{spell_type}
5959     }
5960     ],
5961     [
5962     'level',
5963     {
5964     name => 'spell level',
5965     type => 'int'
5966     }
5967     ],
5968     [
5969     'casting_time',
5970     {
5971     name => 'casting time',
5972     type => 'int'
5973     }
5974     ],
5975     [
5976     'duration',
5977     {
5978     name => 'duration',
5979     type => 'int'
5980     }
5981     ],
5982     [
5983     'other_arch',
5984     {
5985     name => 'create object',
5986     type => 'string'
5987     }
5988     ],
5989     [
5990     'sp',
5991     {
5992     name => 'cost spellpoints',
5993     type => 'int'
5994     }
5995     ],
5996     [
5997     'grace',
5998     {
5999     name => 'cost grace',
6000     type => 'int'
6001     }
6002     ],
6003     [
6004     'maxsp',
6005     {
6006     name => 'double cost per level',
6007     type => 'int'
6008     }
6009     ]
6010     ],
6011 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.',
6012     ignore => [
6013     $IGNORE_LIST{system_object}
6014     ],
6015 root 1.5 name => 'Spell',
6016 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.'
6017     },
6018     Spellbook => {
6019 root 1.7 attr => [
6020     [
6021     'skill',
6022     {
6023     type => 'fixed',
6024     value => 'literacy'
6025     }
6026     ],
6027     [
6028     'randomitems',
6029     {
6030     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.',
6031     name => 'treasurelist',
6032     type => 'treasurelist'
6033     }
6034     ],
6035     [
6036     'startequip',
6037     {
6038     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6039     name => 'godgiven item',
6040     type => 'bool'
6041     }
6042     ],
6043     [
6044     'msg',
6045     {
6046     desc => 'This text may contain a nice description of the spellbook\'s cover or something.',
6047     end => 'endmsg',
6048     name => 'description',
6049     type => 'text'
6050     }
6051     ]
6052     ],
6053 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.',
6054 root 1.5 name => 'Spellbook',
6055 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.'
6056     },
6057     Spinner => {
6058 root 1.7 attr => [
6059     [
6060     'sp',
6061     {
6062     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.',
6063     name => 'direction number',
6064     type => 'int'
6065     }
6066     ],
6067     [
6068 root 1.14 'move_on',
6069 root 1.7 {
6070 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6071     name => 'movement type',
6072     type => 'bitmask',
6073     value => $BITMASK{movement_type}
6074 root 1.7 }
6075     ]
6076     ],
6077 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.',
6078     ignore => [
6079     $IGNORE_LIST{non_pickable}
6080     ],
6081 root 1.5 name => 'Spinner',
6082 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.'
6083     },
6084     Swamp => {
6085 root 1.7 attr => [
6086     [
6087     'is_floor',
6088     {
6089     type => 'fixed',
6090     value => 1
6091     }
6092     ],
6093     [
6094     'is_wooded',
6095     {
6096     type => 'fixed',
6097     value => 1
6098     }
6099     ],
6100     [
6101     'speed',
6102     {
6103     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.',
6104     name => 'drowning speed',
6105     type => 'float'
6106     }
6107     ],
6108     [
6109 root 1.17 'speed_left',
6110     {
6111     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.',
6112     name => 'speed left',
6113     type => 'float'
6114     }
6115     ],
6116     [
6117 root 1.14 'move_on',
6118     {
6119     desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6120     name => 'movement type',
6121     type => 'bitmask',
6122     value => $BITMASK{movement_type}
6123     }
6124     ],
6125     [
6126     'move_block',
6127 root 1.7 {
6128 root 1.14 desc => 'Objects using these movement types cannot move over this space.',
6129     name => 'blocked movement',
6130     type => 'bitmask',
6131     value => $BITMASK{movement_type}
6132     }
6133     ],
6134     [
6135     'move_allow',
6136     {
6137     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6138     name => 'allowed movement',
6139     type => 'bitmask',
6140     value => $BITMASK{movement_type}
6141     }
6142     ],
6143     [
6144     'move_slow',
6145     {
6146     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6147     name => 'slowed movement',
6148     type => 'bitmask',
6149     value => $BITMASK{movement_type}
6150     }
6151     ],
6152     [
6153     'move_slow_penalty',
6154     {
6155     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)',
6156     name => 'slow movement penalty',
6157 root 1.7 type => 'int'
6158     }
6159     ],
6160     [
6161     'no_magic',
6162     {
6163     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
6164     name => 'no spells',
6165     type => 'bool'
6166     }
6167     ],
6168     [
6169     'damned',
6170     {
6171     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
6172     name => 'no prayers',
6173     type => 'bool'
6174     }
6175     ]
6176     ],
6177 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.',
6178     ignore => [
6179     $IGNORE_LIST{non_pickable}
6180 root 1.5 ],
6181     name => 'Swamp'
6182 root 1.3 },
6183     Teleporter => {
6184 root 1.7 attr => [
6185     [
6186     'slaying',
6187     {
6188     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.',
6189     name => 'exit path',
6190     type => 'string'
6191     }
6192     ],
6193     [
6194     'hp',
6195     {
6196     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.',
6197     name => 'destination X',
6198     type => 'int'
6199     }
6200     ],
6201     [
6202     'sp',
6203     {
6204     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.',
6205     name => 'destination Y',
6206     type => 'int'
6207     }
6208     ],
6209     [
6210     'connected',
6211     {
6212     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.',
6213     name => 'connection',
6214     type => 'int'
6215     }
6216     ],
6217     [
6218 elmex 1.21 'activate_on_push',
6219     {
6220     desc => 'Whether the teleporter should only be activated on push.',
6221     name => 'Activate on push',
6222     type => 'bool'
6223     }
6224     ],
6225     [
6226     'activate_on_release',
6227     {
6228     desc => 'Whether the teleporter should only be activated on release.',
6229     name => 'Activate on release',
6230     type => 'bool'
6231     }
6232     ],
6233     [
6234 root 1.7 'speed',
6235     {
6236     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!',
6237     name => 'activation speed',
6238     type => 'float'
6239     }
6240 root 1.17 ],
6241     [
6242     'speed_left',
6243     {
6244     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.',
6245     name => 'speed left',
6246     type => 'float'
6247     }
6248 root 1.7 ]
6249     ],
6250 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.',
6251     ignore => [
6252     $IGNORE_LIST{non_pickable}
6253     ],
6254 root 1.5 name => 'Teleporter',
6255 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.'
6256     },
6257 root 1.8 'Timed Gate' => {
6258     attr => [
6259     [
6260     'no_pick',
6261     {
6262     type => 'fixed',
6263     value => 1
6264     }
6265     ],
6266     [
6267     'connected',
6268     {
6269     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.',
6270     name => 'connection',
6271     type => 'int'
6272     }
6273     ],
6274     [
6275 elmex 1.21 'activate_on_push',
6276     {
6277     desc => 'Whether the teleporter should only be activated on push.',
6278     name => 'Activate on push',
6279     type => 'bool'
6280     }
6281     ],
6282     [
6283     'activate_on_release',
6284     {
6285     desc => 'Whether the teleporter should only be activated on release.',
6286     name => 'Activate on release',
6287     type => 'bool'
6288     }
6289     ],
6290     [
6291 root 1.8 'wc',
6292     {
6293     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.',
6294     name => 'position state',
6295     type => 'int'
6296     }
6297     ],
6298     [
6299 root 1.14 'move_block',
6300     {
6301     desc => 'Objects using these movement types cannot move over this space.',
6302     name => 'blocked movement',
6303     type => 'bitmask',
6304     value => $BITMASK{movement_type}
6305     }
6306     ],
6307     [
6308     'move_allow',
6309     {
6310     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6311     name => 'allowed movement',
6312     type => 'bitmask',
6313     value => $BITMASK{movement_type}
6314     }
6315     ],
6316     [
6317     'move_slow',
6318 root 1.8 {
6319 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6320     name => 'slowed movement',
6321     type => 'bitmask',
6322     value => $BITMASK{movement_type}
6323     }
6324     ],
6325     [
6326     'move_slow_penalty',
6327     {
6328     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)',
6329     name => 'slow movement penalty',
6330     type => 'int'
6331 root 1.8 }
6332     ],
6333     [
6334     'no_magic',
6335     {
6336     desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
6337     name => 'restrict spells',
6338     type => 'bool'
6339     }
6340     ],
6341     [
6342     'damned',
6343     {
6344     desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
6345     name => 'restrict prayers',
6346     type => 'bool'
6347     }
6348     ],
6349     [
6350     'hp',
6351     {
6352     desc => 'Defines the duration the gate remains closed. This only takes effect if the gate is not connected.',
6353     name => 'open duration',
6354     type => 'int'
6355     }
6356     ]
6357     ],
6358     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.',
6359     ignore => [
6360     $IGNORE_LIST{non_pickable}
6361     ],
6362     name => 'Timed Gate',
6363     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".'
6364     },
6365 root 1.3 Trap => {
6366 root 1.7 attr => [
6367     [
6368     'no_pick',
6369     {
6370     type => 'fixed',
6371     value => 1
6372     }
6373     ],
6374     [
6375 root 1.14 'move_on',
6376 root 1.7 {
6377 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6378     name => 'movement type',
6379     type => 'bitmask',
6380     value => $BITMASK{movement_type}
6381 root 1.7 }
6382     ],
6383     [
6384     'level',
6385     {
6386     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.',
6387     name => 'trap level',
6388     type => 'int'
6389     }
6390     ],
6391     [
6392     'Cha',
6393     {
6394     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.',
6395     name => 'visibility',
6396     type => 'int'
6397     }
6398     ],
6399     [
6400     'hp',
6401     {
6402     desc => 'The trap will detonate <number of charges> times before disappearing.',
6403     name => 'number of charges',
6404     type => 'int'
6405     }
6406     ],
6407     [
6408     'dam',
6409     {
6410     desc => '<direct damage> specifies how much damage is done by the trap. This should be set in reasonable relation to the trap\'s level.',
6411     name => 'direct damage',
6412     type => 'int'
6413     }
6414     ],
6415     [
6416     'attacktype',
6417     {
6418     desc => 'This attribute defines what attacktype to use for direct damage when the trap detonates.',
6419     name => 'attacktype',
6420     type => 'bitmask',
6421     value => $BITMASK{attacktype}
6422     }
6423     ],
6424     [
6425     'connected',
6426     {
6427     desc => 'When the trap is detonated, all objects with the same connection value get activated.',
6428     name => 'connection',
6429     type => 'int'
6430     }
6431     ],
6432     [
6433     'msg',
6434     {
6435     desc => 'When the trap detonates, this text is displayed to the victim. For especially powerful or complex traps, create an appropriate and thrilling description. ;)',
6436     end => 'endmsg',
6437     name => 'detonation text',
6438     type => 'text'
6439     }
6440     ]
6441     ],
6442 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.',
6443     ignore => [
6444     'no_pick',
6445     'title',
6446     'name_pl',
6447     'weight',
6448     'value',
6449     'material',
6450     'unpaid'
6451     ],
6452 root 1.5 name => 'Trap',
6453 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.'
6454     },
6455     Trapdoor => {
6456 root 1.7 attr => [
6457     [
6458     'no_pick',
6459     {
6460     type => 'fixed',
6461     value => 1
6462     }
6463     ],
6464     [
6465 root 1.14 'move_on',
6466 root 1.7 {
6467 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6468     name => 'movement type',
6469     type => 'bitmask',
6470     value => $BITMASK{movement_type}
6471 root 1.7 }
6472     ],
6473     [
6474     'weight',
6475     {
6476     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.',
6477     name => 'hold weight',
6478     type => 'int'
6479     }
6480     ],
6481     [
6482     'hp',
6483     {
6484     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!',
6485     name => 'destination X',
6486     type => 'int'
6487     }
6488     ],
6489     [
6490     'sp',
6491     {
6492     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!',
6493     name => 'destination Y',
6494     type => 'int'
6495     }
6496     ]
6497     ],
6498 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.',
6499     ignore => [
6500     $IGNORE_LIST{non_pickable}
6501     ],
6502 root 1.5 name => 'Trapdoor',
6503 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.'
6504     },
6505     Treasure => {
6506 root 1.7 attr => [
6507     [
6508     'randomitems',
6509     {
6510     desc => 'This entry determines what kind of treasure will appear. Look into /crossfire/share/crossfire/treasures for details about existing treasurelists.',
6511     name => 'treasurelist',
6512     type => 'treasurelist'
6513     }
6514     ],
6515     [
6516     'auto_apply',
6517     {
6518     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.',
6519     name => 'auto-generate',
6520     type => 'bool'
6521     }
6522     ],
6523     [
6524     'hp',
6525     {
6526     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.',
6527     name => 'create number',
6528     type => 'int'
6529     }
6530     ],
6531     [
6532     'exp',
6533     {
6534     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).',
6535     name => 'quality level',
6536     type => 'int'
6537     }
6538     ]
6539     ],
6540 root 1.3 desc => 'A treasure-object turns into certain randomitems when the map is loaded into the game.',
6541     ignore => [
6542     'nrof',
6543     'title',
6544     'name_pl',
6545     'weight',
6546     'value',
6547     'material'
6548     ],
6549 root 1.5 name => 'Treasure',
6550 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.'
6551     },
6552     'Trigger Marker' => {
6553 root 1.7 attr => [
6554     [
6555     'no_pick',
6556     {
6557     type => 'fixed',
6558     value => 1
6559     }
6560     ],
6561     [
6562     'slaying',
6563     {
6564     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.',
6565     name => 'key string',
6566     type => 'string'
6567     }
6568     ],
6569     [
6570     'connected',
6571     {
6572     desc => 'Unlike a regular marker this is the connection that triggers this marker to activate.',
6573     name => 'connection',
6574     type => 'int'
6575     }
6576     ],
6577     [
6578     'food',
6579     {
6580     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.',
6581     name => 'mark duration',
6582     type => 'int'
6583     }
6584     ],
6585     [
6586     'name',
6587     {
6588     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.',
6589     name => 'delete mark',
6590     type => 'string'
6591     }
6592     ],
6593     [
6594     'msg',
6595     {
6596     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.',
6597     end => 'endmsg',
6598     name => 'marking message',
6599     type => 'text'
6600     }
6601     ]
6602     ],
6603 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.',
6604     ignore => [
6605     $IGNORE_LIST{system_object}
6606     ],
6607 root 1.5 name => 'Trigger Marker',
6608 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.'
6609     },
6610     Wall => {
6611 root 1.7 attr => [
6612     [
6613 root 1.14 'move_block',
6614     {
6615     desc => 'Objects using these movement types cannot move over this space.',
6616     name => 'blocked movement',
6617     type => 'bitmask',
6618     value => $BITMASK{movement_type}
6619     }
6620     ],
6621     [
6622     'move_allow',
6623     {
6624     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6625     name => 'allowed movement',
6626     type => 'bitmask',
6627     value => $BITMASK{movement_type}
6628     }
6629     ],
6630     [
6631     'move_slow',
6632 root 1.7 {
6633 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6634     name => 'slowed movement',
6635     type => 'bitmask',
6636     value => $BITMASK{movement_type}
6637     }
6638     ],
6639     [
6640     'move_slow_penalty',
6641     {
6642     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)',
6643     name => 'slow movement penalty',
6644     type => 'int'
6645 root 1.7 }
6646     ],
6647     [
6648     'can_roll',
6649     {
6650     desc => 'If set, the object is able to "roll", so it can be pushed around. This setting is used for boulders and barrels.',
6651     name => 'moveable',
6652     type => 'bool'
6653     }
6654     ],
6655     [
6656     'no_magic',
6657     {
6658     desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
6659     name => 'restrict spells',
6660     type => 'bool'
6661     }
6662     ],
6663     [
6664     'damned',
6665     {
6666     desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
6667     name => 'restrict prayers',
6668     type => 'bool'
6669     }
6670     ]
6671     ],
6672 root 1.3 desc => 'Walls usually block passage and sight.',
6673     ignore => [
6674     'nrof',
6675     'title',
6676     'name_pl',
6677     'value',
6678     'unpaid'
6679     ],
6680 root 1.19 name => 'Wall'
6681 root 1.3 },
6682     'Wand & Staff' => {
6683 root 1.7 attr => [
6684     [
6685     'sp',
6686     {
6687     desc => 'The <spell> specifies the contained spell.',
6688     name => 'spell',
6689     type => 'spell'
6690     }
6691     ],
6692     [
6693     'level',
6694     {
6695     desc => 'The <casting level> of the wand determines it\'s power. An average level for wands in shops is about 10.',
6696     name => 'casting level',
6697     type => 'int'
6698     }
6699     ],
6700     [
6701     'food',
6702     {
6703     desc => 'The wand can be used <number of charges> times before it is used up. It can be recharged with scrolls of charging.',
6704     name => 'number of charges',
6705     type => 'int'
6706     }
6707     ],
6708     [
6709     'startequip',
6710     {
6711     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6712     name => 'godgiven item',
6713     type => 'bool'
6714     }
6715     ],
6716     [
6717     'msg',
6718     {
6719     desc => 'This text may contain a description of the wand.',
6720     end => 'endmsg',
6721     name => 'description',
6722     type => 'text'
6723     }
6724     ]
6725     ],
6726 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.',
6727 root 1.5 name => 'Wand & Staff',
6728 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.'
6729 root 1.3 },
6730     'Weak Wall' => {
6731 root 1.7 attr => [
6732     [
6733     'alive',
6734     {
6735     type => 'fixed',
6736     value => 1
6737     }
6738     ],
6739     [
6740     'no_pick',
6741     {
6742     type => 'fixed',
6743     value => 1
6744     }
6745     ],
6746     [
6747     'tear_down',
6748     {
6749     type => 'fixed',
6750     value => 1
6751     }
6752     ],
6753     [
6754     'race',
6755     {
6756     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.',
6757     name => 'race',
6758     type => 'string'
6759     }
6760     ],
6761     [
6762     'level',
6763     {
6764     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.',
6765     name => 'level',
6766     type => 'int'
6767     }
6768     ],
6769     [
6770     'hp',
6771     {
6772     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.',
6773     name => 'health points',
6774     type => 'int'
6775     }
6776     ],
6777     [
6778     'maxhp',
6779     {
6780     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.',
6781     name => 'max health',
6782     type => 'int'
6783     }
6784     ],
6785     [
6786     'ac',
6787     {
6788     desc => 'Weak walls of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
6789     name => 'armour class',
6790     type => 'int'
6791     }
6792     ]
6793     ],
6794 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.',
6795     ignore => [
6796     $IGNORE_LIST{non_pickable}
6797     ],
6798 root 1.5 name => 'Weak Wall',
6799 root 1.4 section => [
6800     [
6801     'resistance',
6802 root 1.7 [
6803     [
6804     'resist_physical',
6805     {
6806     name => 'resist physical %',
6807     type => 'int'
6808     }
6809     ],
6810     [
6811     'resist_magic',
6812     {
6813     name => 'resist magic %',
6814     type => 'int'
6815     }
6816     ],
6817     [
6818     'resist_fire',
6819     {
6820     name => 'resist fire %',
6821     type => 'int'
6822     }
6823     ],
6824     [
6825     'resist_electricity',
6826     {
6827     name => 'resist electricity %',
6828     type => 'int'
6829     }
6830     ],
6831     [
6832     'resist_cold',
6833     {
6834     name => 'resist cold %',
6835     type => 'int'
6836     }
6837     ],
6838     [
6839     'resist_confusion',
6840     {
6841     name => 'resist confusion %',
6842     type => 'int'
6843     }
6844     ],
6845     [
6846     'resist_acid',
6847     {
6848     name => 'resist acid %',
6849     type => 'int'
6850     }
6851     ],
6852     [
6853     'resist_drain',
6854     {
6855     name => 'resist draining %',
6856     type => 'int'
6857     }
6858     ],
6859     [
6860     'resist_weaponmagic',
6861     {
6862     name => 'resist weaponmagic %',
6863     type => 'int'
6864     }
6865     ],
6866     [
6867     'resist_ghosthit',
6868     {
6869     name => 'resist ghosthit %',
6870     type => 'int'
6871     }
6872     ],
6873     [
6874     'resist_poison',
6875     {
6876     name => 'resist poison %',
6877     type => 'int'
6878     }
6879     ],
6880     [
6881     'resist_slow',
6882     {
6883     name => 'resist slow %',
6884     type => 'int'
6885     }
6886     ],
6887     [
6888     'resist_paralyze',
6889     {
6890     name => 'resist paralyze %',
6891     type => 'int'
6892     }
6893     ],
6894     [
6895     'resist_fear',
6896     {
6897     name => 'resist fear %',
6898     type => 'int'
6899     }
6900     ],
6901     [
6902     'resist_deplete',
6903     {
6904     name => 'resist depletion %',
6905     type => 'int'
6906     }
6907     ],
6908     [
6909     'resist_turn_undead',
6910     {
6911     name => 'resist turn undead %',
6912     type => 'int'
6913     }
6914     ],
6915     [
6916     'resist_death',
6917     {
6918     name => 'resist death-attack %',
6919     type => 'int'
6920     }
6921     ],
6922     [
6923     'resist_chaos',
6924     {
6925     name => 'resist chaos %',
6926     type => 'int'
6927     }
6928     ],
6929     [
6930     'resist_blind',
6931     {
6932     name => 'resist blinding %',
6933     type => 'int'
6934     }
6935     ],
6936     [
6937     'resist_holyword',
6938     {
6939     name => 'resist holy power %',
6940     type => 'int'
6941     }
6942     ],
6943     [
6944     'resist_godpower',
6945     {
6946     name => 'resist godpower %',
6947     type => 'int'
6948     }
6949     ]
6950     ]
6951 root 1.4 ]
6952     ],
6953 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.'
6954     },
6955     Weapon => {
6956 root 1.7 attr => [
6957     [
6958     'attacktype',
6959     {
6960     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.',
6961     name => 'attacktype',
6962     type => 'bitmask',
6963     value => $BITMASK{attacktype}
6964     }
6965     ],
6966     [
6967     'weapontype',
6968     {
6969     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.',
6970     name => 'weapontype',
6971     type => 'list',
6972     value => $LIST{weapon_type}
6973     }
6974     ],
6975     [
6976     'skill',
6977     {
6978     desc => 'Matching <skill name> of the skill that is required to use this weapon.',
6979     name => 'skill name',
6980     type => 'string'
6981     }
6982     ],
6983     [
6984     'dam',
6985     {
6986     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.',
6987     name => 'damage',
6988     type => 'int'
6989     }
6990     ],
6991     [
6992     'slaying',
6993     {
6994     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.',
6995     name => 'slaying race',
6996     type => 'string'
6997     }
6998     ],
6999     [
7000     'last_sp',
7001     {
7002     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.',
7003     name => 'weapon speed',
7004     type => 'int'
7005     }
7006     ],
7007     [
7008     'wc',
7009     {
7010     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.',
7011     name => 'weapon class',
7012     type => 'int'
7013     }
7014     ],
7015     [
7016     'magic',
7017     {
7018     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.',
7019     name => 'magic bonus',
7020     type => 'int'
7021     }
7022     ],
7023     [
7024     'item_power',
7025     {
7026     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>.',
7027     name => 'item power',
7028     type => 'int'
7029     }
7030     ],
7031     [
7032     'damned',
7033     {
7034     desc => 'A damned weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
7035     name => 'damnation',
7036     type => 'bool'
7037     }
7038     ],
7039     [
7040     'cursed',
7041     {
7042     desc => 'A cursed weapon cannot be unwielded unless the curse is removed.',
7043     name => 'curse',
7044     type => 'bool'
7045     }
7046     ],
7047     [
7048     'lifesave',
7049     {
7050 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!',
7051 root 1.7 name => 'save life',
7052     type => 'bool'
7053     }
7054     ],
7055     [
7056     'unique',
7057     {
7058     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
7059     name => 'unique item',
7060     type => 'bool'
7061     }
7062     ],
7063     [
7064     'startequip',
7065     {
7066     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
7067     name => 'godgiven item',
7068     type => 'bool'
7069     }
7070     ],
7071     [
7072     'msg',
7073     {
7074     desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
7075     end => 'endmsg',
7076     name => 'description',
7077     type => 'text'
7078     }
7079     ]
7080     ],
7081 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.',
7082 root 1.5 name => 'Weapon',
7083 root 1.4 section => [
7084     [
7085     'resistance',
7086 root 1.7 [
7087     [
7088     'resist_physical',
7089     {
7090     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.',
7091     name => 'resist physical %',
7092     type => 'int'
7093     }
7094     ],
7095     [
7096     'resist_magic',
7097     {
7098     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.',
7099     name => 'resist magic %',
7100     type => 'int'
7101     }
7102     ],
7103     [
7104     'resist_fire',
7105     {
7106     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.',
7107     name => 'resist fire %',
7108     type => 'int'
7109     }
7110     ],
7111     [
7112     'resist_electricity',
7113     {
7114     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.',
7115     name => 'resist electricity %',
7116     type => 'int'
7117     }
7118     ],
7119     [
7120     'resist_cold',
7121     {
7122     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.',
7123     name => 'resist cold %',
7124     type => 'int'
7125     }
7126     ],
7127     [
7128     'resist_confusion',
7129     {
7130     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).',
7131     name => 'resist confusion %',
7132     type => 'int'
7133     }
7134     ],
7135     [
7136     'resist_acid',
7137     {
7138     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.',
7139     name => 'resist acid %',
7140     type => 'int'
7141     }
7142     ],
7143     [
7144     'resist_drain',
7145     {
7146     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).',
7147     name => 'resist draining %',
7148     type => 'int'
7149     }
7150     ],
7151     [
7152     'resist_weaponmagic',
7153     {
7154     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.',
7155     name => 'resist weaponmagic %',
7156     type => 'int'
7157     }
7158     ],
7159     [
7160     'resist_ghosthit',
7161     {
7162     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.',
7163     name => 'resist ghosthit %',
7164     type => 'int'
7165     }
7166     ],
7167     [
7168     'resist_poison',
7169     {
7170     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.',
7171     name => 'resist poison %',
7172     type => 'int'
7173     }
7174     ],
7175     [
7176     'resist_slow',
7177     {
7178     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.',
7179     name => 'resist slow %',
7180     type => 'int'
7181     }
7182     ],
7183     [
7184     'resist_paralyze',
7185     {
7186     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).',
7187     name => 'resist paralyze %',
7188     type => 'int'
7189     }
7190     ],
7191     [
7192     'resist_fear',
7193     {
7194     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.',
7195     name => 'resist fear %',
7196     type => 'int'
7197     }
7198     ],
7199     [
7200     'resist_deplete',
7201     {
7202     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).',
7203     name => 'resist depletion %',
7204     type => 'int'
7205     }
7206     ],
7207     [
7208     'resist_death',
7209     {
7210     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!',
7211     name => 'resist death-attack %',
7212     type => 'int'
7213     }
7214     ],
7215     [
7216     'resist_chaos',
7217     {
7218     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.',
7219     name => 'resist chaos %',
7220     type => 'int'
7221     }
7222     ],
7223     [
7224     'resist_blind',
7225     {
7226     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.',
7227     name => 'resist blinding %',
7228     type => 'int'
7229     }
7230     ],
7231     [
7232     'resist_holyword',
7233     {
7234     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.',
7235     name => 'resist holy power %',
7236     type => 'int'
7237     }
7238     ]
7239     ]
7240 root 1.4 ],
7241     [
7242     'stats',
7243 root 1.7 [
7244     [
7245     'Str',
7246     {
7247     desc => 'The player\'s strentgh will rise/fall by the given value while wearing this weapon.',
7248     name => 'strength',
7249     type => 'int'
7250     }
7251     ],
7252     [
7253     'Dex',
7254     {
7255     desc => 'The player\'s dexterity will rise/fall by the given value while wearing this weapon.',
7256     name => 'dexterity',
7257     type => 'int'
7258     }
7259     ],
7260     [
7261     'Con',
7262     {
7263     desc => 'The player\'s constitution will rise/fall by the given value while wearing this weapon.',
7264     name => 'constitution',
7265     type => 'int'
7266     }
7267     ],
7268     [
7269     'Int',
7270     {
7271     desc => 'The player\'s intelligence will rise/fall by the given value while wearing this weapon.',
7272     name => 'intelligence',
7273     type => 'int'
7274     }
7275     ],
7276     [
7277     'Pow',
7278     {
7279     desc => 'The player\'s power will rise/fall by the given value while wearing this weapon.',
7280     name => 'power',
7281     type => 'int'
7282     }
7283     ],
7284     [
7285     'Wis',
7286     {
7287     desc => 'The player\'s wisdom will rise/fall by the given value while wearing this weapon.',
7288     name => 'wisdom',
7289     type => 'int'
7290     }
7291     ],
7292     [
7293     'Cha',
7294     {
7295     desc => 'The player\'s charisma will rise/fall by the given value while wearing this weapon.',
7296     name => 'charisma',
7297     type => 'int'
7298     }
7299     ]
7300     ]
7301 root 1.4 ],
7302     [
7303     'misc',
7304 root 1.7 [
7305     [
7306     'luck',
7307     {
7308     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.',
7309     name => 'luck bonus',
7310     type => 'int'
7311     }
7312     ],
7313     [
7314     'hp',
7315     {
7316     desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
7317     name => 'health regen.',
7318     type => 'int'
7319     }
7320     ],
7321     [
7322     'sp',
7323     {
7324     desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
7325     name => 'mana regen.',
7326     type => 'int'
7327     }
7328     ],
7329     [
7330     'grace',
7331     {
7332     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!!',
7333     name => 'grace regen.',
7334     type => 'int'
7335     }
7336     ],
7337     [
7338     'food',
7339     {
7340     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.',
7341     name => 'food bonus',
7342     type => 'int'
7343     }
7344     ],
7345     [
7346     'xrays',
7347     {
7348 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.',
7349 root 1.7 name => 'xray vision',
7350     type => 'bool'
7351     }
7352     ],
7353     [
7354     'stealth',
7355     {
7356     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)',
7357     name => 'stealth',
7358     type => 'bool'
7359     }
7360     ],
7361     [
7362     'reflect_spell',
7363     {
7364     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!',
7365     name => 'reflect spells',
7366     type => 'bool'
7367     }
7368     ],
7369     [
7370     'reflect_missile',
7371     {
7372     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.',
7373     name => 'reflect missiles',
7374     type => 'bool'
7375     }
7376     ],
7377     [
7378     'path_attuned',
7379     {
7380     desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this weapon.',
7381     name => 'attuned paths',
7382     type => 'bitmask',
7383     value => $BITMASK{spellpath}
7384     }
7385     ],
7386     [
7387     'path_repelled',
7388     {
7389     desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this weapon.',
7390     name => 'repelled paths',
7391     type => 'bitmask',
7392     value => $BITMASK{spellpath}
7393     }
7394     ],
7395     [
7396     'path_denied',
7397     {
7398     desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this weapon.',
7399     name => 'denied paths',
7400     type => 'bitmask',
7401     value => $BITMASK{spellpath}
7402     }
7403     ]
7404     ]
7405 root 1.4 ]
7406     ],
7407 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.'
7408 root 1.1 }
7409     );
7410    
7411 root 1.3 our %ATTR = (
7412     3 => $TYPE{Rod},
7413     4 => $TYPE{Treasure},
7414     5 => $TYPE{Potion},
7415     6 => $TYPE{Food},
7416     7 => $TYPE{'Poison Food'},
7417     8 => $TYPE{Book},
7418     9 => $TYPE{Clock},
7419     13 => $TYPE{Projectile},
7420     14 => $TYPE{'Shooting Weapon'},
7421     15 => $TYPE{Weapon},
7422     16 => $TYPE{'Brestplate Armour'},
7423     17 => $TYPE{Pedestal},
7424     18 => $TYPE{Altar},
7425     20 => $TYPE{'Locked Door'},
7426     21 => $TYPE{'Special Key'},
7427 root 1.9 23 => $TYPE{Door},
7428     24 => $TYPE{Key},
7429 root 1.8 26 => $TYPE{'Timed Gate'},
7430 root 1.3 27 => $TYPE{'Handle Trigger'},
7431 root 1.9 28 => $TYPE{'Monster (Grimreaper)'},
7432 root 1.3 29 => $TYPE{'Magic Ear'},
7433 root 1.9 30 => $TYPE{'Button Trigger'},
7434 root 1.3 31 => $TYPE{'Altar Trigger'},
7435     33 => $TYPE{Shield},
7436     34 => $TYPE{Helmet},
7437     35 => $TYPE{Horn},
7438     36 => $TYPE{Money},
7439 root 1.9 37 => $TYPE{'Class Changer'},
7440 root 1.3 39 => $TYPE{Amulet},
7441     40 => $TYPE{Mover},
7442     41 => $TYPE{Teleporter},
7443     42 => $TYPE{Creator},
7444     43 => $TYPE{Skill},
7445     51 => $TYPE{Detector},
7446     52 => $TYPE{'Trigger Marker'},
7447     55 => $TYPE{Marker},
7448     56 => $TYPE{'Holy Altar'},
7449     58 => $TYPE{Battleground},
7450     60 => $TYPE{Jewel},
7451     62 => $TYPE{'Magic Wall'},
7452     64 => $TYPE{'Inventory Checker'},
7453     65 => $TYPE{'Mood Floor'},
7454     66 => $TYPE{Exit},
7455     67 => $TYPE{'Floor (Encounter)'},
7456     68 => $TYPE{'Shop Floor'},
7457     69 => $TYPE{'Shop Mat'},
7458     70 => $TYPE{Ring},
7459     72 => $TYPE{Flesh},
7460     73 => $TYPE{Inorganic},
7461     83 => $TYPE{Duplicator},
7462     85 => $TYPE{Spellbook},
7463     87 => $TYPE{Cloak},
7464     88 => $TYPE{'Hazard Floor'},
7465     90 => $TYPE{Spinner},
7466     91 => $TYPE{Gate},
7467     92 => $TYPE{Button},
7468     93 => $TYPE{Handle},
7469     94 => $TYPE{Pit},
7470     95 => $TYPE{Trapdoor},
7471     98 => $TYPE{'Sign & MagicMouth'},
7472     99 => $TYPE{Boots},
7473     100 => $TYPE{Gloves},
7474     101 => $TYPE{Spell},
7475     103 => $TYPE{Converter},
7476     104 => $TYPE{Bracers},
7477     106 => $TYPE{Savebed},
7478     109 => $TYPE{'Wand & Staff'},
7479     110 => $TYPE{Ability},
7480     111 => $TYPE{Scroll},
7481     112 => $TYPE{Director},
7482     113 => $TYPE{Girdle},
7483 root 1.10 116 => $TYPE{'Event Connector'},
7484 root 1.3 122 => $TYPE{Container},
7485     130 => $TYPE{'Skill Scroll'},
7486     138 => $TYPE{Swamp},
7487     154 => $TYPE{Rune},
7488     155 => $TYPE{Trap},
7489     156 => $TYPE{'Power Crystal'},
7490 root 1.8 158 => $TYPE{Disease},
7491     163 => $TYPE{'Item Transformer'}
7492 root 1.1 );
7493    
7494 root 1.3 our %TYPENAME = (
7495     0 => '*NONE*',
7496     1 => 'PLAYER',
7497 root 1.9 2 => 'TRANSPORT',
7498 root 1.3 3 => 'ROD',
7499     4 => 'TREASURE',
7500     5 => 'POTION',
7501     6 => 'FOOD',
7502     7 => 'POISON',
7503     8 => 'BOOK',
7504     9 => 'CLOCK',
7505     12 => 'LIGHTNING',
7506     13 => 'ARROW',
7507     14 => 'BOW',
7508     15 => 'WEAPON',
7509     16 => 'ARMOUR',
7510     17 => 'PEDESTAL',
7511     18 => 'ALTAR',
7512     20 => 'LOCKED_DOOR',
7513     21 => 'SPECIAL_KEY',
7514     22 => 'MAP',
7515     23 => 'DOOR',
7516     24 => 'KEY',
7517     26 => 'TIMED_GATE',
7518     27 => 'TRIGGER',
7519     28 => 'GRIMREAPER',
7520     29 => 'MAGIC_EAR',
7521     30 => 'TRIGGER_BUTTON',
7522     31 => 'TRIGGER_ALTAR',
7523     32 => 'TRIGGER_PEDESTAL',
7524     33 => 'SHIELD',
7525     34 => 'HELMET',
7526     35 => 'HORN',
7527     36 => 'MONEY',
7528     37 => 'CLASS',
7529     38 => 'GRAVESTONE',
7530     39 => 'AMULET',
7531     40 => 'PLAYERMOVER',
7532     41 => 'TELEPORTER',
7533     42 => 'CREATOR',
7534     43 => 'SKILL',
7535     44 => 'EXPERIENCE',
7536     45 => 'EARTHWALL',
7537     46 => 'GOLEM',
7538     48 => 'THROWN_OBJ',
7539     49 => 'BLINDNESS',
7540     50 => 'GOD',
7541     51 => 'DETECTOR',
7542     52 => 'TRIGGER_MARKER',
7543     53 => 'DEAD_OBJECT',
7544     54 => 'DRINK',
7545     55 => 'MARKER',
7546     56 => 'HOLY_ALTAR',
7547     57 => 'PLAYER_CHANGER',
7548     58 => 'BATTLEGROUND',
7549     59 => 'PEACEMAKER',
7550     60 => 'GEM',
7551     62 => 'FIREWALL',
7552     63 => 'ANVIL',
7553     64 => 'CHECK_INV',
7554     65 => 'MOOD_FLOOR',
7555     66 => 'EXIT',
7556     67 => 'ENCOUNTER',
7557     68 => 'SHOP_FLOOR',
7558     69 => 'SHOP_MAT',
7559     70 => 'RING',
7560     71 => 'FLOOR',
7561     72 => 'FLESH',
7562     73 => 'INORGANIC',
7563     74 => 'SKILL_TOOL',
7564     75 => 'LIGHTER',
7565     76 => 'TRAP_PART',
7566     77 => 'WALL',
7567     78 => 'LIGHT_SOURCE',
7568     79 => 'MISC_OBJECT',
7569     80 => 'MONSTER',
7570     81 => 'SPAWN_GENERATOR',
7571     82 => 'LAMP',
7572     83 => 'DUPLICATOR',
7573     84 => 'TOOL',
7574     85 => 'SPELLBOOK',
7575     86 => 'BUILDFAC',
7576     87 => 'CLOAK',
7577     90 => 'SPINNER',
7578     91 => 'GATE',
7579     92 => 'BUTTON',
7580     93 => 'CF_HANDLE',
7581     94 => 'HOLE',
7582     95 => 'TRAPDOOR',
7583     98 => 'SIGN',
7584     99 => 'BOOTS',
7585     100 => 'GLOVES',
7586     101 => 'SPELL',
7587     102 => 'SPELL_EFFECT',
7588     103 => 'CONVERTER',
7589     104 => 'BRACERS',
7590     105 => 'POISONING',
7591     106 => 'SAVEBED',
7592     107 => 'POISONCLOUD',
7593     108 => 'FIREHOLES',
7594     109 => 'WAND',
7595     111 => 'SCROLL',
7596     112 => 'DIRECTOR',
7597     113 => 'GIRDLE',
7598     114 => 'FORCE',
7599     115 => 'POTION_EFFECT',
7600 root 1.11 116 => 'EVENT_CONNECTOR',
7601 root 1.3 121 => 'CLOSE_CON',
7602     122 => 'CONTAINER',
7603     123 => 'ARMOUR_IMPROVER',
7604     124 => 'WEAPON_IMPROVER',
7605     130 => 'SKILLSCROLL',
7606     138 => 'DEEP_SWAMP',
7607     139 => 'IDENTIFY_ALTAR',
7608     150 => 'MENU',
7609     154 => 'RUNE',
7610     155 => 'TRAP',
7611     156 => 'POWER_CRYSTAL',
7612     157 => 'CORPSE',
7613     158 => 'DISEASE',
7614     159 => 'SYMPTOM',
7615     160 => 'BUILDER',
7616 root 1.9 161 => 'MATERIAL',
7617     162 => 'GPS',
7618     163 => 'ITEM_TRANSFORMER',
7619     164 => 'QUEST'
7620 root 1.1 );
7621    
7622     our %SPELL = (
7623 root 1.3 0 => 'magic bullet',
7624     1 => 'small fireball',
7625     2 => 'medium fireball',
7626     3 => 'large fireball',
7627     4 => 'burning hands',
7628     5 => 'small lightning',
7629     6 => 'large lightning',
7630     7 => 'magic missile',
7631     8 => 'create bomb',
7632     9 => 'summon golem',
7633     10 => 'summon fire elemental',
7634     11 => 'summon earth elemental',
7635     12 => 'summon water elemental',
7636     13 => 'summon air elemental',
7637     14 => 'dimension door',
7638     15 => 'create earth wall',
7639     16 => 'paralyze',
7640     17 => 'icestorm',
7641     18 => 'magic mapping',
7642     19 => 'turn undead',
7643     20 => 'fear',
7644     21 => 'poison cloud',
7645     22 => 'wonder',
7646     23 => 'destruction',
7647     24 => 'perceive self',
7648     25 => 'word of recall',
7649     26 => 'invisible',
7650     27 => 'invisible to undead',
7651     28 => 'probe',
7652     29 => 'large bullet',
7653     30 => 'improved invisibility',
7654     31 => 'holy word',
7655     32 => 'minor healing',
7656     33 => 'medium healing',
7657     34 => 'major healing',
7658     35 => 'heal',
7659     36 => 'create food',
7660     37 => 'earth to dust',
7661     38 => 'armour',
7662     39 => 'strength',
7663     40 => 'dexterity',
7664     41 => 'constitution',
7665     42 => 'charisma',
7666     43 => 'create fire wall',
7667     44 => 'create frost wall',
7668     45 => 'protection from cold',
7669     46 => 'protection from electricity',
7670     47 => 'protection from fire',
7671     48 => 'protection from poison',
7672     49 => 'protection from slow',
7673     50 => 'protection from paralysis',
7674     51 => 'protection from draining',
7675     52 => 'protection from magic',
7676     53 => 'protection from attack',
7677     54 => 'levitate',
7678     55 => 'small speedball',
7679     56 => 'large speedball',
7680     57 => 'hellfire',
7681     58 => 'dragonbreath',
7682     59 => 'large icestorm',
7683     60 => 'charging',
7684     61 => 'polymorph',
7685     62 => 'cancellation',
7686     63 => 'confusion',
7687     64 => 'mass confusion',
7688     65 => 'summon pet monster',
7689     66 => 'slow',
7690     67 => 'regenerate spellpoints',
7691     68 => 'cure poison',
7692     69 => 'protection from confusion',
7693     70 => 'protection from cancellation',
7694     71 => 'protection from depletion',
7695     72 => 'alchemy',
7696     73 => 'remove curse',
7697     74 => 'remove damnation',
7698     75 => 'identify',
7699     76 => 'detect magic',
7700     77 => 'detect monster',
7701     78 => 'detect evil',
7702     79 => 'detect curse',
7703     80 => 'heroism',
7704     81 => 'aggravation',
7705     82 => 'firebolt',
7706     83 => 'frostbolt',
7707     84 => 'shockwave',
7708     85 => 'color spray',
7709     86 => 'haste',
7710     87 => 'face of death',
7711     88 => 'ball lightning',
7712     89 => 'meteor swarm',
7713     90 => 'comet',
7714     91 => 'mystic fist',
7715     92 => 'raise dead',
7716     93 => 'resurrection',
7717     94 => 'reincarnation',
7718     95 => 'immunity to cold',
7719     96 => 'immunity to electricity',
7720     97 => 'immunity to fire',
7721     98 => 'immunity to poison',
7722     99 => 'immunity to slow',
7723     100 => 'immunity to paralysis',
7724     101 => 'immunity to draining',
7725     102 => 'immunity to magic',
7726     103 => 'immunity to attack',
7727     104 => 'invulnerability',
7728     105 => 'defense',
7729     106 => 'rune of fire',
7730     107 => 'rune of frost',
7731     108 => 'rune of shocking',
7732     109 => 'rune of blasting',
7733     110 => 'rune of death',
7734     111 => 'marking rune',
7735     112 => 'build director',
7736     113 => 'create pool of chaos',
7737     114 => 'build bullet wall',
7738     115 => 'build lightning wall',
7739     116 => 'build fireball wall',
7740     117 => 'magic rune',
7741     118 => 'rune of magic drain',
7742     119 => 'antimagic rune',
7743     120 => 'rune of transferrence',
7744     121 => 'transferrence',
7745     122 => 'magic drain',
7746     123 => 'counterspell',
7747     124 => 'disarm',
7748     125 => 'cure confusion',
7749     126 => 'restoration',
7750     127 => 'summon evil monster',
7751     128 => 'counterwall',
7752     129 => 'cause light wounds',
7753     130 => 'cause medium wounds',
7754     131 => 'cause serious wounds',
7755     132 => 'charm monsters',
7756     133 => 'banishment',
7757     134 => 'create missile',
7758     135 => 'show invisible',
7759     136 => 'xray',
7760     137 => 'pacify',
7761     138 => 'summon fog',
7762     139 => 'steambolt',
7763     140 => 'command undead',
7764     141 => 'holy orb',
7765     142 => 'summon avatar',
7766     143 => 'holy possession',
7767     144 => 'bless',
7768     145 => 'curse',
7769     146 => 'regeneration',
7770     147 => 'consecrate',
7771     148 => 'summon cult monsters',
7772     149 => 'cause critical wounds',
7773     150 => 'holy wrath',
7774     151 => 'retributive strike',
7775     152 => 'finger of death',
7776     153 => 'insect plague',
7777     154 => 'call holy servant',
7778     155 => 'wall of thorns',
7779     156 => 'staff to snake',
7780     157 => 'light',
7781     158 => 'darkness',
7782     159 => 'nightfall',
7783     160 => 'daylight',
7784     161 => 'sunspear',
7785     162 => 'faery fire',
7786     163 => 'cure blindness',
7787     164 => 'dark vision',
7788     165 => 'bullet swarm',
7789     166 => 'bullet storm',
7790     167 => 'cause many wounds',
7791     168 => 'small snowstorm',
7792     169 => 'medium snowstorm',
7793     170 => 'large snowstorm',
7794     171 => 'cure disease',
7795     172 => 'cause red death',
7796     173 => 'cause flu',
7797     174 => 'cause black death',
7798     175 => 'cause leprosy',
7799     176 => 'cause smallpox',
7800     177 => 'cause white death',
7801     178 => 'cause anthrax',
7802     179 => 'cause typhoid',
7803     180 => 'mana blast',
7804     181 => 'small manaball',
7805     182 => 'medium manaball',
7806     183 => 'large manaball',
7807     184 => 'mana bolt',
7808     185 => 'dancing sword',
7809     186 => 'animate weapon',
7810     187 => 'cause cold',
7811     188 => 'divine shock',
7812     189 => 'windstorm',
7813     190 => 'sanctuary',
7814     191 => 'peace',
7815     192 => 'spiderweb',
7816     193 => 'conflict',
7817     194 => 'rage',
7818     195 => 'forked lightning',
7819     196 => 'poison fog',
7820     197 => 'flaming aura',
7821     198 => 'vitriol',
7822     199 => 'vitriol splash',
7823     200 => 'ironwood skin',
7824     201 => 'wrathful eye',
7825     202 => 'town portal',
7826     203 => 'missile swarm',
7827     204 => 'cause rabies',
7828     205 => 'glyph'
7829 root 1.1 );
7830    
7831    
7832     =head1 AUTHOR
7833    
7834     Marc Lehmann <schmorp.de>
7835     http://home.schmorp.de/
7836    
7837     The source files are part of the CFJavaEditor.
7838    
7839     =cut
7840    
7841     1