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Revision: 1.24
Committed: Thu Aug 31 21:09:33 2006 UTC (17 years, 9 months ago) by elmex
Branch: MAIN
CVS Tags: rel-0_92, rel-0_91, rel-0_9
Changes since 1.23: +2 -2 lines
Log Message:
loading and saving of arches and a better documentation in types.xml for safe ground

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 elmex 1.22 28 => 'move',
160     41 => 'drop_on'
161 root 1.10 },
162 root 1.3 mood => {
163     0 => 'furious',
164     1 => 'angry',
165     2 => 'calm',
166     3 => 'sleep',
167     4 => 'charm'
168 root 1.1 },
169 root 1.3 potion_effect => {
170     0 => '<none>',
171     65536 => 'life restoration',
172     1048576 => 'improvement'
173 root 1.1 },
174 root 1.3 skill_type => {
175     1 => 'lockpicking',
176     2 => 'hiding',
177     3 => 'smithery',
178     4 => 'bowyer',
179     5 => 'jeweler',
180     6 => 'alchemy',
181     7 => 'stealing',
182     8 => 'literacy',
183     9 => 'bargaining',
184     10 => 'jumping',
185     11 => 'detect magic',
186     12 => 'oratory',
187     13 => 'singing',
188     14 => 'detect curse',
189     15 => 'find traps',
190     16 => 'mediatation',
191     17 => 'punching',
192     18 => 'flame touch',
193     19 => 'karate',
194     20 => 'climbing',
195     21 => 'woodsman',
196     22 => 'inscription',
197     23 => 'one handed weapons',
198     24 => 'missile weapons',
199     25 => 'throwing',
200     26 => 'use magic item',
201     27 => 'disarm traps',
202     28 => 'set traps',
203     29 => 'thaumaturgy',
204     30 => 'praying',
205     31 => 'clawing',
206     32 => 'levitation',
207     33 => 'summoning',
208     34 => 'pyromancy',
209     35 => 'evocation',
210     36 => 'sorcery',
211     37 => 'two handed weapons'
212 root 1.1 },
213 root 1.3 spell_type => {
214     1 => 'raise dead',
215     2 => 'rune',
216     3 => 'make mark',
217     4 => 'bolt',
218     5 => 'bullet',
219     6 => 'explosion',
220     7 => 'cone',
221     8 => 'bomb',
222     9 => 'wonder',
223     10 => 'smite',
224     11 => 'magic missile',
225     12 => 'summon golem',
226     13 => 'dimension door',
227     14 => 'magic mapping',
228     15 => 'magic wall',
229     16 => 'destruction',
230     17 => 'perceive self',
231     18 => 'word of recall',
232     19 => 'invisible',
233     20 => 'probe',
234     21 => 'healing',
235     22 => 'create food',
236     23 => 'earth to dust',
237     24 => 'change ability',
238     25 => 'bless',
239     26 => 'curse',
240     27 => 'summon monster',
241     28 => 'recharge',
242     29 => 'polymorph',
243     30 => 'alchemy',
244     31 => 'remove curse',
245     32 => 'identify',
246     33 => 'detection',
247     34 => 'mood change',
248     35 => 'moving ball',
249     36 => 'swarm',
250     37 => 'charge mana',
251     38 => 'dispel rune',
252     39 => 'create missile',
253     40 => 'consecrate',
254     41 => 'animate weapon',
255     42 => 'light',
256     43 => 'change map light',
257     44 => 'faery fire',
258     45 => 'disease',
259     46 => 'aura',
260     47 => 'town portal'
261 root 1.1 },
262 root 1.3 weapon_type => {
263     0 => '<unknown>',
264     1 => 'sword',
265     2 => 'arrows',
266     3 => 'axe',
267     4 => 'katana',
268     5 => 'knife, dagger',
269     6 => 'whip, chain',
270     7 => 'hammer, flail',
271     8 => 'club, stick'
272     }
273     );
274    
275     our %IGNORE_LIST = (
276     non_pickable => [
277     'value',
278     'nrof',
279     'weight',
280     'name_pl',
281     'material',
282     'no_pick',
283     'unpaid',
284     'title',
285     'identified'
286     ],
287     system_object => [
288     'value',
289     'nrof',
290     'weight',
291     'name_pl',
292     'material',
293     'no_pick',
294     'unpaid',
295     'title',
296     'glow_radius',
297     'identified',
298     'blocksview',
299     'invisible'
300     ]
301     );
302    
303     our %DEFAULT_ATTR = (
304 root 1.7 attr => [
305     [
306     'name',
307     {
308     desc => 'This is the name of the object, displayed to the player.',
309     name => 'name',
310     type => 'string'
311     }
312     ],
313     [
314     'name_pl',
315     {
316     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.',
317     name => 'plural name',
318     type => 'string'
319     }
320     ],
321     [
322     'title',
323     {
324 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.',
325 root 1.7 name => 'title',
326     type => 'string'
327     }
328     ],
329     [
330     'face',
331     {
332     desc => 'The image-name defines what image is displayed for this object in-game.',
333     name => 'image',
334     type => 'string'
335     }
336     ],
337     [
338     'nrof',
339     {
340     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.',
341     name => 'number',
342     type => 'int'
343     }
344     ],
345     [
346     'weight',
347     {
348 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 ;) ).',
349 root 1.7 name => 'weight',
350     type => 'int'
351     }
352     ],
353     [
354     'value',
355     {
356 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.',
357 root 1.7 name => 'value',
358     type => 'int'
359     }
360     ],
361     [
362     'glow_radius',
363     {
364 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.',
365 root 1.7 name => 'glow radius',
366     type => 'int'
367     }
368     ],
369     [
370     'material',
371     {
372     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.',
373     name => 'material',
374     type => 'bitmask',
375     value => $BITMASK{material}
376     }
377     ],
378     [
379     'no_pick',
380     {
381     desc => 'If set, the object cannot be picked up (Neither by players nor monsters).',
382     name => 'non-pickable',
383     type => 'bool'
384     }
385     ],
386     [
387     'invisible',
388     {
389     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.',
390     name => 'invisible',
391     type => 'bool'
392     }
393     ],
394     [
395     'blocksview',
396     {
397     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.',
398     name => 'block view',
399     type => 'bool'
400     }
401     ],
402     [
403     'identified',
404     {
405     desc => 'If an item is identified, the player has full knowledge about it.',
406     name => 'identified',
407     type => 'bool'
408     }
409     ],
410     [
411     'unpaid',
412     {
413     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.',
414     name => 'unpaid',
415     type => 'bool'
416     }
417     ]
418     ]
419 root 1.3 );
420    
421     our %TYPE = (
422     Ability => {
423 root 1.7 attr => [
424     [
425     'invisible',
426     {
427     type => 'fixed',
428     value => 1
429     }
430     ],
431     [
432     'no_drop',
433     {
434     type => 'fixed',
435     value => 1
436     }
437     ],
438     [
439     'sp',
440     {
441     desc => 'The monster will use the specified <short range spell> when the player is within 6-square radius (of the monster\'s head).',
442     name => 'short range spell',
443     type => 'spell'
444     }
445     ],
446     [
447     'hp',
448     {
449     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.',
450     name => 'long range spell',
451     type => 'nz_spell'
452     }
453     ],
454     [
455     'maxsp',
456     {
457     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".',
458     name => 'importance',
459     type => 'int'
460     }
461     ],
462     [
463     'attacktype',
464     {
465 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.',
466 root 1.7 name => 'is magical',
467     type => 'bool',
468     value => [
469     0,
470     2
471     ]
472     }
473     ]
474     ],
475 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;.',
476     ignore => [
477     $IGNORE_LIST{system_object}
478     ],
479 root 1.5 name => 'Ability',
480 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?'
481     },
482     Altar => {
483 root 1.7 attr => [
484     [
485     'no_pick',
486     {
487     type => 'fixed',
488     value => 1
489     }
490     ],
491     [
492 root 1.14 'move_on',
493 root 1.7 {
494 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
495     name => 'movement type',
496     type => 'bitmask',
497     value => $BITMASK{movement_type}
498 root 1.7 }
499     ],
500     [
501     'slaying',
502     {
503     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")',
504     name => 'match item name',
505     type => 'string'
506     }
507     ],
508     [
509     'food',
510     {
511     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.',
512     name => 'drop amount',
513     type => 'int'
514     }
515     ],
516     [
517     'connected',
518     {
519     desc => 'If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.',
520     name => 'connection',
521     type => 'int'
522     }
523     ],
524     [
525     'sp',
526     {
527 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.',
528 root 1.7 name => 'spell',
529     type => 'spell'
530     }
531     ],
532     [
533     'msg',
534     {
535     desc => 'This text will be displayed to the player in the exact moment when the altar is activated.',
536     end => 'endmsg',
537     name => 'message',
538     type => 'text'
539     }
540     ]
541     ],
542 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.',
543 root 1.3 ignore => [
544     $IGNORE_LIST{non_pickable}
545 root 1.5 ],
546     name => 'Altar'
547 root 1.3 },
548     'Altar Trigger' => {
549 root 1.7 attr => [
550     [
551     'no_pick',
552     {
553     type => 'fixed',
554     value => 1
555     }
556     ],
557     [
558     'slaying',
559     {
560     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")',
561     name => 'match item name',
562     type => 'string'
563     }
564     ],
565     [
566     'food',
567     {
568     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.',
569     name => 'drop amount',
570     type => 'int'
571     }
572     ],
573     [
574     'connected',
575     {
576     desc => 'If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.',
577     name => 'connection',
578     type => 'int'
579     }
580     ],
581     [
582     'sp',
583     {
584 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.',
585 root 1.7 name => 'spell',
586     type => 'spell'
587     }
588     ],
589     [
590     'exp',
591     {
592     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.',
593     name => 'reset time',
594     type => 'int'
595     }
596     ],
597     [
598     'last_sp',
599     {
600     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.',
601     name => 'ignore reset',
602     type => 'bool'
603     }
604     ],
605     [
606 root 1.14 'move_on',
607 root 1.7 {
608 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
609     name => 'movement type',
610     type => 'bitmask',
611     value => $BITMASK{movement_type}
612 root 1.7 }
613     ],
614     [
615     'msg',
616     {
617     desc => 'This text will be displayed to the player in the exact moment when the altar is activated.',
618     end => 'endmsg',
619     name => 'message',
620     type => 'text'
621     }
622     ]
623     ],
624 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.',
625 root 1.3 ignore => [
626     $IGNORE_LIST{non_pickable}
627     ],
628 root 1.5 name => 'Altar Trigger',
629 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. =)'
630     },
631     Amulet => {
632 root 1.7 attr => [
633     [
634     'ac',
635     {
636     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.',
637     name => 'armour class',
638     type => 'int'
639     }
640     ],
641     [
642     'wc',
643     {
644     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.',
645     name => 'weapon class',
646     type => 'int'
647     }
648     ],
649     [
650     'item_power',
651     {
652     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>.',
653     name => 'item power',
654     type => 'int'
655     }
656     ],
657     [
658     'damned',
659     {
660     desc => 'A damned piece of equipment cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
661     name => 'damnation',
662     type => 'bool'
663     }
664     ],
665     [
666     'cursed',
667     {
668     desc => 'A cursed piece of equipment cannot be unwielded unless the curse is removed.',
669     name => 'curse',
670     type => 'bool'
671     }
672     ],
673     [
674     'lifesave',
675     {
676 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!',
677 root 1.7 name => 'save life',
678     type => 'bool'
679     }
680     ],
681     [
682     'unique',
683     {
684     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
685     name => 'unique item',
686     type => 'bool'
687     }
688     ],
689     [
690     'startequip',
691     {
692     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
693     name => 'godgiven item',
694     type => 'bool'
695     }
696     ],
697     [
698     'applied',
699     {
700     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.',
701     name => 'is applied',
702     type => 'bool'
703     }
704     ],
705     [
706     'msg',
707     {
708     desc => 'This text describes the item\'s "story". Every decent artifact should have such a description.',
709     end => 'endmsg',
710     name => 'description',
711     type => 'text'
712     }
713     ]
714     ],
715 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.',
716 root 1.5 name => 'Amulet',
717 root 1.4 section => [
718     [
719     'resistance',
720 root 1.7 [
721     [
722     'resist_physical',
723     {
724     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.',
725     name => 'resist physical %',
726     type => 'int'
727     }
728     ],
729     [
730     'resist_magic',
731     {
732     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.',
733     name => 'resist magic %',
734     type => 'int'
735     }
736     ],
737     [
738     'resist_fire',
739     {
740     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.',
741     name => 'resist fire %',
742     type => 'int'
743     }
744     ],
745     [
746     'resist_electricity',
747     {
748     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.',
749     name => 'resist electricity %',
750     type => 'int'
751     }
752     ],
753     [
754     'resist_cold',
755     {
756     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.',
757     name => 'resist cold %',
758     type => 'int'
759     }
760     ],
761     [
762     'resist_confusion',
763     {
764     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).',
765     name => 'resist confusion %',
766     type => 'int'
767     }
768     ],
769     [
770     'resist_acid',
771     {
772     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.',
773     name => 'resist acid %',
774     type => 'int'
775     }
776     ],
777     [
778     'resist_drain',
779     {
780     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).',
781     name => 'resist draining %',
782     type => 'int'
783     }
784     ],
785     [
786     'resist_weaponmagic',
787     {
788     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.',
789     name => 'resist weaponmagic %',
790     type => 'int'
791     }
792     ],
793     [
794     'resist_ghosthit',
795     {
796     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.',
797     name => 'resist ghosthit %',
798     type => 'int'
799     }
800     ],
801     [
802     'resist_poison',
803     {
804     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.',
805     name => 'resist poison %',
806     type => 'int'
807     }
808     ],
809     [
810     'resist_slow',
811     {
812     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.',
813     name => 'resist slow %',
814     type => 'int'
815     }
816     ],
817     [
818     'resist_paralyze',
819     {
820     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).',
821     name => 'resist paralyze %',
822     type => 'int'
823     }
824     ],
825     [
826     'resist_fear',
827     {
828     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.',
829     name => 'resist fear %',
830     type => 'int'
831     }
832     ],
833     [
834     'resist_deplete',
835     {
836     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).',
837     name => 'resist depletion %',
838     type => 'int'
839     }
840     ],
841     [
842     'resist_death',
843     {
844     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!',
845     name => 'resist death-attack %',
846     type => 'int'
847     }
848     ],
849     [
850     'resist_chaos',
851     {
852     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.',
853     name => 'resist chaos %',
854     type => 'int'
855     }
856     ],
857     [
858     'resist_blind',
859     {
860     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.',
861     name => 'resist blinding %',
862     type => 'int'
863     }
864     ],
865     [
866     'resist_holyword',
867     {
868     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.',
869     name => 'resist holy power %',
870     type => 'int'
871     }
872     ]
873     ]
874     ],
875     [
876     'stats',
877     [
878     [
879     'Str',
880     {
881     desc => 'The player\'s strentgh will rise/fall by the given value while wearing this piece of equipment.',
882     name => 'strength',
883     type => 'int'
884     }
885     ],
886     [
887     'Dex',
888     {
889     desc => 'The player\'s dexterity will rise/fall by the given value while wearing this piece of equipment.',
890     name => 'dexterity',
891     type => 'int'
892     }
893     ],
894     [
895     'Con',
896     {
897     desc => 'The player\'s constitution will rise/fall by the given value while wearing this piece of equipment.',
898     name => 'constitution',
899     type => 'int'
900     }
901     ],
902     [
903     'Int',
904     {
905     desc => 'The player\'s intelligence will rise/fall by the given value while wearing this piece of equipment.',
906     name => 'intelligence',
907     type => 'int'
908     }
909     ],
910     [
911     'Pow',
912     {
913     desc => 'The player\'s power will rise/fall by the given value while wearing this piece of equipment.',
914     name => 'power',
915     type => 'int'
916     }
917     ],
918     [
919     'Wis',
920     {
921     desc => 'The player\'s wisdom will rise/fall by the given value while wearing this piece of equipment.',
922     name => 'wisdom',
923     type => 'int'
924     }
925     ],
926     [
927     'Cha',
928     {
929     desc => 'The player\'s charisma will rise/fall by the given value while wearing this piece of equipment.',
930     name => 'charisma',
931     type => 'int'
932     }
933     ]
934     ]
935     ],
936     [
937     'misc',
938     [
939     [
940     'luck',
941     {
942     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.',
943     name => 'luck bonus',
944     type => 'int'
945     }
946     ],
947     [
948     'hp',
949     {
950     desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
951     name => 'health regen.',
952     type => 'int'
953     }
954     ],
955     [
956     'sp',
957     {
958     desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
959     name => 'mana regen.',
960     type => 'int'
961     }
962     ],
963     [
964     'grace',
965     {
966     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!!',
967     name => 'grace regen.',
968     type => 'int'
969     }
970     ],
971     [
972     'food',
973     {
974     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.',
975     name => 'food bonus',
976     type => 'int'
977     }
978     ],
979     [
980     'xrays',
981     {
982 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.',
983 root 1.7 name => 'xray vision',
984     type => 'bool'
985     }
986     ],
987     [
988     'stealth',
989     {
990     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)',
991     name => 'stealth',
992     type => 'bool'
993     }
994     ],
995     [
996     'reflect_spell',
997     {
998     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!',
999     name => 'reflect spells',
1000     type => 'bool'
1001     }
1002     ],
1003     [
1004     'reflect_missile',
1005     {
1006     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.',
1007     name => 'reflect missiles',
1008     type => 'bool'
1009     }
1010     ],
1011     [
1012 root 1.14 'move_type',
1013 root 1.7 {
1014 root 1.14 desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
1015     name => 'movement type',
1016     type => 'bitmask',
1017     value => $BITMASK{movement_type}
1018 root 1.7 }
1019     ],
1020     [
1021     'path_attuned',
1022     {
1023     desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this item.',
1024     name => 'attuned paths',
1025     type => 'bitmask',
1026     value => $BITMASK{spellpath}
1027     }
1028     ],
1029     [
1030     'path_repelled',
1031     {
1032     desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this item.',
1033     name => 'repelled paths',
1034     type => 'bitmask',
1035     value => $BITMASK{spellpath}
1036     }
1037     ],
1038     [
1039     'path_denied',
1040     {
1041     desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this item.',
1042     name => 'denied paths',
1043     type => 'bitmask',
1044     value => $BITMASK{spellpath}
1045     }
1046     ]
1047     ]
1048     ]
1049     ],
1050     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1051     },
1052     Battleground => {
1053     attr => [
1054     [
1055     'no_pick',
1056     {
1057     type => 'fixed',
1058     value => 1
1059     }
1060     ],
1061     [
1062     'is_floor',
1063 root 1.4 {
1064 root 1.7 type => 'fixed',
1065     value => 1
1066 root 1.4 }
1067     ],
1068     [
1069 root 1.7 'hp',
1070 root 1.4 {
1071 root 1.7 desc => 'The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.',
1072     name => 'destination X',
1073     type => 'int'
1074 root 1.4 }
1075     ],
1076     [
1077 root 1.7 'sp',
1078 root 1.4 {
1079 root 1.7 desc => 'The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.',
1080     name => 'destination Y',
1081     type => 'int'
1082 root 1.4 }
1083     ]
1084     ],
1085 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.',
1086     ignore => [
1087     $IGNORE_LIST{non_pickable}
1088     ],
1089 root 1.5 name => 'Battleground',
1090 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.)'
1091     },
1092     Book => {
1093 root 1.7 attr => [
1094     [
1095     'level',
1096     {
1097     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.',
1098     name => 'literacy level',
1099     type => 'int'
1100     }
1101     ],
1102     [
1103     'startequip',
1104     {
1105     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1106     name => 'godgiven item',
1107     type => 'bool'
1108     }
1109     ],
1110     [
1111     'unique',
1112     {
1113     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
1114     name => 'unique item',
1115     type => 'bool'
1116     }
1117     ],
1118     [
1119     'msg',
1120     {
1121     desc => 'This is the text that appears "written" in the book.',
1122     end => 'endmsg',
1123     name => 'book content',
1124     type => 'text'
1125     }
1126 root 1.14 ],
1127     [
1128     'slaying',
1129     {
1130     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)',
1131     name => 'key string',
1132     type => 'string'
1133     }
1134 root 1.7 ]
1135     ],
1136 root 1.5 desc => 'Applying a book, the containing message is displayed to the player.',
1137     name => 'Book'
1138 root 1.1 },
1139 root 1.3 Boots => {
1140 root 1.7 attr => [
1141     [
1142     'exp',
1143     {
1144     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.',
1145     name => 'speed bonus',
1146     type => 'int'
1147     }
1148     ],
1149     [
1150     'magic',
1151     {
1152     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>.',
1153     name => 'magic bonus',
1154     type => 'int'
1155     }
1156     ]
1157     ],
1158 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.',
1159     import => [
1160     $TYPE{Amulet}
1161     ],
1162 root 1.5 name => 'Boots',
1163 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.'
1164     },
1165     Bracers => {
1166 root 1.7 attr => [
1167     [
1168     'magic',
1169     {
1170     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.',
1171     name => 'magic bonus',
1172     type => 'int'
1173     }
1174     ]
1175     ],
1176 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.',
1177     import => [
1178     $TYPE{Amulet}
1179     ],
1180 root 1.5 name => 'Bracers',
1181 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.'
1182     },
1183     'Brestplate Armour' => {
1184 root 1.7 attr => [
1185     [
1186     'last_heal',
1187     {
1188     desc => 'This poses a penalty to spell regeneration speed, for wearing the armour. The bigger the spellpoint penalty, the worse.',
1189     name => 'spellpoint penalty',
1190     type => 'int'
1191     }
1192     ],
1193     [
1194     'last_sp',
1195     {
1196     desc => 'Slowdown penalty reduces the player\'s walking speed when wearing the armour. Bigger values are worse - zero is best.',
1197     name => 'slowdown penalty',
1198     type => 'int'
1199     }
1200     ],
1201     [
1202     'magic',
1203     {
1204     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.',
1205     name => 'magic bonus',
1206     type => 'int'
1207     }
1208     ]
1209     ],
1210 root 1.3 desc => 'Wearing an armour, the object\'s stats will directly be inherited to the player. Usually enhancing his defense.',
1211 root 1.7 import => [
1212     $TYPE{Amulet}
1213     ],
1214     name => 'Brestplate Armour',
1215     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1216     },
1217     Button => {
1218     attr => [
1219     [
1220 root 1.14 'move_on',
1221 root 1.7 {
1222 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
1223     name => 'movement type',
1224     type => 'bitmask',
1225     value => $BITMASK{movement_type}
1226 root 1.7 }
1227     ],
1228     [
1229 root 1.14 'move_off',
1230 root 1.7 {
1231 root 1.14 desc => 'Which movement types deactivate this object (e.g. button).',
1232     name => 'movement type',
1233     type => 'bitmask',
1234     value => $BITMASK{movement_type}
1235 root 1.7 }
1236     ],
1237     [
1238     'no_pick',
1239     {
1240     type => 'fixed',
1241     value => 1
1242     }
1243     ],
1244     [
1245     'weight',
1246     {
1247     desc => 'The button is pressed (triggered), as soon as <press weigh> gram are placed ontop of it.',
1248     name => 'press weight',
1249 root 1.9 type => 'int'
1250 root 1.7 }
1251     ],
1252     [
1253     'connected',
1254     {
1255     desc => 'Every time the button is pressed or released, all objects with the same <connection> value are activated.',
1256     name => 'connection',
1257     type => 'int'
1258     }
1259     ],
1260     [
1261     'msg',
1262     {
1263     desc => 'This text may describe the item. You can use this message to explain the button\'s purpose to the player.',
1264     end => 'endmsg',
1265     name => 'description',
1266     type => 'text'
1267     }
1268     ]
1269 root 1.3 ],
1270     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.',
1271     ignore => [
1272     $IGNORE_LIST{non_pickable}
1273 root 1.5 ],
1274     name => 'Button'
1275 root 1.3 },
1276 root 1.9 'Button Trigger' => {
1277     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.',
1278     ignore => [
1279     $IGNORE_LIST{non_pickable}
1280     ],
1281     import => [
1282     $TYPE{Button}
1283     ],
1284     name => 'Button Trigger'
1285     },
1286     'Class Changer' => {
1287     attr => [
1288     [
1289     'randomitems',
1290     {
1291     desc => 'This entry determines which initial items the character receives.',
1292     name => 'class items',
1293     type => 'treasurelist'
1294     }
1295     ]
1296     ],
1297     desc => 'Class changer are used while creating a character.',
1298     ignore => [
1299     $IGNORE_LIST{non_pickable}
1300     ],
1301     name => 'Class Changer',
1302     section => [
1303     [
1304     'stats',
1305     [
1306     [
1307     'Str',
1308     {
1309     desc => 'The player\'s strength will rise by the given value if he chooses this class. (Negative values make strength fall)',
1310     name => 'strength',
1311     type => 'int'
1312     }
1313     ],
1314     [
1315     'Dex',
1316     {
1317     desc => 'The player\'s dexterity will rise by the given value if he chooses this class. (Negative values make dexterity fall)',
1318     name => 'dexterity',
1319     type => 'int'
1320     }
1321     ],
1322     [
1323     'Con',
1324     {
1325     desc => 'The player\'s constitution will rise by the given value if he chooses this class. (Negative values make constitution fall)',
1326     name => 'constitution',
1327     type => 'int'
1328     }
1329     ],
1330     [
1331     'Int',
1332     {
1333     desc => 'The player\'s intelligence will rise by the given value if he chooses this class. (Negative values make intelligence fall)',
1334     name => 'intelligence',
1335     type => 'int'
1336     }
1337     ],
1338     [
1339     'Pow',
1340     {
1341     desc => 'The player\'s power will rise by the given value if he chooses this class. (Negative values make power fall)',
1342     name => 'power',
1343     type => 'int'
1344     }
1345     ],
1346     [
1347     'Wis',
1348     {
1349     desc => 'The player\'s wisdom will rise by the given value if he chooses this class. (Negative values make wisdom fall)',
1350     name => 'wisdom',
1351     type => 'int'
1352     }
1353     ],
1354     [
1355     'Cha',
1356     {
1357     desc => 'The player\'s charisma will rise by the given value if he chooses this class. (Negative values make charisma fall)',
1358     name => 'charisma',
1359     type => 'int'
1360     }
1361     ]
1362     ]
1363     ]
1364     ]
1365     },
1366 root 1.3 Cloak => {
1367 root 1.7 attr => [
1368     [
1369     'magic',
1370     {
1371     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>.',
1372     name => 'magic bonus',
1373     type => 'int'
1374     }
1375     ]
1376     ],
1377 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.',
1378     import => [
1379     $TYPE{Amulet}
1380     ],
1381 root 1.5 name => 'Cloak',
1382 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.'
1383     },
1384     Clock => {
1385 root 1.7 attr => [
1386     [
1387     'msg',
1388     {
1389     desc => 'This text may describe the item',
1390     end => 'endmsg',
1391     name => 'description',
1392     type => 'text'
1393     }
1394     ]
1395     ],
1396 root 1.5 desc => 'Applying a clock, the time is displayed to the player.',
1397     name => 'Clock'
1398 root 1.1 },
1399 root 1.3 Container => {
1400 root 1.7 attr => [
1401     [
1402     'race',
1403     {
1404     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.',
1405     name => 'container class',
1406     type => 'string'
1407     }
1408     ],
1409     [
1410     'slaying',
1411     {
1412     desc => 'If <key string> is set, only players with a special key of matching <key string> are able to open the container.',
1413     name => 'key string',
1414     type => 'string'
1415     }
1416     ],
1417     [
1418     'container',
1419     {
1420     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.',
1421     name => 'maximum weight',
1422     type => 'int'
1423     }
1424     ],
1425     [
1426     'Str',
1427     {
1428     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.',
1429     name => 'reduce weight %',
1430     type => 'int'
1431     }
1432     ],
1433     [
1434     'is_cauldron',
1435     {
1436     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.',
1437     name => 'alchemy cauldron',
1438     type => 'bool'
1439     }
1440     ],
1441     [
1442     'unique',
1443     {
1444     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.',
1445     name => 'unique item',
1446     type => 'bool'
1447     }
1448     ],
1449     [
1450     'startequip',
1451     {
1452     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1453     name => 'godgiven item',
1454     type => 'bool'
1455     }
1456     ],
1457     [
1458     'other_arch',
1459     {
1460     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.',
1461     name => 'animation arch',
1462     type => 'string'
1463     }
1464     ],
1465     [
1466     'msg',
1467     {
1468     desc => 'This text may contain a description of the container.',
1469     end => 'endmsg',
1470     name => 'description',
1471     type => 'text'
1472     }
1473     ]
1474     ],
1475 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.',
1476 root 1.5 name => 'Container',
1477 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>'
1478     },
1479     Converter => {
1480 root 1.7 attr => [
1481     [
1482     'no_pick',
1483     {
1484     type => 'fixed',
1485     value => 1
1486     }
1487     ],
1488     [
1489     'slaying',
1490     {
1491     desc => '<cost arch> is the name of the archetype the player has to put on the converter, as payment.',
1492     name => 'cost arch',
1493     type => 'string'
1494     }
1495     ],
1496     [
1497     'food',
1498     {
1499     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>.',
1500     name => 'cost number',
1501     type => 'int'
1502     }
1503     ],
1504     [
1505     'other_arch',
1506     {
1507 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.',
1508 root 1.7 name => 'receive arch',
1509     type => 'string'
1510     }
1511     ],
1512     [
1513     'sp',
1514     {
1515     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>.',
1516     name => 'receive number',
1517     type => 'int'
1518     }
1519     ],
1520     [
1521     'msg',
1522     {
1523     desc => 'This text may contain a description of the converter.',
1524     end => 'endmsg',
1525     name => 'description',
1526     type => 'text'
1527     }
1528     ]
1529     ],
1530 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.',
1531     ignore => [
1532     'value',
1533     'nrof',
1534     'name_pl',
1535     'no_pick',
1536     'unpaid',
1537     'title'
1538     ],
1539 root 1.5 name => 'Converter',
1540 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.'
1541     },
1542     Creator => {
1543 root 1.7 attr => [
1544     [
1545     'no_pick',
1546     {
1547     type => 'fixed',
1548     value => 1
1549     }
1550     ],
1551     [
1552     'other_arch',
1553     {
1554 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.',
1555 root 1.7 name => 'create arch',
1556     type => 'string'
1557     }
1558     ],
1559     [
1560     'connected',
1561     {
1562     desc => 'Whenever the connection value is activated, the creator gets triggered.',
1563     name => 'connection',
1564     type => 'int'
1565     }
1566     ],
1567     [
1568 elmex 1.21 'activate_on_push',
1569     {
1570     desc => 'Whether the teleporter should only be activated on push.',
1571     name => 'Activate on push',
1572     type => 'bool'
1573     }
1574     ],
1575     [
1576     'activate_on_release',
1577     {
1578     desc => 'Whether the teleporter should only be activated on release.',
1579     name => 'Activate on release',
1580     type => 'bool'
1581     }
1582     ],
1583     [
1584 root 1.7 'lifesave',
1585     {
1586 root 1.9 desc => 'If <infinit uses> is set, the creator will work infinitely, regardless of the value in <number of uses>.',
1587 root 1.7 name => 'infinit uses',
1588     type => 'bool'
1589     }
1590     ],
1591     [
1592     'hp',
1593     {
1594     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).',
1595     name => 'number of uses',
1596     type => 'int'
1597     }
1598     ],
1599     [
1600     'slaying',
1601     {
1602 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.',
1603 root 1.7 name => 'name of creation',
1604     type => 'string'
1605     }
1606     ],
1607     [
1608     'level',
1609     {
1610     desc => 'The created object will be of that level. If zero/unset, the standard level of the archetype is used.',
1611     name => 'level of creation',
1612     type => 'int'
1613     }
1614     ]
1615     ],
1616 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.',
1617     ignore => [
1618     $IGNORE_LIST{system_object}
1619     ],
1620 root 1.5 name => 'Creator',
1621 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.'
1622     },
1623     Detector => {
1624 root 1.7 attr => [
1625     [
1626     'no_pick',
1627     {
1628     type => 'fixed',
1629     value => 1
1630     }
1631     ],
1632     [
1633     'slaying',
1634     {
1635     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.',
1636     name => 'match name',
1637     type => 'string'
1638     }
1639     ],
1640     [
1641     'connected',
1642     {
1643     desc => 'When the detector is triggered, all objects with the same connection value get activated.',
1644     name => 'connection',
1645     type => 'int'
1646     }
1647     ],
1648     [
1649     'speed',
1650     {
1651     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.',
1652     name => 'detection speed',
1653     type => 'float'
1654     }
1655 root 1.17 ],
1656     [
1657     'speed_left',
1658     {
1659     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.',
1660     name => 'speed left',
1661     type => 'float'
1662     }
1663     ],
1664     [
1665     'speed_left',
1666     {
1667     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.',
1668     name => 'speed left',
1669     type => 'float'
1670     }
1671 root 1.7 ]
1672     ],
1673 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.',
1674     ignore => [
1675     $IGNORE_LIST{system_object}
1676     ],
1677 root 1.5 name => 'Detector',
1678 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.'
1679     },
1680     Director => {
1681 root 1.7 attr => [
1682     [
1683     'sp',
1684     {
1685     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).',
1686     name => 'direction',
1687     type => 'list',
1688     value => $LIST{direction}
1689     }
1690     ],
1691     [
1692 root 1.14 'move_on',
1693 root 1.7 {
1694 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
1695     name => 'movement type',
1696     type => 'bitmask',
1697     value => $BITMASK{movement_type}
1698 root 1.7 }
1699     ]
1700     ],
1701 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.',
1702     ignore => [
1703     $IGNORE_LIST{non_pickable}
1704     ],
1705 root 1.5 name => 'Director',
1706 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.'
1707     },
1708     Disease => {
1709 root 1.7 attr => [
1710     [
1711     'invisible',
1712     {
1713     type => 'fixed',
1714     value => 1
1715     }
1716     ],
1717     [
1718     'level',
1719     {
1720     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.',
1721     name => 'plaque level',
1722     type => 'int'
1723     }
1724     ],
1725     [
1726     'race',
1727     {
1728     desc => 'The disease will only infect creatures of the specified <race>. "<race> *" means every creature can be infected.',
1729     name => 'infect race',
1730     type => 'string'
1731     }
1732     ],
1733     [
1734     'ac',
1735     {
1736     desc => 'Every time the disease "moves" the severity of the symptoms are increased by <progressiveness>/100. (severity = 1 + (accumlated progression)/100)',
1737     name => 'progressiveness',
1738     type => 'int'
1739     }
1740     ],
1741     [
1742     'msg',
1743     {
1744     desc => 'This text is displayed to the player every time the symptoms strike.',
1745     end => 'endmsg',
1746     name => 'message',
1747     type => 'text'
1748     }
1749     ]
1750     ],
1751 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.',
1752     ignore => [
1753     $IGNORE_LIST{system_object}
1754     ],
1755 root 1.5 name => 'Disease',
1756 root 1.4 section => [
1757     [
1758     'spreading',
1759 root 1.7 [
1760     [
1761     'wc',
1762     {
1763     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.',
1764     name => 'infectiosness',
1765     type => 'int'
1766     }
1767     ],
1768     [
1769     'last_grace',
1770     {
1771     desc => 'The <attenuation> value reduces the diseases\' <infectiosness> everytime it infects someone new. This limits how many generations a disease can propagate.',
1772     name => 'attenuation',
1773     type => 'int'
1774     }
1775     ],
1776     [
1777     'magic',
1778     {
1779     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.',
1780     name => 'infection range',
1781     type => 'int'
1782     }
1783     ],
1784     [
1785     'maxhp',
1786     {
1787     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).',
1788     name => 'persistence',
1789     type => 'int'
1790     }
1791     ],
1792     [
1793     'maxgrace',
1794     {
1795     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.',
1796     name => 'curing duration',
1797     type => 'int'
1798     }
1799     ],
1800     [
1801     'speed',
1802     {
1803     desc => 'The <speed> of the disease determines how fast the disease will "move", thus how fast the symptoms strike the host.',
1804     name => 'moving speed',
1805     type => 'float'
1806     }
1807 root 1.17 ],
1808     [
1809     'speed_left',
1810     {
1811     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.',
1812     name => 'speed left',
1813     type => 'float'
1814     }
1815 root 1.7 ]
1816     ]
1817     ],
1818     [
1819     'symptoms',
1820     [
1821     [
1822     'attacktype',
1823     {
1824     desc => 'The disease will attack the host with the given <attacktype>. Godpower attacktype is commonly used for "unresistable" diseases.',
1825     name => 'attacktype',
1826     type => 'bitmask',
1827     value => $BITMASK{attacktype}
1828     }
1829     ],
1830     [
1831     'dam',
1832     {
1833     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.',
1834     name => 'damage',
1835     type => 'int'
1836     }
1837     ],
1838     [
1839     'other_arch',
1840     {
1841     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.',
1842     name => 'create arch',
1843     type => 'string'
1844     }
1845     ],
1846     [
1847     'last_sp',
1848     {
1849     desc => 'If set, the disease imposes a <slowdown penalty> while being infected. The player\'s speed is reduced by <slowdown penalty> % of normal value.',
1850     name => 'slowdown penalty',
1851     type => 'int'
1852     }
1853     ],
1854     [
1855     'exp',
1856     {
1857     desc => 'When the player manages to cure this disease (with a curing spell), he is awarded with <exp. for curing> experience.',
1858     name => 'exp. for curing',
1859     type => 'int'
1860     }
1861     ],
1862     [
1863     'maxsp',
1864     {
1865     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.',
1866     name => 'mana depletion',
1867     type => 'int'
1868     }
1869     ],
1870     [
1871     'last_eat',
1872     {
1873     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.',
1874     name => 'food depletion',
1875     type => 'int'
1876     }
1877     ],
1878     [
1879     'hp',
1880     {
1881     desc => 'This value increases the player\'s healing rate. Negative values decrease it.',
1882     name => 'health regen.',
1883     type => 'int'
1884     }
1885     ],
1886     [
1887     'sp',
1888     {
1889     desc => 'This value increases the player\'s rate of mana regeneration. Negative values decrease it.',
1890     name => 'mana regen.',
1891     type => 'int'
1892     }
1893     ]
1894     ]
1895     ],
1896     [
1897     'disability',
1898     [
1899     [
1900     'Str',
1901     {
1902     desc => 'The player\'s strength will rise by the given value while being infected. (Negative values make strength fall)',
1903     name => 'strength',
1904     type => 'int'
1905     }
1906     ],
1907     [
1908     'Dex',
1909     {
1910     desc => 'The player\'s dexterity will rise by the given value while being infected. (Negative values make dexterity fall)',
1911     name => 'dexterity',
1912     type => 'int'
1913     }
1914     ],
1915     [
1916     'Con',
1917     {
1918     desc => 'The player\'s constitution will rise by the given value while being infected. (Negative values make constitution fall)',
1919     name => 'constitution',
1920     type => 'int'
1921     }
1922     ],
1923     [
1924     'Int',
1925     {
1926     desc => 'The player\'s intelligence will rise by the given value while being infected. (Negative values make intelligence fall)',
1927     name => 'intelligence',
1928     type => 'int'
1929     }
1930     ],
1931     [
1932     'Pow',
1933     {
1934     desc => 'The player\'s power will rise by the given value while being infected. (Negative values make power fall)',
1935     name => 'power',
1936     type => 'int'
1937     }
1938     ],
1939     [
1940     'Wis',
1941     {
1942     desc => 'The player\'s wisdom will rise by the given value while being infected. (Negative values make wisdom fall)',
1943     name => 'wisdom',
1944     type => 'int'
1945     }
1946     ],
1947     [
1948     'Cha',
1949     {
1950     desc => 'The player\'s charisma will rise by the given value while being infected. (Negative values make charisma fall)',
1951     name => 'charisma',
1952     type => 'int'
1953     }
1954     ]
1955     ]
1956     ]
1957     ],
1958     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.'
1959     },
1960 root 1.9 Door => {
1961     attr => [
1962     [
1963     'no_pick',
1964     {
1965     type => 'fixed',
1966     value => 1
1967     }
1968     ],
1969     [
1970     'alive',
1971     {
1972     type => 'fixed',
1973     value => 1
1974     }
1975     ],
1976     [
1977 root 1.14 'move_block',
1978 root 1.9 {
1979 root 1.14 desc => 'Objects using these movement types cannot move over this space.',
1980     name => 'blocked movement',
1981     type => 'bitmask',
1982     value => $BITMASK{movement_type}
1983     }
1984     ],
1985     [
1986     'move_allow',
1987     {
1988     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
1989     name => 'allowed movement',
1990     type => 'bitmask',
1991     value => $BITMASK{movement_type}
1992     }
1993     ],
1994     [
1995     'move_slow',
1996     {
1997     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
1998     name => 'slowed movement',
1999     type => 'bitmask',
2000     value => $BITMASK{movement_type}
2001     }
2002     ],
2003     [
2004     'move_slow_penalty',
2005     {
2006     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)',
2007     name => 'slow movement penalty',
2008     type => 'int'
2009 root 1.9 }
2010     ],
2011     [
2012     'hp',
2013     {
2014     desc => 'The more <hitpoints> the door has, the longer it takes to be broken.',
2015     name => 'hitpoints',
2016     type => 'int'
2017     }
2018     ],
2019     [
2020     'ac',
2021     {
2022     desc => 'Doors of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
2023     name => 'armour class',
2024     type => 'int'
2025     }
2026     ],
2027     [
2028     'other_arch',
2029     {
2030     desc => 'This string defines the object that will be created when the door was defeated.',
2031     name => 'drop arch',
2032     type => 'string'
2033     }
2034     ],
2035     [
2036     'randomitems',
2037     {
2038     desc => 'This entry determines what kind of traps will appear in the door.',
2039     name => 'treasurelist',
2040     type => 'treasurelist'
2041     }
2042     ]
2043     ],
2044     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.',
2045     ignore => [
2046     $IGNORE_LIST{non_pickable}
2047     ],
2048     name => 'Door'
2049     },
2050 root 1.7 Duplicator => {
2051     attr => [
2052     [
2053     'other_arch',
2054 root 1.4 {
2055 elmex 1.22 desc => 'Only objects of matching archtype, lying ontop of the duplicator will be duplicated, multiplied or removed. All other objects will be ignored.',
2056 root 1.7 name => 'target arch',
2057     type => 'string'
2058 root 1.4 }
2059     ],
2060     [
2061 root 1.7 'level',
2062 root 1.4 {
2063 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.',
2064     name => 'multiply factor',
2065     type => 'int'
2066 root 1.4 }
2067     ],
2068     [
2069 root 1.7 'connected',
2070 root 1.4 {
2071 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!',
2072     name => 'connection',
2073     type => 'int'
2074 root 1.4 }
2075 elmex 1.21 ],
2076     [
2077     'activate_on_push',
2078     {
2079     desc => 'Whether the teleporter should only be activated on push.',
2080     name => 'Activate on push',
2081     type => 'bool'
2082     }
2083     ],
2084     [
2085     'activate_on_release',
2086     {
2087     desc => 'Whether the teleporter should only be activated on release.',
2088     name => 'Activate on release',
2089     type => 'bool'
2090     }
2091 root 1.4 ]
2092     ],
2093 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.',
2094     ignore => [
2095     $IGNORE_LIST{system_object}
2096     ],
2097 root 1.5 name => 'Duplicator',
2098 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%.'
2099     },
2100 root 1.10 'Event Connector' => {
2101     attr => [
2102     [
2103     'subtype',
2104     {
2105     desc => 'The type of event that triggers a notify to the plug-in.',
2106     name => 'event type',
2107     type => 'list',
2108     value => $LIST{event_type}
2109     }
2110     ],
2111     [
2112     'title',
2113     {
2114     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.',
2115     name => 'plug-in',
2116 root 1.11 type => 'string'
2117 root 1.10 }
2118     ],
2119     [
2120     'slaying',
2121     {
2122     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.',
2123     name => 'extension',
2124 root 1.11 type => 'string'
2125 root 1.10 }
2126     ],
2127     [
2128     'name',
2129     {
2130     desc => 'A string that is passed unaltered to the extension above. Often used to pass options to the extension that alter its behaviour.',
2131     name => 'options',
2132 root 1.11 type => 'string'
2133 root 1.10 }
2134     ]
2135     ],
2136     desc => 'Event connectors link specific events that happen to objects to a crossfire plug-in.',
2137     name => 'Event Connector'
2138     },
2139 root 1.3 Exit => {
2140 root 1.7 attr => [
2141     [
2142     'slaying',
2143     {
2144     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".',
2145     name => 'exit path',
2146     type => 'string'
2147     }
2148     ],
2149     [
2150     'hp',
2151     {
2152     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.',
2153     name => 'destination X',
2154     type => 'int'
2155     }
2156     ],
2157     [
2158     'sp',
2159     {
2160     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.',
2161     name => 'destination Y',
2162     type => 'int'
2163     }
2164     ],
2165     [
2166 root 1.14 'move_on',
2167 root 1.7 {
2168 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2169     name => 'movement type',
2170     type => 'bitmask',
2171     value => $BITMASK{movement_type}
2172 root 1.7 }
2173     ],
2174     [
2175     'msg',
2176     {
2177     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. =)',
2178     end => 'endmsg',
2179     name => 'exit message',
2180     type => 'text'
2181     }
2182     ],
2183     [
2184     'unique',
2185     {
2186     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.',
2187     name => 'unique destination',
2188     type => 'bool'
2189     }
2190     ]
2191     ],
2192 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.',
2193     ignore => [
2194     $IGNORE_LIST{non_pickable}
2195     ],
2196 root 1.5 name => 'Exit',
2197 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.'
2198     },
2199     Flesh => {
2200 root 1.7 attr => [
2201     [
2202     'food',
2203     {
2204     desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2205     name => 'foodpoints',
2206     type => 'int'
2207     }
2208     ],
2209     [
2210     'level',
2211     {
2212     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.',
2213     name => 'flesh level',
2214     type => 'int'
2215     }
2216     ],
2217     [
2218     'startequip',
2219     {
2220     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2221     name => 'godgiven item',
2222     type => 'bool'
2223     }
2224     ],
2225     [
2226     'msg',
2227     {
2228     desc => 'This text may describe the item.',
2229     end => 'endmsg',
2230     name => 'description',
2231     type => 'text'
2232     }
2233     ]
2234     ],
2235 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.',
2236 root 1.5 name => 'Flesh',
2237 root 1.4 section => [
2238     [
2239     'resistance',
2240 root 1.7 [
2241     [
2242     'resist_physical',
2243     {
2244     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.',
2245     name => 'resist physical %',
2246     type => 'int'
2247     }
2248     ],
2249     [
2250     'resist_magic',
2251     {
2252     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.',
2253     name => 'resist magic %',
2254     type => 'int'
2255     }
2256     ],
2257     [
2258     'resist_fire',
2259     {
2260     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.',
2261     name => 'resist fire %',
2262     type => 'int'
2263     }
2264     ],
2265     [
2266     'resist_electricity',
2267     {
2268     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.',
2269     name => 'resist electricity %',
2270     type => 'int'
2271     }
2272     ],
2273     [
2274     'resist_cold',
2275     {
2276     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.',
2277     name => 'resist cold %',
2278     type => 'int'
2279     }
2280     ],
2281     [
2282     'resist_confusion',
2283     {
2284     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.',
2285     name => 'resist confusion %',
2286     type => 'int'
2287     }
2288     ],
2289     [
2290     'resist_acid',
2291     {
2292     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.',
2293     name => 'resist acid %',
2294     type => 'int'
2295     }
2296     ],
2297     [
2298     'resist_drain',
2299     {
2300     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.',
2301     name => 'resist draining %',
2302     type => 'int'
2303     }
2304     ],
2305     [
2306     'resist_weaponmagic',
2307     {
2308     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.',
2309     name => 'resist weaponmagic %',
2310     type => 'int'
2311     }
2312     ],
2313     [
2314     'resist_ghosthit',
2315     {
2316     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.',
2317     name => 'resist ghosthit %',
2318     type => 'int'
2319     }
2320     ],
2321     [
2322     'resist_poison',
2323     {
2324     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.',
2325     name => 'resist poison %',
2326     type => 'int'
2327     }
2328     ],
2329     [
2330     'resist_slow',
2331     {
2332     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.',
2333     name => 'resist slow %',
2334     type => 'int'
2335     }
2336     ],
2337     [
2338     'resist_paralyze',
2339     {
2340     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.',
2341     name => 'resist paralyze %',
2342     type => 'int'
2343     }
2344     ],
2345     [
2346     'resist_fear',
2347     {
2348     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.',
2349     name => 'resist fear %',
2350     type => 'int'
2351     }
2352     ],
2353     [
2354     'resist_deplete',
2355     {
2356     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.',
2357     name => 'resist depletion %',
2358     type => 'int'
2359     }
2360     ],
2361     [
2362     'resist_death',
2363     {
2364     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.',
2365     name => 'resist death-attack %',
2366     type => 'int'
2367     }
2368     ],
2369     [
2370     'resist_chaos',
2371     {
2372     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.',
2373     name => 'resist chaos %',
2374     type => 'int'
2375     }
2376     ],
2377     [
2378     'resist_blind',
2379     {
2380     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.',
2381     name => 'resist blinding %',
2382     type => 'int'
2383     }
2384     ]
2385     ]
2386 root 1.4 ]
2387     ],
2388 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.'
2389     },
2390     Floor => {
2391 root 1.7 attr => [
2392     [
2393     'is_floor',
2394     {
2395     type => 'fixed',
2396     value => 1
2397     }
2398     ],
2399     [
2400     'no_pick',
2401     {
2402     type => 'fixed',
2403     value => 1
2404     }
2405     ],
2406     [
2407     'no_magic',
2408     {
2409     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2410     name => 'no spells',
2411     type => 'bool'
2412     }
2413     ],
2414     [
2415     'damned',
2416     {
2417     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2418     name => 'no prayers',
2419     type => 'bool'
2420     }
2421     ],
2422     [
2423     'unique',
2424     {
2425     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>.',
2426     name => 'unique map',
2427     type => 'bool'
2428     }
2429     ],
2430     [
2431     'msg',
2432     {
2433     desc => 'This text may describe the object.',
2434     end => 'endmsg',
2435     name => 'description',
2436     type => 'text'
2437     }
2438     ]
2439     ],
2440 root 1.3 desc => 'Floor is a very basic thing whithout too much functionality. It\'s a floor - you stand on it.',
2441     ignore => [
2442     $IGNORE_LIST{non_pickable}
2443     ],
2444 root 1.5 name => 'Floor',
2445 root 1.4 section => [
2446     [
2447     'terrain',
2448 root 1.7 [
2449     [
2450 root 1.14 'move_block',
2451     {
2452     desc => 'Objects using these movement types cannot move over this space.',
2453     name => 'blocked movement',
2454     type => 'bitmask',
2455     value => $BITMASK{movement_type}
2456     }
2457     ],
2458     [
2459     'move_allow',
2460     {
2461     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2462     name => 'allowed movement',
2463     type => 'bitmask',
2464     value => $BITMASK{movement_type}
2465     }
2466     ],
2467     [
2468     'move_slow',
2469     {
2470     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2471     name => 'slowed movement',
2472     type => 'bitmask',
2473     value => $BITMASK{movement_type}
2474     }
2475     ],
2476     [
2477     'move_slow_penalty',
2478 root 1.7 {
2479 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)',
2480     name => 'slow movement penalty',
2481 root 1.7 type => 'int'
2482     }
2483     ],
2484     [
2485     'is_wooded',
2486     {
2487     desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2488     name => 'wooded terrain',
2489     type => 'bool'
2490     }
2491     ],
2492     [
2493     'is_hilly',
2494     {
2495     desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2496     name => 'hilly terrain',
2497     type => 'bool'
2498     }
2499     ]
2500     ]
2501 root 1.4 ]
2502     ]
2503 root 1.3 },
2504     'Floor (Encounter)' => {
2505 root 1.7 attr => [
2506     [
2507     'is_floor',
2508     {
2509     type => 'fixed',
2510     value => 1
2511     }
2512     ],
2513     [
2514     'no_pick',
2515     {
2516     type => 'fixed',
2517     value => 1
2518     }
2519     ],
2520     [
2521     'no_magic',
2522     {
2523     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2524     name => 'no spells',
2525     type => 'bool'
2526     }
2527     ],
2528     [
2529     'damned',
2530     {
2531     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2532     name => 'no prayers',
2533     type => 'bool'
2534     }
2535     ],
2536     [
2537     'unique',
2538     {
2539     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>.',
2540     name => 'unique map',
2541     type => 'bool'
2542     }
2543     ],
2544     [
2545     'msg',
2546     {
2547     desc => 'This text may describe the object.',
2548     end => 'endmsg',
2549     name => 'description',
2550     type => 'text'
2551     }
2552     ]
2553     ],
2554 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.',
2555     ignore => [
2556     $IGNORE_LIST{non_pickable}
2557 root 1.4 ],
2558 root 1.5 name => 'Floor (Encounter)',
2559 root 1.4 section => [
2560     [
2561     'terrain',
2562 root 1.7 [
2563     [
2564 root 1.14 'move_block',
2565     {
2566     desc => 'Objects using these movement types cannot move over this space.',
2567     name => 'blocked movement',
2568     type => 'bitmask',
2569     value => $BITMASK{movement_type}
2570     }
2571     ],
2572     [
2573     'move_allow',
2574 root 1.7 {
2575 root 1.14 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2576     name => 'allowed movement',
2577     type => 'bitmask',
2578     value => $BITMASK{movement_type}
2579     }
2580     ],
2581     [
2582     'move_slow',
2583     {
2584     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2585     name => 'slowed movement',
2586     type => 'bitmask',
2587     value => $BITMASK{movement_type}
2588     }
2589     ],
2590     [
2591     'move_slow_penalty',
2592     {
2593     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)',
2594     name => 'slow movement penalty',
2595 root 1.7 type => 'int'
2596     }
2597     ],
2598     [
2599     'is_wooded',
2600     {
2601     desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2602     name => 'wooded terrain',
2603     type => 'bool'
2604     }
2605     ],
2606     [
2607     'is_hilly',
2608     {
2609     desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2610     name => 'hilly terrain',
2611     type => 'bool'
2612     }
2613     ]
2614     ]
2615 root 1.4 ]
2616 root 1.3 ]
2617     },
2618     Food => {
2619 root 1.7 attr => [
2620     [
2621     'food',
2622     {
2623     desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2624     name => 'foodpoints',
2625     type => 'int'
2626     }
2627     ],
2628     [
2629     'startequip',
2630     {
2631     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2632     name => 'godgiven item',
2633     type => 'bool'
2634     }
2635     ]
2636     ],
2637 root 1.5 desc => 'By eating/drinking food-objects, the player can fill his stomache and gain a little health.',
2638     name => 'Food'
2639 root 1.1 },
2640 root 1.3 Gate => {
2641 root 1.7 attr => [
2642     [
2643     'no_pick',
2644     {
2645     type => 'fixed',
2646     value => 1
2647     }
2648     ],
2649     [
2650 elmex 1.20 'speed',
2651     {
2652     desc => 'The speed of the gate affects how fast it is closing/opening.',
2653     type => 'float'
2654     }
2655     ],
2656     [
2657 root 1.7 'connected',
2658     {
2659     desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
2660     name => 'connection',
2661     type => 'int'
2662     }
2663     ],
2664     [
2665     'wc',
2666     {
2667     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.',
2668     name => 'position state',
2669     type => 'int'
2670     }
2671     ],
2672     [
2673 root 1.14 'move_block',
2674     {
2675     desc => 'Objects using these movement types cannot move over this space.',
2676     name => 'blocked movement',
2677     type => 'bitmask',
2678     value => $BITMASK{movement_type}
2679     }
2680     ],
2681     [
2682     'move_allow',
2683     {
2684     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2685     name => 'allowed movement',
2686     type => 'bitmask',
2687     value => $BITMASK{movement_type}
2688     }
2689     ],
2690     [
2691     'move_slow',
2692 root 1.7 {
2693 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2694     name => 'slowed movement',
2695     type => 'bitmask',
2696     value => $BITMASK{movement_type}
2697     }
2698     ],
2699     [
2700     'move_slow_penalty',
2701     {
2702     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)',
2703     name => 'slow movement penalty',
2704     type => 'int'
2705 root 1.7 }
2706     ],
2707     [
2708     'no_magic',
2709     {
2710     desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
2711     name => 'restrict spells',
2712     type => 'bool'
2713     }
2714     ],
2715     [
2716     'damned',
2717     {
2718     desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
2719     name => 'restrict prayers',
2720     type => 'bool'
2721     }
2722     ]
2723     ],
2724 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.',
2725     ignore => [
2726     $IGNORE_LIST{non_pickable}
2727     ],
2728 root 1.5 name => 'Gate',
2729 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".'
2730     },
2731     Girdle => {
2732 root 1.7 attr => [
2733     [
2734     'magic',
2735     {
2736     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.',
2737     name => 'magic bonus',
2738     type => 'int'
2739     }
2740     ]
2741     ],
2742     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.',
2743     import => [
2744     $TYPE{Amulet}
2745     ],
2746     name => 'Girdle',
2747     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2748     },
2749     Gloves => {
2750     attr => [
2751     [
2752     'magic',
2753     {
2754     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.',
2755     name => 'magic bonus',
2756     type => 'int'
2757     }
2758     ]
2759     ],
2760     desc => 'Wearing gloves, the object\'s stats will directly be inherited to the player. Gloves can add defense or damage bonuses.',
2761     import => [
2762     $TYPE{Amulet}
2763     ],
2764     name => 'Gloves',
2765     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2766     },
2767     Handle => {
2768     attr => [
2769     [
2770     'no_pick',
2771     {
2772     type => 'fixed',
2773     value => 1
2774     }
2775     ],
2776     [
2777     'connected',
2778     {
2779     desc => 'Every time the handle is applied, all objects with the same <connection> value are activated.',
2780     name => 'connection',
2781     type => 'int'
2782     }
2783     ],
2784     [
2785     'msg',
2786     {
2787     desc => 'This text may describe the item. You can use this message to explain the handle\'s purpose to the player.',
2788     end => 'endmsg',
2789     name => 'description',
2790     type => 'text'
2791     }
2792     ]
2793     ],
2794     desc => 'A handle can be applied by players and (certain) monsters. Every time it is applied, the &lt;connection&gt; value is triggered.',
2795     ignore => [
2796     $IGNORE_LIST{non_pickable}
2797     ],
2798     name => 'Handle',
2799     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.'
2800     },
2801     'Handle Trigger' => {
2802     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.',
2803     ignore => [
2804     $IGNORE_LIST{non_pickable}
2805     ],
2806     import => [
2807     $TYPE{Handle}
2808     ],
2809     name => 'Handle Trigger',
2810     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.'
2811     },
2812     'Hazard Floor' => {
2813     attr => [
2814     [
2815     'is_floor',
2816     {
2817     type => 'fixed',
2818     value => 1
2819     }
2820     ],
2821     [
2822     'lifesave',
2823     {
2824     type => 'fixed',
2825     value => 1
2826     }
2827     ],
2828     [
2829 root 1.14 'move_on',
2830 root 1.7 {
2831 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2832     name => 'movement type',
2833     type => 'bitmask',
2834     value => $BITMASK{movement_type}
2835 root 1.7 }
2836     ],
2837     [
2838     'no_pick',
2839     {
2840     type => 'fixed',
2841     value => 1
2842     }
2843     ],
2844     [
2845     'attacktype',
2846     {
2847     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.',
2848     name => 'attacktype',
2849     type => 'bitmask',
2850     value => $BITMASK{attacktype}
2851     }
2852     ],
2853     [
2854     'dam',
2855     {
2856     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.',
2857     name => 'base damage',
2858     type => 'int'
2859     }
2860     ],
2861     [
2862     'wc',
2863     {
2864     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.',
2865     name => 'weaponclass',
2866     type => 'int'
2867     }
2868     ],
2869     [
2870     'level',
2871     {
2872     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.',
2873     name => 'attack level',
2874     type => 'int'
2875     }
2876     ],
2877     [
2878     'no_magic',
2879     {
2880     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2881     name => 'no spells',
2882     type => 'bool'
2883     }
2884     ],
2885     [
2886     'damned',
2887     {
2888     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2889     name => 'no prayers',
2890     type => 'bool'
2891     }
2892     ],
2893     [
2894     'unique',
2895     {
2896     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>.',
2897     name => 'unique map',
2898     type => 'bool'
2899     }
2900     ]
2901 root 1.3 ],
2902     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.',
2903     ignore => [
2904     $IGNORE_LIST{non_pickable}
2905     ],
2906 root 1.5 name => 'Hazard Floor',
2907 root 1.4 section => [
2908     [
2909     'terrain',
2910 root 1.7 [
2911     [
2912 root 1.14 'move_block',
2913     {
2914     desc => 'Objects using these movement types cannot move over this space.',
2915     name => 'blocked movement',
2916     type => 'bitmask',
2917     value => $BITMASK{movement_type}
2918     }
2919     ],
2920     [
2921     'move_allow',
2922 root 1.7 {
2923 root 1.14 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2924     name => 'allowed movement',
2925     type => 'bitmask',
2926     value => $BITMASK{movement_type}
2927     }
2928     ],
2929     [
2930     'move_slow',
2931     {
2932     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2933     name => 'slowed movement',
2934     type => 'bitmask',
2935     value => $BITMASK{movement_type}
2936     }
2937     ],
2938     [
2939     'move_slow_penalty',
2940     {
2941     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)',
2942     name => 'slow movement penalty',
2943 root 1.7 type => 'int'
2944     }
2945     ],
2946     [
2947     'is_wooded',
2948     {
2949     desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2950     name => 'wooded terrain',
2951     type => 'bool'
2952     }
2953     ],
2954     [
2955     'is_hilly',
2956     {
2957     desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2958     name => 'hilly terrain',
2959     type => 'bool'
2960     }
2961     ]
2962     ]
2963 root 1.4 ]
2964     ],
2965 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.'
2966     },
2967     Helmet => {
2968 root 1.7 attr => [
2969     [
2970     'magic',
2971     {
2972     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>.',
2973     name => 'magic bonus',
2974     type => 'int'
2975     }
2976     ]
2977     ],
2978 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.',
2979     import => [
2980     $TYPE{Amulet}
2981     ],
2982 root 1.5 name => 'Helmet',
2983 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.'
2984     },
2985     'Holy Altar' => {
2986 root 1.7 attr => [
2987     [
2988     'no_pick',
2989     {
2990     type => 'fixed',
2991     value => 1
2992     }
2993     ],
2994     [
2995     'other_arch',
2996     {
2997     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.',
2998     name => 'god name',
2999     type => 'string'
3000     }
3001     ],
3002     [
3003     'level',
3004     {
3005 elmex 1.22 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> 120. Some characters might need those altars, they would be very unhappy to see them re-consecrated to another cult.',
3006 root 1.7 name => 'reconsecrate level',
3007     type => 'int'
3008     }
3009     ]
3010     ],
3011 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.',
3012     ignore => [
3013     $IGNORE_LIST{non_pickable}
3014 root 1.5 ],
3015     name => 'Holy Altar'
3016 root 1.3 },
3017     Horn => {
3018 root 1.7 attr => [
3019     [
3020     'sp',
3021     {
3022     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!',
3023     name => 'spell',
3024     type => 'spell'
3025     }
3026     ],
3027     [
3028     'level',
3029     {
3030     desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should not be set too high.',
3031     name => 'casting level',
3032     type => 'int'
3033     }
3034     ],
3035     [
3036     'hp',
3037     {
3038     desc => 'This value represents the initial amount of spellpoints in the horn. Naturally, this is quite unimportant.',
3039     name => 'initial spellpoints',
3040     type => 'int'
3041     }
3042     ],
3043     [
3044     'maxhp',
3045     {
3046     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.',
3047     name => 'max. spellpoints',
3048     type => 'int'
3049     }
3050     ],
3051     [
3052     'startequip',
3053     {
3054     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3055     name => 'godgiven item',
3056     type => 'bool'
3057     }
3058     ],
3059     [
3060     'msg',
3061     {
3062     desc => 'This text may contain a description of the horn.',
3063     end => 'endmsg',
3064     name => 'description',
3065     type => 'text'
3066     }
3067     ]
3068     ],
3069 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.',
3070     ignore => [
3071     'title'
3072     ],
3073 root 1.5 name => 'Horn',
3074 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.'
3075     },
3076     Inorganic => {
3077 root 1.7 attr => [
3078     [
3079     'is_dust',
3080     {
3081     name => 'is dust',
3082     type => 'bool'
3083     }
3084     ]
3085     ],
3086 root 1.4 desc => 'Inorganic materials are generally used as ingredients for alchemical receipes. By themselves, they have no special functionalities.',
3087 root 1.5 name => 'Inorganic',
3088 root 1.4 section => [
3089     [
3090     'resistance',
3091 root 1.7 [
3092     [
3093     'resist_physical',
3094     {
3095     name => 'resist physical %',
3096     type => 'int'
3097     }
3098     ],
3099     [
3100     'resist_magic',
3101     {
3102     name => 'resist magic %',
3103     type => 'int'
3104     }
3105     ],
3106     [
3107     'resist_fire',
3108     {
3109     name => 'resist fire %',
3110     type => 'int'
3111     }
3112     ],
3113     [
3114     'resist_electricity',
3115     {
3116     name => 'resist electricity %',
3117     type => 'int'
3118     }
3119     ],
3120     [
3121     'resist_cold',
3122     {
3123     name => 'resist cold %',
3124     type => 'int'
3125     }
3126     ],
3127     [
3128     'resist_acid',
3129     {
3130     name => 'resist acid %',
3131     type => 'int'
3132     }
3133     ],
3134     [
3135     'resist_weaponmagic',
3136     {
3137     name => 'resist weaponmagic %',
3138     type => 'int'
3139     }
3140     ],
3141     [
3142     'resist_ghosthit',
3143     {
3144     name => 'resist ghosthit %',
3145     type => 'int'
3146     }
3147     ],
3148     [
3149     'resist_poison',
3150     {
3151     name => 'resist poison %',
3152     type => 'int'
3153     }
3154     ],
3155     [
3156     'resist_death',
3157     {
3158     name => 'resist death-attack %',
3159     type => 'int'
3160     }
3161     ],
3162     [
3163     'resist_chaos',
3164     {
3165     name => 'resist chaos %',
3166     type => 'int'
3167     }
3168     ],
3169     [
3170     'resist_holyword',
3171     {
3172     name => 'resist holy power %',
3173     type => 'int'
3174     }
3175     ]
3176     ]
3177 root 1.4 ]
3178     ]
3179 root 1.1 },
3180 root 1.3 'Inventory Checker' => {
3181 root 1.7 attr => [
3182     [
3183     'no_pick',
3184     {
3185     type => 'fixed',
3186     value => 1
3187     }
3188     ],
3189     [
3190     'slaying',
3191     {
3192     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.',
3193     name => 'match key string',
3194     type => 'string'
3195     }
3196     ],
3197     [
3198     'race',
3199     {
3200     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>.',
3201     name => 'match arch name',
3202     type => 'string'
3203     }
3204     ],
3205     [
3206     'hp',
3207     {
3208     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. ;)',
3209     name => 'match type',
3210     type => 'int'
3211     }
3212     ],
3213     [
3214     'last_sp',
3215     {
3216     desc => 'Enabled means having that object is a match. Disabled means not having that object is a match.',
3217     name => 'match = having',
3218     type => 'bool'
3219     }
3220     ],
3221     [
3222     'connected',
3223     {
3224     desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
3225     name => 'connection',
3226     type => 'int'
3227     }
3228     ],
3229     [
3230 root 1.14 'move_block',
3231 root 1.7 {
3232 root 1.14 desc => 'Objects using these movement types cannot move over this space.',
3233     name => 'blocked movement',
3234     type => 'bitmask',
3235     value => $BITMASK{movement_type}
3236     }
3237     ],
3238     [
3239     'move_allow',
3240     {
3241     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3242     name => 'allowed movement',
3243     type => 'bitmask',
3244     value => $BITMASK{movement_type}
3245     }
3246     ],
3247     [
3248     'move_slow',
3249     {
3250     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3251     name => 'slowed movement',
3252     type => 'bitmask',
3253     value => $BITMASK{movement_type}
3254     }
3255     ],
3256     [
3257     'move_slow_penalty',
3258     {
3259     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)',
3260     name => 'slow movement penalty',
3261     type => 'int'
3262 root 1.7 }
3263     ],
3264     [
3265     'last_heal',
3266     {
3267     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!',
3268     name => 'remove match',
3269     type => 'bool'
3270     }
3271     ]
3272     ],
3273 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.',
3274 root 1.3 ignore => [
3275     $IGNORE_LIST{system_object}
3276     ],
3277 root 1.5 name => 'Inventory Checker',
3278 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.'
3279     },
3280 root 1.8 'Item Transformer' => {
3281     attr => [
3282     [
3283     'food',
3284     {
3285     desc => '<number of uses> controls how many times the item transformer can be used. The value 0 means "unlimited"',
3286     name => 'number of uses',
3287     type => 'int'
3288     }
3289     ],
3290     [
3291     'slaying',
3292     {
3293     desc => 'Contains the verb that is used to construct a message to the player applying the item transformer.',
3294     name => 'verb',
3295     type => 'string'
3296     }
3297     ],
3298     [
3299     'startequip',
3300     {
3301     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3302     name => 'godgiven item',
3303     type => 'bool'
3304     }
3305     ],
3306     [
3307     'msg',
3308     {
3309     desc => 'This text may contain a description of the item transformer.',
3310     end => 'endmsg',
3311     name => 'description',
3312     type => 'text'
3313     }
3314     ]
3315     ],
3316     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.',
3317     name => 'Item Transformer',
3318     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\'.'
3319     },
3320 root 1.3 Jewel => {
3321 root 1.7 attr => [
3322     [
3323     'race',
3324     {
3325     type => 'fixed',
3326     value => 'gold and jewels'
3327     }
3328     ],
3329     [
3330     'msg',
3331     {
3332     desc => 'This text may describe the object.',
3333     end => 'endmsg',
3334     name => 'description',
3335     type => 'text'
3336     }
3337     ]
3338     ],
3339 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.',
3340     name => 'Jewel'
3341 root 1.1 },
3342 root 1.9 Key => {
3343     attr => [
3344     [
3345     'startequip',
3346     {
3347     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3348     name => 'godgiven item',
3349     type => 'bool'
3350     }
3351     ]
3352     ],
3353     desc => 'When carrying a key, a normal door can be opened. The key will disappear.',
3354     name => 'Key'
3355     },
3356 root 1.3 'Locked Door' => {
3357 root 1.7 attr => [
3358     [
3359 root 1.14 'move_type',
3360 root 1.7 {
3361     type => 'fixed',
3362 root 1.14 value => 0
3363 root 1.7 }
3364     ],
3365     [
3366     'no_pick',
3367     {
3368     type => 'fixed',
3369     value => 1
3370     }
3371     ],
3372     [
3373     'slaying',
3374     {
3375     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".',
3376     name => 'key string',
3377     type => 'string'
3378     }
3379     ],
3380     [
3381     'no_magic',
3382     {
3383     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).',
3384     name => 'restrict spells',
3385     type => 'bool'
3386     }
3387     ],
3388     [
3389     'damned',
3390     {
3391     desc => 'Restricting the use of prayers to pass this door. This should be set in most cases.',
3392     name => 'restrict prayers',
3393     type => 'bool'
3394     }
3395     ],
3396     [
3397     'msg',
3398     {
3399     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.',
3400     end => 'endmsg',
3401     name => 'lock message',
3402     type => 'text'
3403     }
3404     ]
3405     ],
3406     desc => 'A locked door can be opened only when carrying the appropriate special key.',
3407     ignore => [
3408     $IGNORE_LIST{non_pickable}
3409     ],
3410     name => 'Locked Door',
3411     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).'
3412     },
3413     'Magic Ear' => {
3414     attr => [
3415     [
3416     'no_pick',
3417     {
3418     type => 'fixed',
3419     value => 1
3420     }
3421     ],
3422     [
3423     'connected',
3424     {
3425     desc => 'The Magic_ear will trigger all objects with the same connection value, every time it is activated.',
3426     name => 'connection',
3427     type => 'int'
3428     }
3429     ],
3430     [
3431     'msg',
3432     {
3433     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!',
3434     end => 'endmsg',
3435     name => 'keyword-matching',
3436     type => 'text'
3437     }
3438     ]
3439     ],
3440     desc => 'Magic_ears trigger a connected value when the player speaks a specific keyword.',
3441     ignore => [
3442     $IGNORE_LIST{system_object}
3443     ],
3444     name => 'Magic Ear',
3445     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.'
3446     },
3447     'Magic Wall' => {
3448     attr => [
3449     [
3450     'dam',
3451     {
3452     desc => 'The magic wall will cast this <spell>.',
3453     name => 'spell',
3454     type => 'spell'
3455     }
3456     ],
3457     [
3458     'level',
3459     {
3460     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.',
3461     name => 'spell level',
3462     type => 'int'
3463     }
3464     ],
3465     [
3466     'connected',
3467     {
3468     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.',
3469     name => 'connection',
3470     type => 'int'
3471     }
3472     ],
3473     [
3474 elmex 1.21 'activate_on_push',
3475     {
3476     desc => 'Whether the teleporter should only be activated on push.',
3477     name => 'Activate on push',
3478     type => 'bool'
3479     }
3480     ],
3481     [
3482     'activate_on_release',
3483     {
3484     desc => 'Whether the teleporter should only be activated on release.',
3485     name => 'Activate on release',
3486     type => 'bool'
3487     }
3488     ],
3489     [
3490 root 1.7 'speed',
3491     {
3492     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".',
3493     name => 'casting speed',
3494     type => 'float'
3495     }
3496     ],
3497     [
3498 root 1.17 'speed_left',
3499     {
3500     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.',
3501     name => 'speed left',
3502     type => 'float'
3503     }
3504     ],
3505     [
3506 root 1.7 'sp',
3507     {
3508     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.',
3509     name => 'direction',
3510     type => 'list',
3511     value => $LIST{direction}
3512     }
3513     ],
3514     [
3515 root 1.14 'move_block',
3516     {
3517     desc => 'Objects using these movement types cannot move over this space.',
3518     name => 'blocked movement',
3519     type => 'bitmask',
3520     value => $BITMASK{movement_type}
3521     }
3522     ],
3523     [
3524     'move_allow',
3525     {
3526     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3527     name => 'allowed movement',
3528     type => 'bitmask',
3529     value => $BITMASK{movement_type}
3530     }
3531     ],
3532     [
3533     'move_slow',
3534 root 1.7 {
3535 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3536     name => 'slowed movement',
3537     type => 'bitmask',
3538     value => $BITMASK{movement_type}
3539     }
3540     ],
3541     [
3542     'move_slow_penalty',
3543     {
3544     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)',
3545     name => 'slow movement penalty',
3546     type => 'int'
3547 root 1.7 }
3548     ]
3549 root 1.3 ],
3550     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.',
3551     ignore => [
3552     $IGNORE_LIST{non_pickable}
3553     ],
3554 root 1.5 name => 'Magic Wall',
3555 root 1.4 section => [
3556     [
3557     'destroyable',
3558 root 1.7 [
3559     [
3560     'alive',
3561     {
3562     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.',
3563     name => 'is destroyable',
3564     type => 'bool'
3565     }
3566     ],
3567     [
3568     'hp',
3569     {
3570     desc => 'The more <hitpoints> the wall has, the longer it takes to be destroyed.',
3571     name => 'hitpoints',
3572     type => 'int'
3573     }
3574     ],
3575     [
3576     'maxhp',
3577     {
3578     desc => '<max hitpoints> are the maximum amount of hitpoints the wall can have. This only makes sense if the wall can regain health.',
3579     name => 'max hitpoints',
3580     type => 'int'
3581     }
3582     ],
3583     [
3584     'ac',
3585     {
3586     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>.',
3587     name => 'armour class',
3588     type => 'int'
3589     }
3590     ]
3591     ]
3592     ],
3593     [
3594     'resistance',
3595     [
3596     [
3597     'resist_physical',
3598     {
3599     name => 'resist physical %',
3600     type => 'int'
3601     }
3602     ],
3603     [
3604     'resist_magic',
3605     {
3606     name => 'resist magic %',
3607     type => 'int'
3608     }
3609     ],
3610     [
3611     'resist_fire',
3612     {
3613     name => 'resist fire %',
3614     type => 'int'
3615     }
3616     ],
3617     [
3618     'resist_electricity',
3619     {
3620     name => 'resist electricity %',
3621     type => 'int'
3622     }
3623     ],
3624     [
3625     'resist_cold',
3626     {
3627     name => 'resist cold %',
3628     type => 'int'
3629     }
3630     ],
3631     [
3632     'resist_confusion',
3633     {
3634     name => 'resist confusion %',
3635     type => 'int'
3636     }
3637     ],
3638     [
3639     'resist_acid',
3640     {
3641     name => 'resist acid %',
3642     type => 'int'
3643     }
3644     ],
3645     [
3646     'resist_drain',
3647     {
3648     name => 'resist draining %',
3649     type => 'int'
3650     }
3651     ],
3652     [
3653     'resist_weaponmagic',
3654     {
3655     name => 'resist weaponmagic %',
3656     type => 'int'
3657     }
3658     ],
3659     [
3660     'resist_ghosthit',
3661     {
3662     name => 'resist ghosthit %',
3663     type => 'int'
3664     }
3665     ],
3666     [
3667     'resist_poison',
3668     {
3669     name => 'resist poison %',
3670     type => 'int'
3671     }
3672     ],
3673     [
3674     'resist_slow',
3675     {
3676     name => 'resist slow %',
3677     type => 'int'
3678     }
3679     ],
3680     [
3681     'resist_paralyze',
3682     {
3683     name => 'resist paralyze %',
3684     type => 'int'
3685     }
3686     ],
3687     [
3688     'resist_fear',
3689     {
3690     name => 'resist fear %',
3691     type => 'int'
3692     }
3693     ],
3694     [
3695     'resist_deplete',
3696     {
3697     name => 'resist depletion %',
3698     type => 'int'
3699     }
3700     ],
3701     [
3702     'resist_turn_undead',
3703     {
3704     name => 'resist turn undead %',
3705     type => 'int'
3706     }
3707     ],
3708     [
3709     'resist_death',
3710     {
3711     name => 'resist death-attack %',
3712     type => 'int'
3713     }
3714     ],
3715     [
3716     'resist_chaos',
3717     {
3718     name => 'resist chaos %',
3719     type => 'int'
3720     }
3721     ],
3722     [
3723     'resist_blind',
3724     {
3725     name => 'resist blinding %',
3726     type => 'int'
3727     }
3728     ],
3729     [
3730     'resist_holyword',
3731     {
3732     name => 'resist holy power %',
3733     type => 'int'
3734     }
3735     ],
3736     [
3737     'resist_godpower',
3738     {
3739     name => 'resist godpower %',
3740     type => 'int'
3741     }
3742     ]
3743     ]
3744     ]
3745     ],
3746     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".'
3747     },
3748     Marker => {
3749     attr => [
3750     [
3751     'no_pick',
3752     {
3753     type => 'fixed',
3754     value => 1
3755     }
3756     ],
3757     [
3758     'slaying',
3759     {
3760     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.',
3761     name => 'key string',
3762     type => 'string'
3763     }
3764     ],
3765     [
3766     'connected',
3767     {
3768     desc => 'When the detector is triggered, all objects with the same connection value get activated.',
3769     name => 'connection',
3770     type => 'int'
3771     }
3772     ],
3773     [
3774     'speed',
3775 root 1.4 {
3776 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.',
3777     name => 'marking speed',
3778     type => 'float'
3779 root 1.4 }
3780     ],
3781     [
3782 root 1.17 'speed_left',
3783     {
3784     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.',
3785     name => 'speed left',
3786     type => 'float'
3787     }
3788     ],
3789     [
3790 root 1.7 'food',
3791     {
3792     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.',
3793     name => 'mark duration',
3794     type => 'int'
3795     }
3796     ],
3797     [
3798     'name',
3799     {
3800     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.',
3801     name => 'delete mark',
3802     type => 'string'
3803     }
3804     ],
3805     [
3806     'msg',
3807 root 1.4 {
3808 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.',
3809     end => 'endmsg',
3810     name => 'marking message',
3811     type => 'text'
3812 root 1.4 }
3813     ]
3814     ],
3815 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.',
3816     ignore => [
3817     $IGNORE_LIST{system_object}
3818     ],
3819 root 1.5 name => 'Marker',
3820 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.'
3821     },
3822     Misc => {
3823 root 1.7 attr => [
3824     [
3825 root 1.14 'move_block',
3826     {
3827     desc => 'Objects using these movement types cannot move over this space.',
3828     name => 'blocked movement',
3829     type => 'bitmask',
3830     value => $BITMASK{movement_type}
3831     }
3832     ],
3833     [
3834     'move_allow',
3835     {
3836     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3837     name => 'allowed movement',
3838     type => 'bitmask',
3839     value => $BITMASK{movement_type}
3840     }
3841     ],
3842     [
3843     'move_slow',
3844 root 1.7 {
3845 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3846     name => 'slowed movement',
3847     type => 'bitmask',
3848     value => $BITMASK{movement_type}
3849     }
3850     ],
3851     [
3852     'move_slow_penalty',
3853     {
3854     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)',
3855     name => 'slow movement penalty',
3856     type => 'int'
3857 root 1.7 }
3858     ],
3859     [
3860     'cursed',
3861     {
3862     desc => 'Curses can have various effects: On equipment and food, they generally harm the player in some way.',
3863     name => 'cursed',
3864     type => 'bool'
3865     }
3866     ],
3867     [
3868     'damned',
3869     {
3870     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.',
3871     name => 'damned',
3872     type => 'bool'
3873     }
3874     ],
3875     [
3876     'unique',
3877     {
3878     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
3879     name => 'unique item',
3880     type => 'bool'
3881     }
3882     ],
3883     [
3884     'startequip',
3885     {
3886     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3887     name => 'godgiven item',
3888     type => 'bool'
3889     }
3890     ],
3891     [
3892     'msg',
3893     {
3894     desc => 'This text may describe the object.',
3895     end => 'endmsg',
3896     name => 'description',
3897     type => 'text'
3898     }
3899     ]
3900     ],
3901 root 1.5 name => 'Misc'
3902 root 1.1 },
3903 root 1.3 Money => {
3904 root 1.7 attr => [
3905     [
3906     'race',
3907     {
3908     type => 'fixed',
3909     value => 'gold and jewels'
3910     }
3911     ]
3912     ],
3913 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.',
3914     ignore => [
3915     'unpaid'
3916 root 1.5 ],
3917     name => 'Money'
3918 root 1.3 },
3919     'Monster & NPC' => {
3920 root 1.7 attr => [
3921     [
3922     'alive',
3923     {
3924     type => 'fixed',
3925     value => 1
3926     }
3927     ],
3928     [
3929     'randomitems',
3930     {
3931     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>.',
3932     name => 'treasurelist',
3933     type => 'treasurelist'
3934     }
3935     ],
3936     [
3937     'level',
3938     {
3939     desc => 'A monster\'s <level> is the most important attribute. <level> affects the power of a monster in various ways.',
3940     name => 'level',
3941     type => 'int'
3942     }
3943     ],
3944     [
3945     'race',
3946     {
3947 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.',
3948 root 1.7 name => 'race',
3949     type => 'string'
3950     }
3951     ],
3952     [
3953     'exp',
3954     {
3955 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!',
3956 root 1.7 name => 'experience',
3957     type => 'int'
3958     }
3959     ],
3960     [
3961     'speed',
3962     {
3963     desc => 'The <speed> determines how fast a monster will both move and fight. High <speed> makes a monster considerably stronger.',
3964     name => 'speed',
3965     type => 'float'
3966     }
3967     ],
3968     [
3969 root 1.17 'speed_left',
3970     {
3971     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.',
3972     name => 'speed left',
3973     type => 'float'
3974     }
3975     ],
3976     [
3977 root 1.7 'other_arch',
3978     {
3979     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.',
3980     name => 'breed monster',
3981     type => 'string'
3982     }
3983     ],
3984     [
3985     'generator',
3986     {
3987     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.',
3988     name => 'multiply',
3989     type => 'bool'
3990     }
3991     ],
3992     [
3993     'use_content_on_gen',
3994     {
3995     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.',
3996     name => 'template generation',
3997     type => 'bool'
3998     }
3999     ],
4000     [
4001 root 1.14 'move_type',
4002 root 1.7 {
4003 root 1.14 desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
4004     name => 'movement type',
4005     type => 'bitmask',
4006     value => $BITMASK{movement_type}
4007 root 1.7 }
4008     ],
4009     [
4010     'undead',
4011     {
4012     desc => 'Several spells only affect undead monsters: turn undead, banish undead, holy word, etc.',
4013     name => 'undead',
4014     type => 'bool'
4015     }
4016     ],
4017     [
4018     'carrying',
4019     {
4020     desc => 'If a monster has something in the inventory, this value can be set to reflect the slowdown due to the carried weight.',
4021     name => 'carries weight',
4022     type => 'int'
4023     }
4024     ],
4025     [
4026     'msg',
4027     {
4028     end => 'endmsg',
4029     name => 'npc message',
4030     type => 'text'
4031     }
4032     ]
4033     ],
4034 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.',
4035     ignore => [
4036     'material',
4037     'name_pl',
4038     'nrof',
4039     'value',
4040     'unpaid'
4041     ],
4042 root 1.5 name => 'Monster & NPC',
4043 root 1.4 section => [
4044     [
4045     'melee',
4046 root 1.7 [
4047     [
4048     'attacktype',
4049     {
4050     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.',
4051     name => 'attacktype',
4052     type => 'bitmask',
4053     value => $BITMASK{attacktype}
4054     }
4055     ],
4056     [
4057     'dam',
4058     {
4059     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.',
4060     name => 'damage',
4061     type => 'int'
4062     }
4063     ],
4064     [
4065     'wc',
4066     {
4067     desc => 'Monsters of high <weapon class> are more likely to really hit their opponent. <weapon class> can be considered the "counterpiece" to <armour class>.',
4068     name => 'weapon class',
4069     type => 'int'
4070     }
4071     ],
4072     [
4073     'hp',
4074     {
4075     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>.',
4076     name => 'health points',
4077     type => 'int'
4078     }
4079     ],
4080     [
4081     'maxhp',
4082     {
4083     desc => '<max health> is the maximum amount of <health points> this monster can have.',
4084     name => 'max health',
4085     type => 'int'
4086     }
4087     ],
4088     [
4089     'ac',
4090     {
4091     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).',
4092     name => 'armour class',
4093     type => 'int'
4094     }
4095     ],
4096     [
4097     'Con',
4098     {
4099 root 1.8 desc => 'Monsters regenerate this many health points each 4 ticks. Hence, the healing rate is independent of <speed>.',
4100 root 1.7 name => 'healing rate',
4101     type => 'int'
4102     }
4103     ],
4104     [
4105     'reflect_missile',
4106     {
4107     desc => 'A monster with this flag has the ability to <reflect missiles>, all kinds of projectiles (e.g. arrows, bolts, boulders) will bounce off.',
4108     name => 'reflect missiles',
4109     type => 'bool'
4110     }
4111     ],
4112     [
4113     'hitback',
4114     {
4115     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.',
4116     name => 'hitback',
4117     type => 'bool'
4118     }
4119     ],
4120     [
4121     'one_hit',
4122     {
4123     desc => 'Monsters with <one hit only> dissapear after one successful hit to a player.',
4124     name => 'one hit only',
4125     type => 'bool'
4126     }
4127     ]
4128     ]
4129     ],
4130     [
4131     'spellcraft',
4132     [
4133     [
4134     'can_cast_spell',
4135     {
4136     desc => 'If <can cast spell> is disabled, the monster cannot cast any spell. Only wands/rods/etc can be used, given the appropriate abilities.',
4137     name => 'can cast spell',
4138     type => 'bool'
4139     }
4140     ],
4141     [
4142     'reflect_spell',
4143     {
4144     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.',
4145     name => 'reflect spells',
4146     type => 'bool'
4147     }
4148     ],
4149     [
4150     'sp',
4151     {
4152     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>.',
4153     name => 'spellpoints',
4154     type => 'int'
4155     }
4156     ],
4157     [
4158     'maxsp',
4159     {
4160     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.',
4161     name => 'max spellpoints',
4162     type => 'int'
4163     }
4164     ],
4165     [
4166     'Pow',
4167     {
4168 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.',
4169 root 1.7 name => 'spellpoint regen.',
4170     type => 'int'
4171     }
4172     ],
4173     [
4174     'path_attuned',
4175     {
4176     desc => 'Click on the <attuned paths> button to select spellpaths. The creature will get attuned to the specified spellpaths.',
4177     name => 'attuned paths',
4178     type => 'bitmask',
4179     value => $BITMASK{spellpath}
4180     }
4181     ],
4182     [
4183     'path_repelled',
4184     {
4185     desc => 'Click on the <repelled paths> button to select spellpaths. The creature will get repelled to the specified spellpaths.',
4186     name => 'repelled paths',
4187     type => 'bitmask',
4188     value => $BITMASK{spellpath}
4189     }
4190     ],
4191     [
4192     'path_denied',
4193     {
4194     desc => 'Click on the <denied paths> button to select spellpaths. The creature won\'t be able to cast spells of the specified paths.',
4195     name => 'denied paths',
4196     type => 'bitmask',
4197     value => $BITMASK{spellpath}
4198     }
4199     ]
4200     ]
4201     ],
4202     [
4203     'ability',
4204     [
4205     [
4206     'Int',
4207     {
4208     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.',
4209     name => 'detect hidden',
4210     type => 'int'
4211     }
4212     ],
4213     [
4214     'see_invisible',
4215     {
4216     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.',
4217     name => 'see invisible',
4218     type => 'bool'
4219     }
4220     ],
4221     [
4222     'can_see_in_dark',
4223     {
4224     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.',
4225     name => 'see in darkness',
4226     type => 'bool'
4227     }
4228     ],
4229     [
4230     'can_use_weapon',
4231     {
4232     desc => 'Monster is able to wield weapon type objects.',
4233     name => 'can use weapons',
4234     type => 'bool'
4235     }
4236     ],
4237     [
4238     'can_use_bow',
4239     {
4240     desc => 'Monster is able to use missile-weapon type objects.',
4241     name => 'can use bows',
4242     type => 'bool'
4243     }
4244     ],
4245     [
4246     'can_use_armour',
4247     {
4248     desc => 'Monster is able to wear protective equipment like brestplate armour, shields, helmets etc.',
4249     name => 'can use armour',
4250     type => 'bool'
4251     }
4252     ],
4253     [
4254     'can_use_ring',
4255     {
4256     desc => 'Monster is able to wear rings.',
4257     name => 'can use rings',
4258     type => 'bool'
4259     }
4260     ],
4261     [
4262     'can_use_wand',
4263     {
4264     desc => 'Monster is able to use wands and staves.',
4265     name => 'can use wands',
4266     type => 'bool'
4267     }
4268     ],
4269     [
4270     'can_use_rod',
4271     {
4272     desc => 'Monster is able to use rods.',
4273     name => 'can use rods',
4274     type => 'bool'
4275     }
4276     ],
4277     [
4278     'can_use_scroll',
4279     {
4280     desc => 'Monster is able to read scrolls.',
4281     name => 'can use scrolls',
4282     type => 'bool'
4283     }
4284     ],
4285     [
4286     'can_use_skill',
4287     {
4288     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>.',
4289     name => 'can use skills',
4290     type => 'bool'
4291     }
4292     ]
4293     ]
4294     ],
4295     [
4296     'behave',
4297     [
4298     [
4299     'monster',
4300     {
4301     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.',
4302     name => 'monster behaviour',
4303     type => 'bool'
4304     }
4305     ],
4306     [
4307     'unaggressive',
4308     {
4309     desc => '<unaggressive> monsters do not attack players unless attacked first.',
4310     name => 'unaggressive',
4311     type => 'bool'
4312     }
4313     ],
4314     [
4315     'friendly',
4316     {
4317     desc => '<friendly> monsters help the player, attacking any non-friendly monsters in range.',
4318     name => 'friendly',
4319     type => 'bool'
4320     }
4321     ],
4322     [
4323     'stand_still',
4324     {
4325     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.',
4326     name => 'stand still',
4327     type => 'bool'
4328     }
4329     ],
4330     [
4331     'sleep',
4332     {
4333     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.',
4334     name => 'asleep',
4335     type => 'bool'
4336     }
4337     ],
4338     [
4339     'will_apply',
4340     {
4341     desc => 'This entry defines which kinds of environment actions the creature is able to perform.',
4342     name => 'misc. actions',
4343     type => 'bitmask',
4344     value => $BITMASK{will_apply}
4345     }
4346     ],
4347     [
4348     'pick_up',
4349     {
4350     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.',
4351     name => 'pick up',
4352     type => 'bitmask',
4353     value => $BITMASK{pick_up}
4354     }
4355     ],
4356     [
4357     'Wis',
4358     {
4359     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.',
4360     name => 'sensing range',
4361     type => 'int'
4362     }
4363     ],
4364     [
4365 root 1.15 'attack_movement_bits_0_3',
4366 root 1.7 {
4367 root 1.15 desc => 'If this is set to default, the standard mode of movement will be used.',
4368 root 1.7 name => 'attack movement',
4369 root 1.15 type => 'list',
4370     value => $LIST{attack_movement_bits_0_3}
4371     }
4372     ],
4373     [
4374     'attack_movement_bits_4_7',
4375     {
4376     desc => 'This movement is not in effect when the monster has an enemy and should only be used for non agressive monsters.',
4377     name => 'normal movement',
4378     type => 'list',
4379     value => $LIST{attack_movement_bits_4_7}
4380 root 1.7 }
4381     ],
4382     [
4383     'run_away',
4384     {
4385     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.',
4386     name => 'run at % health',
4387     type => 'int'
4388     }
4389     ]
4390     ]
4391     ],
4392     [
4393     'resistance',
4394     [
4395     [
4396     'resist_physical',
4397     {
4398     name => 'resist physical %',
4399     type => 'int'
4400     }
4401     ],
4402     [
4403     'resist_magic',
4404     {
4405     name => 'resist magic %',
4406     type => 'int'
4407     }
4408     ],
4409     [
4410     'resist_fire',
4411     {
4412     name => 'resist fire %',
4413     type => 'int'
4414     }
4415     ],
4416     [
4417     'resist_electricity',
4418     {
4419     name => 'resist electricity %',
4420     type => 'int'
4421     }
4422     ],
4423     [
4424     'resist_cold',
4425     {
4426     name => 'resist cold %',
4427     type => 'int'
4428     }
4429     ],
4430     [
4431     'resist_confusion',
4432     {
4433     name => 'resist confusion %',
4434     type => 'int'
4435     }
4436     ],
4437     [
4438     'resist_acid',
4439     {
4440     name => 'resist acid %',
4441     type => 'int'
4442     }
4443     ],
4444     [
4445     'resist_drain',
4446     {
4447     name => 'resist draining %',
4448     type => 'int'
4449     }
4450     ],
4451     [
4452     'resist_weaponmagic',
4453     {
4454     name => 'resist weaponmagic %',
4455     type => 'int'
4456     }
4457     ],
4458     [
4459     'resist_ghosthit',
4460     {
4461     name => 'resist ghosthit %',
4462     type => 'int'
4463     }
4464     ],
4465     [
4466     'resist_poison',
4467     {
4468     name => 'resist poison %',
4469     type => 'int'
4470     }
4471     ],
4472     [
4473     'resist_slow',
4474     {
4475     name => 'resist slow %',
4476     type => 'int'
4477     }
4478     ],
4479     [
4480     'resist_paralyze',
4481     {
4482     name => 'resist paralyze %',
4483     type => 'int'
4484     }
4485     ],
4486     [
4487     'resist_fear',
4488     {
4489     name => 'resist fear %',
4490     type => 'int'
4491     }
4492     ],
4493     [
4494     'resist_deplete',
4495     {
4496     name => 'resist depletion %',
4497     type => 'int'
4498     }
4499     ],
4500     [
4501     'resist_turn_undead',
4502     {
4503     name => 'resist turn undead %',
4504     type => 'int'
4505     }
4506     ],
4507     [
4508     'resist_death',
4509     {
4510     name => 'resist death-attack %',
4511     type => 'int'
4512     }
4513     ],
4514     [
4515     'resist_chaos',
4516     {
4517     name => 'resist chaos %',
4518     type => 'int'
4519     }
4520     ],
4521     [
4522     'resist_blind',
4523     {
4524     name => 'resist blinding %',
4525     type => 'int'
4526     }
4527     ],
4528     [
4529     'resist_holyword',
4530     {
4531     name => 'resist holy power %',
4532     type => 'int'
4533     }
4534     ],
4535     [
4536     'resist_godpower',
4537     {
4538     name => 'resist godpower %',
4539     type => 'int'
4540     }
4541     ]
4542     ]
4543     ]
4544     ],
4545     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. :-)'
4546     },
4547 root 1.9 'Monster (Grimreaper)' => {
4548     desc => 'A grimreaper is a monster that vanishes after it did some number of draining attacks.',
4549     ignore => [
4550     'material',
4551     'name_pl',
4552     'nrof',
4553     'value',
4554     'unpaid'
4555     ],
4556     import => [
4557     $TYPE{'Monster & NPC'}
4558     ],
4559     name => 'Monster (Grimreaper)',
4560     section => [
4561     [
4562     'grimreaper',
4563     [
4564     [
4565     'value',
4566     {
4567     desc => 'The object vanishes after this number of draining attacks.',
4568     name => 'attacks',
4569     type => 'int'
4570     }
4571     ]
4572     ]
4573     ]
4574     ]
4575     },
4576 root 1.7 'Mood Floor' => {
4577     attr => [
4578     [
4579     'no_pick',
4580 root 1.4 {
4581 root 1.7 type => 'fixed',
4582     value => 1
4583 root 1.4 }
4584     ],
4585     [
4586 root 1.7 'last_sp',
4587     {
4588     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!',
4589     name => 'mood',
4590     type => 'list',
4591     value => $LIST{mood}
4592     }
4593     ],
4594     [
4595     'connected',
4596     {
4597     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!',
4598     name => 'connection',
4599     type => 'int'
4600     }
4601     ],
4602     [
4603     'no_magic',
4604     {
4605     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
4606     name => 'no spells',
4607     type => 'bool'
4608     }
4609     ],
4610     [
4611     'damned',
4612     {
4613     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
4614     name => 'no prayers',
4615     type => 'bool'
4616     }
4617     ]
4618     ],
4619     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.',
4620     ignore => [
4621     $IGNORE_LIST{system_object}
4622     ],
4623     name => 'Mood Floor',
4624     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.)'
4625     },
4626     Mover => {
4627     attr => [
4628     [
4629     'attacktype',
4630     {
4631     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.',
4632     name => 'forced movement',
4633     type => 'bool'
4634     }
4635     ],
4636     [
4637     'maxsp',
4638     {
4639     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.',
4640     name => 'freeze duration',
4641     type => 'int'
4642     }
4643     ],
4644     [
4645     'speed',
4646     {
4647     desc => 'The movement speed value determines how fast a chain of these movers will push a player along (default is -0.2).',
4648     name => 'movement speed',
4649     type => 'float'
4650     }
4651     ],
4652     [
4653 root 1.17 'speed_left',
4654     {
4655     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.',
4656     name => 'speed left',
4657     type => 'float'
4658     }
4659     ],
4660     [
4661 root 1.7 'sp',
4662     {
4663     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.',
4664     name => 'direction',
4665     type => 'list',
4666     value => $LIST{direction}
4667     }
4668     ],
4669     [
4670     'lifesave',
4671     {
4672 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.',
4673 root 1.7 name => 'gets used up',
4674     type => 'bool'
4675     }
4676     ],
4677     [
4678     'hp',
4679     {
4680     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).',
4681     name => 'number of uses',
4682     type => 'int'
4683     }
4684     ]
4685     ],
4686     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.',
4687     ignore => [
4688     $IGNORE_LIST{non_pickable}
4689     ],
4690     name => 'Mover',
4691     section => [
4692     [
4693     'targets',
4694     [
4695     [
4696     'level',
4697     {
4698     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.',
4699     name => 'move players',
4700     type => 'bool'
4701     }
4702     ],
4703     [
4704 root 1.14 'move_on',
4705 root 1.7 {
4706 root 1.14 desc => 'Which movement types activate the mover.',
4707     name => 'movement type',
4708     type => 'movement_type'
4709 root 1.7 }
4710     ]
4711     ]
4712     ]
4713     ],
4714     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).'
4715     },
4716     Pedestal => {
4717     attr => [
4718     [
4719     'no_pick',
4720 root 1.4 {
4721 root 1.7 type => 'fixed',
4722     value => 1
4723 root 1.4 }
4724     ],
4725     [
4726 root 1.7 'slaying',
4727 root 1.4 {
4728 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.',
4729     name => 'match race',
4730     type => 'string'
4731 root 1.4 }
4732     ],
4733     [
4734 root 1.7 'connected',
4735 root 1.4 {
4736 root 1.7 desc => 'When the pedestal is triggered, all objects with the same connection value get activated.',
4737     name => 'connection',
4738     type => 'int'
4739 root 1.4 }
4740     ],
4741     [
4742 root 1.14 'move_on',
4743 root 1.4 {
4744 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
4745     name => 'movement type',
4746     type => 'bitmask',
4747     value => $BITMASK{movement_type}
4748 root 1.4 }
4749     ]
4750     ],
4751 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.',
4752     ignore => [
4753     $IGNORE_LIST{non_pickable}
4754     ],
4755 root 1.5 name => 'Pedestal',
4756 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.'
4757     },
4758     Pit => {
4759 root 1.7 attr => [
4760     [
4761     'no_pick',
4762     {
4763     type => 'fixed',
4764     value => 1
4765     }
4766     ],
4767     [
4768     'connected',
4769     {
4770     desc => 'When a <connection> value is set, the pit can be opened/closed by activating the connection.',
4771     name => 'connection',
4772     type => 'int'
4773     }
4774     ],
4775     [
4776 elmex 1.21 'activate_on_push',
4777     {
4778     desc => 'Whether the teleporter should only be activated on push.',
4779     name => 'Activate on push',
4780     type => 'bool'
4781     }
4782     ],
4783     [
4784     'activate_on_release',
4785     {
4786     desc => 'Whether the teleporter should only be activated on release.',
4787     name => 'Activate on release',
4788     type => 'bool'
4789     }
4790     ],
4791     [
4792 root 1.7 'hp',
4793     {
4794     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!',
4795     name => 'destination X',
4796     type => 'int'
4797     }
4798     ],
4799     [
4800     'sp',
4801     {
4802     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!',
4803     name => 'destination Y',
4804     type => 'int'
4805     }
4806     ],
4807     [
4808     'wc',
4809     {
4810     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.',
4811     name => 'position state',
4812     type => 'int'
4813     }
4814     ],
4815     [
4816 root 1.14 'move_on',
4817 root 1.7 {
4818 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
4819     name => 'movement type',
4820     type => 'bitmask',
4821     value => $BITMASK{movement_type}
4822 root 1.7 }
4823     ]
4824     ],
4825 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.',
4826     ignore => [
4827     $IGNORE_LIST{non_pickable}
4828     ],
4829 root 1.5 name => 'Pit',
4830 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.'
4831     },
4832     'Poison Food' => {
4833 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.',
4834     name => 'Poison Food'
4835 root 1.3 },
4836     Potion => {
4837 root 1.7 attr => [
4838     [
4839     'level',
4840     {
4841     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.',
4842     name => 'potion level',
4843     type => 'int'
4844     }
4845     ],
4846     [
4847     'sp',
4848     {
4849     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".',
4850     name => 'spell',
4851     type => 'spell'
4852     }
4853     ],
4854     [
4855     'attacktype',
4856     {
4857     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.',
4858     name => 'special effect',
4859     type => 'list',
4860     value => $LIST{potion_effect}
4861     }
4862     ],
4863     [
4864     'cursed',
4865     {
4866     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 >:)',
4867     name => 'cursed',
4868     type => 'bool'
4869     }
4870     ],
4871     [
4872     'startequip',
4873     {
4874     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4875     name => 'godgiven item',
4876     type => 'bool'
4877     }
4878     ]
4879     ],
4880 root 1.3 desc => 'The player can drink these and gain various kinds of benefits (/penalties) by doing so.',
4881 root 1.5 name => 'Potion',
4882 root 1.4 section => [
4883     [
4884     'stats',
4885 root 1.7 [
4886     [
4887     'Str',
4888     {
4889     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.',
4890     name => 'strength',
4891     type => 'int'
4892     }
4893     ],
4894     [
4895     'Dex',
4896     {
4897     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.',
4898     name => 'dexterity',
4899     type => 'int'
4900     }
4901     ],
4902     [
4903     'Con',
4904     {
4905     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.',
4906     name => 'constitution',
4907     type => 'int'
4908     }
4909     ],
4910     [
4911     'Int',
4912     {
4913     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.',
4914     name => 'intelligence',
4915     type => 'int'
4916     }
4917     ],
4918     [
4919     'Pow',
4920     {
4921     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.',
4922     name => 'power',
4923     type => 'int'
4924     }
4925     ],
4926     [
4927     'Wis',
4928     {
4929     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.',
4930     name => 'wisdom',
4931     type => 'int'
4932     }
4933     ],
4934     [
4935     'Cha',
4936     {
4937     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.',
4938     name => 'charisma',
4939     type => 'int'
4940     }
4941     ]
4942     ]
4943     ],
4944     [
4945     'resistance',
4946     [
4947     [
4948     'resist_physical',
4949     {
4950     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!',
4951     name => 'resist physical %',
4952     type => 'int'
4953     }
4954     ],
4955     [
4956     'resist_magic',
4957     {
4958     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!',
4959     name => 'resist magic %',
4960     type => 'int'
4961     }
4962     ],
4963     [
4964     'resist_fire',
4965     {
4966     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!',
4967     name => 'resist fire %',
4968     type => 'int'
4969     }
4970     ],
4971     [
4972     'resist_electricity',
4973     {
4974     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!',
4975     name => 'resist electricity %',
4976     type => 'int'
4977     }
4978     ],
4979     [
4980     'resist_cold',
4981     {
4982     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!',
4983     name => 'resist cold %',
4984     type => 'int'
4985     }
4986     ],
4987     [
4988     'resist_acid',
4989     {
4990     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!',
4991     name => 'resist acid %',
4992     type => 'int'
4993     }
4994     ],
4995     [
4996     'resist_confusion',
4997     {
4998     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!',
4999     name => 'resist confusion %',
5000     type => 'int'
5001     }
5002     ],
5003     [
5004     'resist_weaponmagic',
5005     {
5006     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!',
5007     name => 'resist weaponmagic %',
5008     type => 'int'
5009     }
5010     ],
5011     [
5012     'resist_paralyze',
5013     {
5014     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!',
5015     name => 'resist paralyze %',
5016     type => 'int'
5017     }
5018     ],
5019     [
5020     'resist_drain',
5021     {
5022     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!',
5023     name => 'resist draining %',
5024     type => 'int'
5025     }
5026     ],
5027     [
5028     'resist_deplete',
5029     {
5030     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!',
5031     name => 'resist depletion %',
5032     type => 'int'
5033     }
5034     ],
5035     [
5036     'resist_poison',
5037     {
5038     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!',
5039     name => 'resist poison %',
5040     type => 'int'
5041     }
5042     ]
5043     ]
5044     ]
5045     ],
5046     use => 'One potion should never give multiple benefits at once.'
5047     },
5048     'Power Crystal' => {
5049     attr => [
5050     [
5051     'sp',
5052 root 1.4 {
5053 root 1.7 desc => '<initial mana> is the amount of spellpoints that the crystal holds when the map is loaded.',
5054     name => 'initial mana',
5055     type => 'int'
5056 root 1.4 }
5057     ],
5058     [
5059 root 1.7 'maxsp',
5060 root 1.4 {
5061 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.',
5062     name => 'mana capacity',
5063     type => 'int'
5064 root 1.4 }
5065     ]
5066     ],
5067 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.',
5068     name => 'Power Crystal'
5069 root 1.1 },
5070 root 1.3 Projectile => {
5071 root 1.7 attr => [
5072     [
5073     'attacktype',
5074     {
5075     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.',
5076     name => 'attacktype',
5077     type => 'bitmask',
5078     value => $BITMASK{attacktype}
5079     }
5080     ],
5081     [
5082     'race',
5083     {
5084     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>.',
5085     name => 'ammunition class',
5086     type => 'string'
5087     }
5088     ],
5089     [
5090     'slaying',
5091     {
5092     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.',
5093     name => 'slaying race',
5094     type => 'string'
5095     }
5096     ],
5097     [
5098     'dam',
5099     {
5100     desc => 'The projectile <damage> significantly affects the damage done. Damage can be further increased by the shooting weapon\'s attributes.',
5101     name => 'damage',
5102     type => 'int'
5103     }
5104     ],
5105     [
5106     'wc',
5107     {
5108     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.',
5109     name => 'weaponclass',
5110     type => 'int'
5111     }
5112     ],
5113     [
5114     'food',
5115     {
5116     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).',
5117     name => 'chance to break',
5118     type => 'int'
5119     }
5120     ],
5121     [
5122     'magic',
5123     {
5124     desc => 'Magic bonus increases chance to hit and damage a little bit.',
5125     name => 'magic bonus',
5126     type => 'int'
5127     }
5128     ],
5129     [
5130     'unique',
5131     {
5132     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5133     name => 'unique item',
5134     type => 'bool'
5135     }
5136     ],
5137     [
5138     'startequip',
5139     {
5140     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5141     name => 'godgiven item',
5142     type => 'bool'
5143     }
5144     ],
5145     [
5146     'no_drop',
5147     {
5148     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.',
5149     name => 'don\'t drop',
5150     type => 'bool'
5151     }
5152     ],
5153     [
5154     'msg',
5155     {
5156     desc => 'This text may describe the projectile. This could be nice for very special ones.',
5157     end => 'endmsg',
5158     name => 'description',
5159     type => 'text'
5160     }
5161     ]
5162     ],
5163     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.',
5164     name => 'Projectile',
5165     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.'
5166     },
5167     Ring => {
5168     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.',
5169     import => [
5170     $TYPE{Amulet}
5171     ],
5172     name => 'Ring',
5173     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.'
5174     },
5175     Rod => {
5176     attr => [
5177     [
5178     'sp',
5179     {
5180     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!',
5181     name => 'spell',
5182     type => 'spell'
5183     }
5184     ],
5185     [
5186     'level',
5187     {
5188     desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should be set to something reasonable.',
5189     name => 'casting level',
5190     type => 'int'
5191     }
5192     ],
5193     [
5194     'hp',
5195     {
5196     desc => 'This value represents the initial amount of spellpoints in the rod. Naturally, this is quite unimportant.',
5197     name => 'initial spellpoints',
5198     type => 'int'
5199     }
5200     ],
5201     [
5202     'maxhp',
5203     {
5204     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.',
5205     name => 'max. spellpoints',
5206     type => 'int'
5207     }
5208     ],
5209     [
5210     'startequip',
5211     {
5212     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5213     name => 'godgiven item',
5214     type => 'bool'
5215     }
5216     ],
5217     [
5218     'msg',
5219     {
5220     desc => 'This text may contain a description of the rod.',
5221     end => 'endmsg',
5222     name => 'description',
5223     type => 'text'
5224     }
5225     ]
5226     ],
5227     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.',
5228     ignore => [
5229     'title'
5230     ],
5231     name => 'Rod',
5232     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>'
5233     },
5234     Rune => {
5235     attr => [
5236     [
5237     'no_pick',
5238     {
5239     type => 'fixed',
5240     value => 1
5241     }
5242     ],
5243     [
5244 root 1.14 'move_on',
5245 root 1.7 {
5246 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5247     name => 'movement type',
5248     type => 'bitmask',
5249     value => $BITMASK{movement_type}
5250 root 1.7 }
5251     ],
5252     [
5253     'level',
5254     {
5255     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.',
5256     name => 'rune level',
5257     type => 'int'
5258     }
5259     ],
5260     [
5261     'Cha',
5262     {
5263     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.',
5264     name => 'visibility',
5265     type => 'int'
5266     }
5267     ],
5268     [
5269     'hp',
5270     {
5271     desc => 'The rune will detonate <number of charges> times before disappearing.',
5272     name => 'number of charges',
5273     type => 'int'
5274     }
5275     ],
5276     [
5277     'dam',
5278     {
5279     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.',
5280     name => 'direct damage',
5281     type => 'int'
5282     }
5283     ],
5284     [
5285     'attacktype',
5286     {
5287     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.',
5288     name => 'attacktype',
5289     type => 'bitmask',
5290     value => $BITMASK{attacktype}
5291     }
5292     ],
5293     [
5294     'msg',
5295     {
5296     desc => 'When the rune detonates, this text is displayed to the victim. For especially powerful runes, create an appropriate thrilling description. ;)',
5297     end => 'endmsg',
5298     name => 'detonation text',
5299     type => 'text'
5300     }
5301     ]
5302 root 1.3 ],
5303     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.',
5304     ignore => [
5305     'no_pick',
5306     'title',
5307     'name_pl',
5308     'weight',
5309     'value',
5310     'material',
5311     'unpaid'
5312     ],
5313 root 1.5 name => 'Rune',
5314 root 1.4 section => [
5315     [
5316     'spellcraft',
5317 root 1.7 [
5318     [
5319     'sp',
5320     {
5321     desc => 'The selected <spell> defines the spell in the rune, if any. (Many runes do direct damage).',
5322     name => 'spell',
5323     type => 'spell'
5324     }
5325     ],
5326     [
5327     'slaying',
5328     {
5329     desc => 'Name of the spell in the rune, if any. <spell name> is optional, but if present, overrides the <spell> setting.',
5330     name => 'spell name',
5331     type => 'string'
5332     }
5333     ],
5334     [
5335     'other_arch',
5336     {
5337     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.',
5338     name => 'spell arch',
5339     type => 'string'
5340     }
5341     ],
5342     [
5343     'maxsp',
5344     {
5345     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.',
5346     name => 'direction',
5347     type => 'list',
5348     value => $LIST{direction}
5349     }
5350     ],
5351     [
5352     'race',
5353     {
5354     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.',
5355     name => 'summon monster',
5356     type => 'string'
5357     }
5358     ],
5359     [
5360     'maxhp',
5361     {
5362     desc => 'This should only be set to a summoning rune. It will then summon that many creatures of the kind <summon monster>.',
5363     name => 'summon amount',
5364     type => 'int'
5365     }
5366     ]
5367     ]
5368 root 1.4 ]
5369     ],
5370 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.'
5371     },
5372 elmex 1.23 'Safe ground (CF+)' => {
5373     attr => [
5374     [
5375     'no_pick',
5376     {
5377     type => 'fixed',
5378     value => 1
5379     }
5380     ]
5381     ],
5382 elmex 1.24 desc => 'Safe ground is a special object that prevents any effects that might be harmful for the map, other players or items on the map. It blocks all magic and prayers, usage of alchemy, prevents potions from being used and blocks bombs from exploding. Note that altars that do cast spells still work. (This is a Crossfire+ feature, and might not work elsewhere)',
5383 elmex 1.23 ignore => [
5384     $IGNORE_LIST{non_pickable}
5385     ],
5386     name => 'Safe ground (CF+)',
5387 elmex 1.24 use => 'Safe ground can be used to prevents any means of burning or destroying the items in a shop. Put this object below all floor tiles in your map and your shop will be safe. It\'s generally useful for making areas where really no kind of spell should be invoked by a player.'
5388 elmex 1.23 },
5389 root 1.3 Savebed => {
5390 root 1.7 attr => [
5391     [
5392     'no_pick',
5393     {
5394     type => 'fixed',
5395     value => 1
5396     }
5397     ],
5398     [
5399     'no_magic',
5400     {
5401     type => 'fixed',
5402     value => 1
5403     }
5404     ],
5405     [
5406     'damned',
5407     {
5408     type => 'fixed',
5409     value => 1
5410     }
5411     ]
5412     ],
5413 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.',
5414     ignore => [
5415     $IGNORE_LIST{non_pickable}
5416     ],
5417 root 1.5 name => 'Savebed',
5418 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>'
5419     },
5420     Scroll => {
5421 root 1.7 attr => [
5422     [
5423     'level',
5424     {
5425     desc => 'The spell of the scroll will be casted at this level. This value should always be set, at least to 1.',
5426     name => 'casting level',
5427     type => 'int'
5428     }
5429     ],
5430     [
5431     'sp',
5432     {
5433     desc => 'When a player/monster applies this scroll, the selected <spell> will be casted (once). This should work for any given spell.',
5434     name => 'spell',
5435     type => 'spell'
5436     }
5437     ],
5438     [
5439     'startequip',
5440     {
5441     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5442     name => 'godgiven item',
5443     type => 'bool'
5444     }
5445     ]
5446     ],
5447 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.',
5448     ignore => [
5449     'title'
5450     ],
5451 root 1.5 name => 'Scroll',
5452 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.'
5453     },
5454     Shield => {
5455 root 1.7 attr => [
5456     [
5457     'magic',
5458     {
5459     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.',
5460     name => 'magic bonus',
5461     type => 'int'
5462     }
5463     ]
5464     ],
5465 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.',
5466     import => [
5467     $TYPE{Amulet}
5468     ],
5469 root 1.5 name => 'Shield',
5470 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.'
5471     },
5472     'Shooting Weapon' => {
5473 root 1.7 attr => [
5474     [
5475     'race',
5476     {
5477     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.',
5478     name => 'ammunition class',
5479     type => 'string'
5480     }
5481     ],
5482     [
5483     'sp',
5484     {
5485     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).',
5486     name => 'shooting speed',
5487     type => 'int'
5488     }
5489     ],
5490     [
5491     'dam',
5492     {
5493     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.',
5494     name => 'base damage',
5495     type => 'int'
5496     }
5497     ],
5498     [
5499     'wc',
5500     {
5501     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.',
5502     name => 'weaponclass',
5503     type => 'int'
5504     }
5505     ],
5506     [
5507     'item_power',
5508     {
5509     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>.',
5510     name => 'item power',
5511     type => 'int'
5512     }
5513     ],
5514     [
5515     'no_strength',
5516     {
5517     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.',
5518     name => 'ignore strength',
5519     type => 'bool'
5520     }
5521     ],
5522     [
5523     'damned',
5524     {
5525     desc => 'A damned shooting weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
5526     name => 'damnation',
5527     type => 'bool'
5528     }
5529     ],
5530     [
5531     'cursed',
5532     {
5533     desc => 'A cursed shooting weapon cannot be unwielded unless the curse is removed.',
5534     name => 'curse',
5535     type => 'bool'
5536     }
5537     ],
5538     [
5539     'unique',
5540     {
5541     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5542     name => 'unique item',
5543     type => 'bool'
5544     }
5545     ],
5546     [
5547     'startequip',
5548     {
5549     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5550     name => 'godgiven item',
5551     type => 'bool'
5552     }
5553     ],
5554     [
5555     'msg',
5556     {
5557     desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
5558     end => 'endmsg',
5559     name => 'description',
5560     type => 'text'
5561     }
5562     ]
5563     ],
5564 elmex 1.22 desc => 'Shooting 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.',
5565 root 1.5 name => 'Shooting Weapon',
5566 root 1.4 section => [
5567     [
5568     'stats',
5569 root 1.7 [
5570     [
5571     'Str',
5572     {
5573     desc => 'The player\'s strentgh will rise/fall by the given value while wearing this shooting weapon.',
5574     name => 'strength',
5575     type => 'int'
5576     }
5577     ],
5578     [
5579     'Dex',
5580     {
5581     desc => 'The player\'s dexterity will rise/fall by the given value while wearing this shooting weapon.',
5582     name => 'dexterity',
5583     type => 'int'
5584     }
5585     ],
5586     [
5587     'Con',
5588     {
5589     desc => 'The player\'s constitution will rise/fall by the given value while wearing this shooting weapon.',
5590     name => 'constitution',
5591     type => 'int'
5592     }
5593     ],
5594     [
5595     'Int',
5596     {
5597     desc => 'The player\'s intelligence will rise/fall by the given value while wearing this shooting weapon.',
5598     name => 'intelligence',
5599     type => 'int'
5600     }
5601     ],
5602     [
5603     'Pow',
5604     {
5605     desc => 'The player\'s power will rise/fall by the given value while wearing this shooting weapon.',
5606     name => 'power',
5607     type => 'int'
5608     }
5609     ],
5610     [
5611     'Wis',
5612     {
5613     desc => 'The player\'s wisdom will rise/fall by the given value while wearing this shooting weapon.',
5614     name => 'wisdom',
5615     type => 'int'
5616     }
5617     ],
5618     [
5619     'Cha',
5620     {
5621     desc => 'The player\'s charisma will rise/fall by the given value while wearing this shooting weapon.',
5622     name => 'charisma',
5623     type => 'int'
5624     }
5625     ]
5626     ]
5627     ],
5628     [
5629     'bonus',
5630     [
5631     [
5632     'luck',
5633     {
5634     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.',
5635     name => 'luck bonus',
5636     type => 'int'
5637     }
5638     ],
5639     [
5640     'magic',
5641     {
5642     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.',
5643     name => 'magic bonus',
5644     type => 'int'
5645     }
5646     ]
5647     ]
5648     ]
5649     ],
5650 elmex 1.22 use => 'Shooting weapons should not add bonuses in general. There\'s already enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. Shooting 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.'
5651 root 1.7 },
5652     'Shop Floor' => {
5653     attr => [
5654     [
5655     'is_floor',
5656     {
5657     type => 'fixed',
5658     value => 1
5659     }
5660     ],
5661     [
5662     'no_pick',
5663     {
5664     type => 'fixed',
5665     value => 1
5666     }
5667     ],
5668     [
5669     'no_magic',
5670     {
5671     type => 'fixed',
5672     value => 1
5673     }
5674     ],
5675     [
5676     'auto_apply',
5677 root 1.4 {
5678 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.',
5679     name => 'generate goods',
5680     type => 'bool'
5681 root 1.4 }
5682     ],
5683     [
5684 root 1.7 'randomitems',
5685     {
5686     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.',
5687     name => 'treasurelist',
5688     type => 'treasurelist'
5689     }
5690     ],
5691     [
5692     'exp',
5693     {
5694     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.',
5695     name => 'quality level',
5696     type => 'int'
5697     }
5698     ],
5699     [
5700     'damned',
5701 root 1.4 {
5702 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.)',
5703     name => 'no prayers',
5704     type => 'bool'
5705 root 1.4 }
5706     ]
5707     ],
5708 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).',
5709     ignore => [
5710     $IGNORE_LIST{non_pickable}
5711     ],
5712 root 1.5 name => 'Shop Floor',
5713 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.'
5714     },
5715     'Shop Mat' => {
5716 root 1.7 attr => [
5717     [
5718     'no_pick',
5719     {
5720     type => 'fixed',
5721     value => 1
5722     }
5723     ],
5724     [
5725 root 1.14 'move_on',
5726 root 1.7 {
5727 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5728     name => 'movement type',
5729     type => 'bitmask',
5730     value => $BITMASK{movement_type}
5731 root 1.7 }
5732     ]
5733     ],
5734 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).',
5735     ignore => [
5736     $IGNORE_LIST{non_pickable}
5737     ],
5738 root 1.5 name => 'Shop Mat',
5739 root 1.3 use => 'As stated above, always place TWO shop mats into your shop. Not more and not less than that.'
5740     },
5741     'Sign & MagicMouth' => {
5742 root 1.7 attr => [
5743     [
5744     'connected',
5745     {
5746     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.',
5747     name => 'connection',
5748     type => 'int'
5749     }
5750     ],
5751     [
5752 elmex 1.21 'activate_on_push',
5753     {
5754     desc => 'Whether the teleporter should only be activated on push.',
5755     name => 'Activate on push',
5756     type => 'bool'
5757     }
5758     ],
5759     [
5760     'activate_on_release',
5761     {
5762     desc => 'Whether the teleporter should only be activated on release.',
5763     name => 'Activate on release',
5764     type => 'bool'
5765     }
5766     ],
5767     [
5768 root 1.14 'move_on',
5769 root 1.7 {
5770 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5771     name => 'movement type',
5772     type => 'bitmask',
5773     value => $BITMASK{movement_type}
5774 root 1.7 }
5775     ],
5776     [
5777     'food',
5778     {
5779     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).',
5780     name => 'counter',
5781     type => 'int'
5782     }
5783     ],
5784     [
5785     'msg',
5786     {
5787     desc => 'This text will be displayed to the player.',
5788     end => 'endmsg',
5789     name => 'message',
5790     type => 'text'
5791     }
5792     ]
5793     ],
5794     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).',
5795     ignore => [
5796     $IGNORE_LIST{non_pickable}
5797     ],
5798     name => 'Sign & MagicMouth',
5799     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.'
5800     },
5801     Skill => {
5802     attr => [
5803     [
5804     'invisible',
5805     {
5806     type => 'fixed',
5807     value => 1
5808     }
5809     ],
5810     [
5811     'no_drop',
5812     {
5813     type => 'fixed',
5814     value => 1
5815     }
5816     ],
5817     [
5818     'skill',
5819     {
5820     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.',
5821     name => 'skill name',
5822     type => 'string'
5823     }
5824     ],
5825     [
5826     'expmul',
5827     {
5828     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.',
5829     name => 'exp multiplier',
5830     type => 'float'
5831     }
5832     ],
5833     [
5834     'subtype',
5835     {
5836     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.',
5837     name => 'skill type',
5838     type => 'list',
5839     value => $LIST{skill_type}
5840     }
5841     ],
5842     [
5843     'level',
5844     {
5845     name => 'level',
5846     type => 'int'
5847     }
5848     ],
5849     [
5850     'exp',
5851     {
5852     name => 'experience',
5853     type => 'int'
5854     }
5855     ],
5856     [
5857     'can_use_skill',
5858     {
5859     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.',
5860     name => 'is native skill',
5861     type => 'bool'
5862     }
5863     ]
5864 root 1.3 ],
5865     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.',
5866     ignore => [
5867     $IGNORE_LIST{system_object}
5868     ],
5869 root 1.5 name => 'Skill',
5870 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>'
5871     },
5872     'Skill Scroll' => {
5873 root 1.7 attr => [
5874     [
5875     'race',
5876     {
5877     type => 'fixed',
5878     value => 'scrolls'
5879     }
5880     ],
5881     [
5882     'skill',
5883     {
5884     desc => 'The <skill name> matches the skill object that can be learned from this scroll.',
5885     name => 'skill name',
5886     type => 'string'
5887     }
5888     ]
5889     ],
5890 root 1.3 desc => 'By reading a skill scroll, a player has a chance to learn the contained skill.',
5891 root 1.5 name => 'Skill Scroll',
5892 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.'
5893     },
5894     'Special Key' => {
5895 root 1.7 attr => [
5896     [
5897     'slaying',
5898     {
5899     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.',
5900     name => 'key string',
5901     type => 'string'
5902     }
5903     ],
5904     [
5905     'material',
5906     {
5907     desc => 'For Special Keys, material should always be unset or set to Adamantite. This prevents the key from getting burned or otherwise destroyed.',
5908     name => 'material',
5909     type => 'bitmask',
5910     value => $BITMASK{material}
5911     }
5912     ],
5913     [
5914     'unique',
5915     {
5916     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.',
5917     name => 'unique item',
5918     type => 'bool'
5919     }
5920     ],
5921     [
5922     'startequip',
5923     {
5924     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5925     name => 'godgiven item',
5926     type => 'bool'
5927     }
5928     ],
5929     [
5930     'msg',
5931     {
5932     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.',
5933     end => 'endmsg',
5934     name => 'description',
5935     type => 'text'
5936     }
5937     ]
5938     ],
5939 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.',
5940     ignore => [
5941     'material'
5942     ],
5943 root 1.5 name => 'Special Key',
5944 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".'
5945     },
5946     Spell => {
5947 root 1.7 attr => [
5948     [
5949     'no_drop',
5950     {
5951     type => 'fixed',
5952     value => 1
5953     }
5954     ],
5955     [
5956     'invisible',
5957     {
5958     type => 'fixed',
5959     value => 1
5960     }
5961     ],
5962     [
5963     'skill',
5964     {
5965     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.',
5966     name => 'skill name',
5967     type => 'string'
5968     }
5969     ],
5970     [
5971     'subtype',
5972     {
5973     desc => 'The <spell type> defines the basic type of spell. Some of these types are of a more generic nature than others.',
5974     name => 'spell type',
5975     type => 'list',
5976     value => $LIST{spell_type}
5977     }
5978     ],
5979     [
5980     'level',
5981     {
5982     name => 'spell level',
5983     type => 'int'
5984     }
5985     ],
5986     [
5987     'casting_time',
5988     {
5989     name => 'casting time',
5990     type => 'int'
5991     }
5992     ],
5993     [
5994     'duration',
5995     {
5996     name => 'duration',
5997     type => 'int'
5998     }
5999     ],
6000     [
6001     'other_arch',
6002     {
6003     name => 'create object',
6004     type => 'string'
6005     }
6006     ],
6007     [
6008     'sp',
6009     {
6010     name => 'cost spellpoints',
6011     type => 'int'
6012     }
6013     ],
6014     [
6015     'grace',
6016     {
6017     name => 'cost grace',
6018     type => 'int'
6019     }
6020     ],
6021     [
6022     'maxsp',
6023     {
6024     name => 'double cost per level',
6025     type => 'int'
6026     }
6027     ]
6028     ],
6029 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.',
6030     ignore => [
6031     $IGNORE_LIST{system_object}
6032     ],
6033 root 1.5 name => 'Spell',
6034 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.'
6035     },
6036     Spellbook => {
6037 root 1.7 attr => [
6038     [
6039     'skill',
6040     {
6041     type => 'fixed',
6042     value => 'literacy'
6043     }
6044     ],
6045     [
6046     'randomitems',
6047     {
6048     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.',
6049     name => 'treasurelist',
6050     type => 'treasurelist'
6051     }
6052     ],
6053     [
6054     'startequip',
6055     {
6056     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6057     name => 'godgiven item',
6058     type => 'bool'
6059     }
6060     ],
6061     [
6062     'msg',
6063     {
6064     desc => 'This text may contain a nice description of the spellbook\'s cover or something.',
6065     end => 'endmsg',
6066     name => 'description',
6067     type => 'text'
6068     }
6069     ]
6070     ],
6071 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.',
6072 root 1.5 name => 'Spellbook',
6073 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.'
6074     },
6075     Spinner => {
6076 root 1.7 attr => [
6077     [
6078     'sp',
6079     {
6080     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.',
6081     name => 'direction number',
6082     type => 'int'
6083     }
6084     ],
6085     [
6086 root 1.14 'move_on',
6087 root 1.7 {
6088 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6089     name => 'movement type',
6090     type => 'bitmask',
6091     value => $BITMASK{movement_type}
6092 root 1.7 }
6093     ]
6094     ],
6095 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.',
6096     ignore => [
6097     $IGNORE_LIST{non_pickable}
6098     ],
6099 root 1.5 name => 'Spinner',
6100 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.'
6101     },
6102     Swamp => {
6103 root 1.7 attr => [
6104     [
6105     'is_floor',
6106     {
6107     type => 'fixed',
6108     value => 1
6109     }
6110     ],
6111     [
6112     'is_wooded',
6113     {
6114     type => 'fixed',
6115     value => 1
6116     }
6117     ],
6118     [
6119     'speed',
6120     {
6121     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.',
6122     name => 'drowning speed',
6123     type => 'float'
6124     }
6125     ],
6126     [
6127 root 1.17 'speed_left',
6128     {
6129     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.',
6130     name => 'speed left',
6131     type => 'float'
6132     }
6133     ],
6134     [
6135 root 1.14 'move_on',
6136     {
6137     desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6138     name => 'movement type',
6139     type => 'bitmask',
6140     value => $BITMASK{movement_type}
6141     }
6142     ],
6143     [
6144     'move_block',
6145 root 1.7 {
6146 root 1.14 desc => 'Objects using these movement types cannot move over this space.',
6147     name => 'blocked movement',
6148     type => 'bitmask',
6149     value => $BITMASK{movement_type}
6150     }
6151     ],
6152     [
6153     'move_allow',
6154     {
6155     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6156     name => 'allowed movement',
6157     type => 'bitmask',
6158     value => $BITMASK{movement_type}
6159     }
6160     ],
6161     [
6162     'move_slow',
6163     {
6164     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6165     name => 'slowed movement',
6166     type => 'bitmask',
6167     value => $BITMASK{movement_type}
6168     }
6169     ],
6170     [
6171     'move_slow_penalty',
6172     {
6173     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)',
6174     name => 'slow movement penalty',
6175 root 1.7 type => 'int'
6176     }
6177     ],
6178     [
6179     'no_magic',
6180     {
6181     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
6182     name => 'no spells',
6183     type => 'bool'
6184     }
6185     ],
6186     [
6187     'damned',
6188     {
6189     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
6190     name => 'no prayers',
6191     type => 'bool'
6192     }
6193     ]
6194     ],
6195 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.',
6196     ignore => [
6197     $IGNORE_LIST{non_pickable}
6198 root 1.5 ],
6199     name => 'Swamp'
6200 root 1.3 },
6201     Teleporter => {
6202 root 1.7 attr => [
6203     [
6204     'slaying',
6205     {
6206     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.',
6207     name => 'exit path',
6208     type => 'string'
6209     }
6210     ],
6211     [
6212     'hp',
6213     {
6214     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.',
6215     name => 'destination X',
6216     type => 'int'
6217     }
6218     ],
6219     [
6220     'sp',
6221     {
6222     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.',
6223     name => 'destination Y',
6224     type => 'int'
6225     }
6226     ],
6227     [
6228     'connected',
6229     {
6230     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.',
6231     name => 'connection',
6232     type => 'int'
6233     }
6234     ],
6235     [
6236 elmex 1.21 'activate_on_push',
6237     {
6238     desc => 'Whether the teleporter should only be activated on push.',
6239     name => 'Activate on push',
6240     type => 'bool'
6241     }
6242     ],
6243     [
6244     'activate_on_release',
6245     {
6246     desc => 'Whether the teleporter should only be activated on release.',
6247     name => 'Activate on release',
6248     type => 'bool'
6249     }
6250     ],
6251     [
6252 root 1.7 'speed',
6253     {
6254     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!',
6255     name => 'activation speed',
6256     type => 'float'
6257     }
6258 root 1.17 ],
6259     [
6260     'speed_left',
6261     {
6262     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.',
6263     name => 'speed left',
6264     type => 'float'
6265     }
6266 root 1.7 ]
6267     ],
6268 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.',
6269     ignore => [
6270     $IGNORE_LIST{non_pickable}
6271     ],
6272 root 1.5 name => 'Teleporter',
6273 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.'
6274     },
6275 root 1.8 'Timed Gate' => {
6276     attr => [
6277     [
6278     'no_pick',
6279     {
6280     type => 'fixed',
6281     value => 1
6282     }
6283     ],
6284     [
6285     'connected',
6286     {
6287     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.',
6288     name => 'connection',
6289     type => 'int'
6290     }
6291     ],
6292     [
6293 elmex 1.21 'activate_on_push',
6294     {
6295     desc => 'Whether the teleporter should only be activated on push.',
6296     name => 'Activate on push',
6297     type => 'bool'
6298     }
6299     ],
6300     [
6301     'activate_on_release',
6302     {
6303     desc => 'Whether the teleporter should only be activated on release.',
6304     name => 'Activate on release',
6305     type => 'bool'
6306     }
6307     ],
6308     [
6309 root 1.8 'wc',
6310     {
6311     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.',
6312     name => 'position state',
6313     type => 'int'
6314     }
6315     ],
6316     [
6317 root 1.14 'move_block',
6318     {
6319     desc => 'Objects using these movement types cannot move over this space.',
6320     name => 'blocked movement',
6321     type => 'bitmask',
6322     value => $BITMASK{movement_type}
6323     }
6324     ],
6325     [
6326     'move_allow',
6327     {
6328     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6329     name => 'allowed movement',
6330     type => 'bitmask',
6331     value => $BITMASK{movement_type}
6332     }
6333     ],
6334     [
6335     'move_slow',
6336 root 1.8 {
6337 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6338     name => 'slowed movement',
6339     type => 'bitmask',
6340     value => $BITMASK{movement_type}
6341     }
6342     ],
6343     [
6344     'move_slow_penalty',
6345     {
6346     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)',
6347     name => 'slow movement penalty',
6348     type => 'int'
6349 root 1.8 }
6350     ],
6351     [
6352     'no_magic',
6353     {
6354     desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
6355     name => 'restrict spells',
6356     type => 'bool'
6357     }
6358     ],
6359     [
6360     'damned',
6361     {
6362     desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
6363     name => 'restrict prayers',
6364     type => 'bool'
6365     }
6366     ],
6367     [
6368     'hp',
6369     {
6370     desc => 'Defines the duration the gate remains closed. This only takes effect if the gate is not connected.',
6371     name => 'open duration',
6372     type => 'int'
6373     }
6374     ]
6375     ],
6376     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.',
6377     ignore => [
6378     $IGNORE_LIST{non_pickable}
6379     ],
6380     name => 'Timed Gate',
6381     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".'
6382     },
6383 root 1.3 Trap => {
6384 root 1.7 attr => [
6385     [
6386     'no_pick',
6387     {
6388     type => 'fixed',
6389     value => 1
6390     }
6391     ],
6392     [
6393 root 1.14 'move_on',
6394 root 1.7 {
6395 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6396     name => 'movement type',
6397     type => 'bitmask',
6398     value => $BITMASK{movement_type}
6399 root 1.7 }
6400     ],
6401     [
6402     'level',
6403     {
6404     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.',
6405     name => 'trap level',
6406     type => 'int'
6407     }
6408     ],
6409     [
6410     'Cha',
6411     {
6412     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.',
6413     name => 'visibility',
6414     type => 'int'
6415     }
6416     ],
6417     [
6418     'hp',
6419     {
6420     desc => 'The trap will detonate <number of charges> times before disappearing.',
6421     name => 'number of charges',
6422     type => 'int'
6423     }
6424     ],
6425     [
6426     'dam',
6427     {
6428     desc => '<direct damage> specifies how much damage is done by the trap. This should be set in reasonable relation to the trap\'s level.',
6429     name => 'direct damage',
6430     type => 'int'
6431     }
6432     ],
6433     [
6434     'attacktype',
6435     {
6436     desc => 'This attribute defines what attacktype to use for direct damage when the trap detonates.',
6437     name => 'attacktype',
6438     type => 'bitmask',
6439     value => $BITMASK{attacktype}
6440     }
6441     ],
6442     [
6443     'connected',
6444     {
6445     desc => 'When the trap is detonated, all objects with the same connection value get activated.',
6446     name => 'connection',
6447     type => 'int'
6448     }
6449     ],
6450     [
6451     'msg',
6452     {
6453     desc => 'When the trap detonates, this text is displayed to the victim. For especially powerful or complex traps, create an appropriate and thrilling description. ;)',
6454     end => 'endmsg',
6455     name => 'detonation text',
6456     type => 'text'
6457     }
6458     ]
6459     ],
6460 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.',
6461     ignore => [
6462     'no_pick',
6463     'title',
6464     'name_pl',
6465     'weight',
6466     'value',
6467     'material',
6468     'unpaid'
6469     ],
6470 root 1.5 name => 'Trap',
6471 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.'
6472     },
6473     Trapdoor => {
6474 root 1.7 attr => [
6475     [
6476     'no_pick',
6477     {
6478     type => 'fixed',
6479     value => 1
6480     }
6481     ],
6482     [
6483 root 1.14 'move_on',
6484 root 1.7 {
6485 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6486     name => 'movement type',
6487     type => 'bitmask',
6488     value => $BITMASK{movement_type}
6489 root 1.7 }
6490     ],
6491     [
6492     'weight',
6493     {
6494     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.',
6495     name => 'hold weight',
6496     type => 'int'
6497     }
6498     ],
6499     [
6500     'hp',
6501     {
6502     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!',
6503     name => 'destination X',
6504     type => 'int'
6505     }
6506     ],
6507     [
6508     'sp',
6509     {
6510     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!',
6511     name => 'destination Y',
6512     type => 'int'
6513     }
6514     ]
6515     ],
6516 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.',
6517     ignore => [
6518     $IGNORE_LIST{non_pickable}
6519     ],
6520 root 1.5 name => 'Trapdoor',
6521 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.'
6522     },
6523     Treasure => {
6524 root 1.7 attr => [
6525     [
6526     'randomitems',
6527     {
6528     desc => 'This entry determines what kind of treasure will appear. Look into /crossfire/share/crossfire/treasures for details about existing treasurelists.',
6529     name => 'treasurelist',
6530     type => 'treasurelist'
6531     }
6532     ],
6533     [
6534     'auto_apply',
6535     {
6536     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.',
6537     name => 'auto-generate',
6538     type => 'bool'
6539     }
6540     ],
6541     [
6542     'hp',
6543     {
6544     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.',
6545     name => 'create number',
6546     type => 'int'
6547     }
6548     ],
6549     [
6550     'exp',
6551     {
6552     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).',
6553     name => 'quality level',
6554     type => 'int'
6555     }
6556     ]
6557     ],
6558 root 1.3 desc => 'A treasure-object turns into certain randomitems when the map is loaded into the game.',
6559     ignore => [
6560     'nrof',
6561     'title',
6562     'name_pl',
6563     'weight',
6564     'value',
6565     'material'
6566     ],
6567 root 1.5 name => 'Treasure',
6568 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.'
6569     },
6570     'Trigger Marker' => {
6571 root 1.7 attr => [
6572     [
6573     'no_pick',
6574     {
6575     type => 'fixed',
6576     value => 1
6577     }
6578     ],
6579     [
6580     'slaying',
6581     {
6582     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.',
6583     name => 'key string',
6584     type => 'string'
6585     }
6586     ],
6587     [
6588     'connected',
6589     {
6590     desc => 'Unlike a regular marker this is the connection that triggers this marker to activate.',
6591     name => 'connection',
6592     type => 'int'
6593     }
6594     ],
6595     [
6596     'food',
6597     {
6598     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.',
6599     name => 'mark duration',
6600     type => 'int'
6601     }
6602     ],
6603     [
6604     'name',
6605     {
6606     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.',
6607     name => 'delete mark',
6608     type => 'string'
6609     }
6610     ],
6611     [
6612     'msg',
6613     {
6614     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.',
6615     end => 'endmsg',
6616     name => 'marking message',
6617     type => 'text'
6618     }
6619     ]
6620     ],
6621 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.',
6622     ignore => [
6623     $IGNORE_LIST{system_object}
6624     ],
6625 root 1.5 name => 'Trigger Marker',
6626 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.'
6627     },
6628     Wall => {
6629 root 1.7 attr => [
6630     [
6631 root 1.14 'move_block',
6632     {
6633     desc => 'Objects using these movement types cannot move over this space.',
6634     name => 'blocked movement',
6635     type => 'bitmask',
6636     value => $BITMASK{movement_type}
6637     }
6638     ],
6639     [
6640     'move_allow',
6641     {
6642     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6643     name => 'allowed movement',
6644     type => 'bitmask',
6645     value => $BITMASK{movement_type}
6646     }
6647     ],
6648     [
6649     'move_slow',
6650 root 1.7 {
6651 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6652     name => 'slowed movement',
6653     type => 'bitmask',
6654     value => $BITMASK{movement_type}
6655     }
6656     ],
6657     [
6658     'move_slow_penalty',
6659     {
6660     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)',
6661     name => 'slow movement penalty',
6662     type => 'int'
6663 root 1.7 }
6664     ],
6665     [
6666     'can_roll',
6667     {
6668     desc => 'If set, the object is able to "roll", so it can be pushed around. This setting is used for boulders and barrels.',
6669     name => 'moveable',
6670     type => 'bool'
6671     }
6672     ],
6673     [
6674     'no_magic',
6675     {
6676     desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
6677     name => 'restrict spells',
6678     type => 'bool'
6679     }
6680     ],
6681     [
6682     'damned',
6683     {
6684     desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
6685     name => 'restrict prayers',
6686     type => 'bool'
6687     }
6688     ]
6689     ],
6690 root 1.3 desc => 'Walls usually block passage and sight.',
6691     ignore => [
6692     'nrof',
6693     'title',
6694     'name_pl',
6695     'value',
6696     'unpaid'
6697     ],
6698 root 1.19 name => 'Wall'
6699 root 1.3 },
6700     'Wand & Staff' => {
6701 root 1.7 attr => [
6702     [
6703     'sp',
6704     {
6705     desc => 'The <spell> specifies the contained spell.',
6706     name => 'spell',
6707     type => 'spell'
6708     }
6709     ],
6710     [
6711     'level',
6712     {
6713     desc => 'The <casting level> of the wand determines it\'s power. An average level for wands in shops is about 10.',
6714     name => 'casting level',
6715     type => 'int'
6716     }
6717     ],
6718     [
6719     'food',
6720     {
6721     desc => 'The wand can be used <number of charges> times before it is used up. It can be recharged with scrolls of charging.',
6722     name => 'number of charges',
6723     type => 'int'
6724     }
6725     ],
6726     [
6727     'startequip',
6728     {
6729     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6730     name => 'godgiven item',
6731     type => 'bool'
6732     }
6733     ],
6734     [
6735     'msg',
6736     {
6737     desc => 'This text may contain a description of the wand.',
6738     end => 'endmsg',
6739     name => 'description',
6740     type => 'text'
6741     }
6742     ]
6743     ],
6744 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.',
6745 root 1.5 name => 'Wand & Staff',
6746 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.'
6747 root 1.3 },
6748     'Weak Wall' => {
6749 root 1.7 attr => [
6750     [
6751     'alive',
6752     {
6753     type => 'fixed',
6754     value => 1
6755     }
6756     ],
6757     [
6758     'no_pick',
6759     {
6760     type => 'fixed',
6761     value => 1
6762     }
6763     ],
6764     [
6765     'tear_down',
6766     {
6767     type => 'fixed',
6768     value => 1
6769     }
6770     ],
6771     [
6772     'race',
6773     {
6774     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.',
6775     name => 'race',
6776     type => 'string'
6777     }
6778     ],
6779     [
6780     'level',
6781     {
6782     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.',
6783     name => 'level',
6784     type => 'int'
6785     }
6786     ],
6787     [
6788     'hp',
6789     {
6790     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.',
6791     name => 'health points',
6792     type => 'int'
6793     }
6794     ],
6795     [
6796     'maxhp',
6797     {
6798     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.',
6799     name => 'max health',
6800     type => 'int'
6801     }
6802     ],
6803     [
6804     'ac',
6805     {
6806     desc => 'Weak walls of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
6807     name => 'armour class',
6808     type => 'int'
6809     }
6810     ]
6811     ],
6812 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.',
6813     ignore => [
6814     $IGNORE_LIST{non_pickable}
6815     ],
6816 root 1.5 name => 'Weak Wall',
6817 root 1.4 section => [
6818     [
6819     'resistance',
6820 root 1.7 [
6821     [
6822     'resist_physical',
6823     {
6824     name => 'resist physical %',
6825     type => 'int'
6826     }
6827     ],
6828     [
6829     'resist_magic',
6830     {
6831     name => 'resist magic %',
6832     type => 'int'
6833     }
6834     ],
6835     [
6836     'resist_fire',
6837     {
6838     name => 'resist fire %',
6839     type => 'int'
6840     }
6841     ],
6842     [
6843     'resist_electricity',
6844     {
6845     name => 'resist electricity %',
6846     type => 'int'
6847     }
6848     ],
6849     [
6850     'resist_cold',
6851     {
6852     name => 'resist cold %',
6853     type => 'int'
6854     }
6855     ],
6856     [
6857     'resist_confusion',
6858     {
6859     name => 'resist confusion %',
6860     type => 'int'
6861     }
6862     ],
6863     [
6864     'resist_acid',
6865     {
6866     name => 'resist acid %',
6867     type => 'int'
6868     }
6869     ],
6870     [
6871     'resist_drain',
6872     {
6873     name => 'resist draining %',
6874     type => 'int'
6875     }
6876     ],
6877     [
6878     'resist_weaponmagic',
6879     {
6880     name => 'resist weaponmagic %',
6881     type => 'int'
6882     }
6883     ],
6884     [
6885     'resist_ghosthit',
6886     {
6887     name => 'resist ghosthit %',
6888     type => 'int'
6889     }
6890     ],
6891     [
6892     'resist_poison',
6893     {
6894     name => 'resist poison %',
6895     type => 'int'
6896     }
6897     ],
6898     [
6899     'resist_slow',
6900     {
6901     name => 'resist slow %',
6902     type => 'int'
6903     }
6904     ],
6905     [
6906     'resist_paralyze',
6907     {
6908     name => 'resist paralyze %',
6909     type => 'int'
6910     }
6911     ],
6912     [
6913     'resist_fear',
6914     {
6915     name => 'resist fear %',
6916     type => 'int'
6917     }
6918     ],
6919     [
6920     'resist_deplete',
6921     {
6922     name => 'resist depletion %',
6923     type => 'int'
6924     }
6925     ],
6926     [
6927     'resist_turn_undead',
6928     {
6929     name => 'resist turn undead %',
6930     type => 'int'
6931     }
6932     ],
6933     [
6934     'resist_death',
6935     {
6936     name => 'resist death-attack %',
6937     type => 'int'
6938     }
6939     ],
6940     [
6941     'resist_chaos',
6942     {
6943     name => 'resist chaos %',
6944     type => 'int'
6945     }
6946     ],
6947     [
6948     'resist_blind',
6949     {
6950     name => 'resist blinding %',
6951     type => 'int'
6952     }
6953     ],
6954     [
6955     'resist_holyword',
6956     {
6957     name => 'resist holy power %',
6958     type => 'int'
6959     }
6960     ],
6961     [
6962     'resist_godpower',
6963     {
6964     name => 'resist godpower %',
6965     type => 'int'
6966     }
6967     ]
6968     ]
6969 root 1.4 ]
6970     ],
6971 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.'
6972     },
6973     Weapon => {
6974 root 1.7 attr => [
6975     [
6976     'attacktype',
6977     {
6978     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.',
6979     name => 'attacktype',
6980     type => 'bitmask',
6981     value => $BITMASK{attacktype}
6982     }
6983     ],
6984     [
6985     'weapontype',
6986     {
6987     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.',
6988     name => 'weapontype',
6989     type => 'list',
6990     value => $LIST{weapon_type}
6991     }
6992     ],
6993     [
6994     'skill',
6995     {
6996     desc => 'Matching <skill name> of the skill that is required to use this weapon.',
6997     name => 'skill name',
6998     type => 'string'
6999     }
7000     ],
7001     [
7002     'dam',
7003     {
7004     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.',
7005     name => 'damage',
7006     type => 'int'
7007     }
7008     ],
7009     [
7010     'slaying',
7011     {
7012     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.',
7013     name => 'slaying race',
7014     type => 'string'
7015     }
7016     ],
7017     [
7018     'last_sp',
7019     {
7020     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.',
7021     name => 'weapon speed',
7022     type => 'int'
7023     }
7024     ],
7025     [
7026     'wc',
7027     {
7028     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.',
7029     name => 'weapon class',
7030     type => 'int'
7031     }
7032     ],
7033     [
7034     'magic',
7035     {
7036     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.',
7037     name => 'magic bonus',
7038     type => 'int'
7039     }
7040     ],
7041     [
7042     'item_power',
7043     {
7044     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>.',
7045     name => 'item power',
7046     type => 'int'
7047     }
7048     ],
7049     [
7050     'damned',
7051     {
7052     desc => 'A damned weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
7053     name => 'damnation',
7054     type => 'bool'
7055     }
7056     ],
7057     [
7058     'cursed',
7059     {
7060     desc => 'A cursed weapon cannot be unwielded unless the curse is removed.',
7061     name => 'curse',
7062     type => 'bool'
7063     }
7064     ],
7065     [
7066     'lifesave',
7067     {
7068 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!',
7069 root 1.7 name => 'save life',
7070     type => 'bool'
7071     }
7072     ],
7073     [
7074     'unique',
7075     {
7076     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
7077     name => 'unique item',
7078     type => 'bool'
7079     }
7080     ],
7081     [
7082     'startequip',
7083     {
7084     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
7085     name => 'godgiven item',
7086     type => 'bool'
7087     }
7088     ],
7089     [
7090     'msg',
7091     {
7092     desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
7093     end => 'endmsg',
7094     name => 'description',
7095     type => 'text'
7096     }
7097     ]
7098     ],
7099 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.',
7100 root 1.5 name => 'Weapon',
7101 root 1.4 section => [
7102     [
7103     'resistance',
7104 root 1.7 [
7105     [
7106     'resist_physical',
7107     {
7108     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.',
7109     name => 'resist physical %',
7110     type => 'int'
7111     }
7112     ],
7113     [
7114     'resist_magic',
7115     {
7116     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.',
7117     name => 'resist magic %',
7118     type => 'int'
7119     }
7120     ],
7121     [
7122     'resist_fire',
7123     {
7124     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.',
7125     name => 'resist fire %',
7126     type => 'int'
7127     }
7128     ],
7129     [
7130     'resist_electricity',
7131     {
7132     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.',
7133     name => 'resist electricity %',
7134     type => 'int'
7135     }
7136     ],
7137     [
7138     'resist_cold',
7139     {
7140     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.',
7141     name => 'resist cold %',
7142     type => 'int'
7143     }
7144     ],
7145     [
7146     'resist_confusion',
7147     {
7148     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).',
7149     name => 'resist confusion %',
7150     type => 'int'
7151     }
7152     ],
7153     [
7154     'resist_acid',
7155     {
7156     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.',
7157     name => 'resist acid %',
7158     type => 'int'
7159     }
7160     ],
7161     [
7162     'resist_drain',
7163     {
7164     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).',
7165     name => 'resist draining %',
7166     type => 'int'
7167     }
7168     ],
7169     [
7170     'resist_weaponmagic',
7171     {
7172     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.',
7173     name => 'resist weaponmagic %',
7174     type => 'int'
7175     }
7176     ],
7177     [
7178     'resist_ghosthit',
7179     {
7180     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.',
7181     name => 'resist ghosthit %',
7182     type => 'int'
7183     }
7184     ],
7185     [
7186     'resist_poison',
7187     {
7188     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.',
7189     name => 'resist poison %',
7190     type => 'int'
7191     }
7192     ],
7193     [
7194     'resist_slow',
7195     {
7196     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.',
7197     name => 'resist slow %',
7198     type => 'int'
7199     }
7200     ],
7201     [
7202     'resist_paralyze',
7203     {
7204     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).',
7205     name => 'resist paralyze %',
7206     type => 'int'
7207     }
7208     ],
7209     [
7210     'resist_fear',
7211     {
7212     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.',
7213     name => 'resist fear %',
7214     type => 'int'
7215     }
7216     ],
7217     [
7218     'resist_deplete',
7219     {
7220     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).',
7221     name => 'resist depletion %',
7222     type => 'int'
7223     }
7224     ],
7225     [
7226     'resist_death',
7227     {
7228     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!',
7229     name => 'resist death-attack %',
7230     type => 'int'
7231     }
7232     ],
7233     [
7234     'resist_chaos',
7235     {
7236     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.',
7237     name => 'resist chaos %',
7238     type => 'int'
7239     }
7240     ],
7241     [
7242     'resist_blind',
7243     {
7244     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.',
7245     name => 'resist blinding %',
7246     type => 'int'
7247     }
7248     ],
7249     [
7250     'resist_holyword',
7251     {
7252     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.',
7253     name => 'resist holy power %',
7254     type => 'int'
7255     }
7256     ]
7257     ]
7258 root 1.4 ],
7259     [
7260     'stats',
7261 root 1.7 [
7262     [
7263     'Str',
7264     {
7265     desc => 'The player\'s strentgh will rise/fall by the given value while wearing this weapon.',
7266     name => 'strength',
7267     type => 'int'
7268     }
7269     ],
7270     [
7271     'Dex',
7272     {
7273     desc => 'The player\'s dexterity will rise/fall by the given value while wearing this weapon.',
7274     name => 'dexterity',
7275     type => 'int'
7276     }
7277     ],
7278     [
7279     'Con',
7280     {
7281     desc => 'The player\'s constitution will rise/fall by the given value while wearing this weapon.',
7282     name => 'constitution',
7283     type => 'int'
7284     }
7285     ],
7286     [
7287     'Int',
7288     {
7289     desc => 'The player\'s intelligence will rise/fall by the given value while wearing this weapon.',
7290     name => 'intelligence',
7291     type => 'int'
7292     }
7293     ],
7294     [
7295     'Pow',
7296     {
7297     desc => 'The player\'s power will rise/fall by the given value while wearing this weapon.',
7298     name => 'power',
7299     type => 'int'
7300     }
7301     ],
7302     [
7303     'Wis',
7304     {
7305     desc => 'The player\'s wisdom will rise/fall by the given value while wearing this weapon.',
7306     name => 'wisdom',
7307     type => 'int'
7308     }
7309     ],
7310     [
7311     'Cha',
7312     {
7313     desc => 'The player\'s charisma will rise/fall by the given value while wearing this weapon.',
7314     name => 'charisma',
7315     type => 'int'
7316     }
7317     ]
7318     ]
7319 root 1.4 ],
7320     [
7321     'misc',
7322 root 1.7 [
7323     [
7324     'luck',
7325     {
7326     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.',
7327     name => 'luck bonus',
7328     type => 'int'
7329     }
7330     ],
7331     [
7332     'hp',
7333     {
7334     desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
7335     name => 'health regen.',
7336     type => 'int'
7337     }
7338     ],
7339     [
7340     'sp',
7341     {
7342     desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
7343     name => 'mana regen.',
7344     type => 'int'
7345     }
7346     ],
7347     [
7348     'grace',
7349     {
7350     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!!',
7351     name => 'grace regen.',
7352     type => 'int'
7353     }
7354     ],
7355     [
7356     'food',
7357     {
7358     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.',
7359     name => 'food bonus',
7360     type => 'int'
7361     }
7362     ],
7363     [
7364     'xrays',
7365     {
7366 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.',
7367 root 1.7 name => 'xray vision',
7368     type => 'bool'
7369     }
7370     ],
7371     [
7372     'stealth',
7373     {
7374     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)',
7375     name => 'stealth',
7376     type => 'bool'
7377     }
7378     ],
7379     [
7380     'reflect_spell',
7381     {
7382     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!',
7383     name => 'reflect spells',
7384     type => 'bool'
7385     }
7386     ],
7387     [
7388     'reflect_missile',
7389     {
7390     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.',
7391     name => 'reflect missiles',
7392     type => 'bool'
7393     }
7394     ],
7395     [
7396     'path_attuned',
7397     {
7398     desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this weapon.',
7399     name => 'attuned paths',
7400     type => 'bitmask',
7401     value => $BITMASK{spellpath}
7402     }
7403     ],
7404     [
7405     'path_repelled',
7406     {
7407     desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this weapon.',
7408     name => 'repelled paths',
7409     type => 'bitmask',
7410     value => $BITMASK{spellpath}
7411     }
7412     ],
7413     [
7414     'path_denied',
7415     {
7416     desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this weapon.',
7417     name => 'denied paths',
7418     type => 'bitmask',
7419     value => $BITMASK{spellpath}
7420     }
7421     ]
7422     ]
7423 root 1.4 ]
7424     ],
7425 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.'
7426 root 1.1 }
7427     );
7428    
7429 root 1.3 our %ATTR = (
7430     3 => $TYPE{Rod},
7431     4 => $TYPE{Treasure},
7432     5 => $TYPE{Potion},
7433     6 => $TYPE{Food},
7434     7 => $TYPE{'Poison Food'},
7435     8 => $TYPE{Book},
7436     9 => $TYPE{Clock},
7437     13 => $TYPE{Projectile},
7438     14 => $TYPE{'Shooting Weapon'},
7439     15 => $TYPE{Weapon},
7440     16 => $TYPE{'Brestplate Armour'},
7441     17 => $TYPE{Pedestal},
7442     18 => $TYPE{Altar},
7443     20 => $TYPE{'Locked Door'},
7444     21 => $TYPE{'Special Key'},
7445 root 1.9 23 => $TYPE{Door},
7446     24 => $TYPE{Key},
7447 root 1.8 26 => $TYPE{'Timed Gate'},
7448 root 1.3 27 => $TYPE{'Handle Trigger'},
7449 root 1.9 28 => $TYPE{'Monster (Grimreaper)'},
7450 root 1.3 29 => $TYPE{'Magic Ear'},
7451 root 1.9 30 => $TYPE{'Button Trigger'},
7452 root 1.3 31 => $TYPE{'Altar Trigger'},
7453     33 => $TYPE{Shield},
7454     34 => $TYPE{Helmet},
7455     35 => $TYPE{Horn},
7456     36 => $TYPE{Money},
7457 root 1.9 37 => $TYPE{'Class Changer'},
7458 root 1.3 39 => $TYPE{Amulet},
7459     40 => $TYPE{Mover},
7460     41 => $TYPE{Teleporter},
7461     42 => $TYPE{Creator},
7462     43 => $TYPE{Skill},
7463     51 => $TYPE{Detector},
7464     52 => $TYPE{'Trigger Marker'},
7465     55 => $TYPE{Marker},
7466     56 => $TYPE{'Holy Altar'},
7467     58 => $TYPE{Battleground},
7468     60 => $TYPE{Jewel},
7469     62 => $TYPE{'Magic Wall'},
7470     64 => $TYPE{'Inventory Checker'},
7471     65 => $TYPE{'Mood Floor'},
7472     66 => $TYPE{Exit},
7473     67 => $TYPE{'Floor (Encounter)'},
7474     68 => $TYPE{'Shop Floor'},
7475     69 => $TYPE{'Shop Mat'},
7476     70 => $TYPE{Ring},
7477     72 => $TYPE{Flesh},
7478     73 => $TYPE{Inorganic},
7479     83 => $TYPE{Duplicator},
7480     85 => $TYPE{Spellbook},
7481     87 => $TYPE{Cloak},
7482     88 => $TYPE{'Hazard Floor'},
7483     90 => $TYPE{Spinner},
7484     91 => $TYPE{Gate},
7485     92 => $TYPE{Button},
7486     93 => $TYPE{Handle},
7487     94 => $TYPE{Pit},
7488     95 => $TYPE{Trapdoor},
7489     98 => $TYPE{'Sign & MagicMouth'},
7490     99 => $TYPE{Boots},
7491     100 => $TYPE{Gloves},
7492     101 => $TYPE{Spell},
7493     103 => $TYPE{Converter},
7494     104 => $TYPE{Bracers},
7495     106 => $TYPE{Savebed},
7496     109 => $TYPE{'Wand & Staff'},
7497     110 => $TYPE{Ability},
7498     111 => $TYPE{Scroll},
7499     112 => $TYPE{Director},
7500     113 => $TYPE{Girdle},
7501 root 1.10 116 => $TYPE{'Event Connector'},
7502 root 1.3 122 => $TYPE{Container},
7503     130 => $TYPE{'Skill Scroll'},
7504     138 => $TYPE{Swamp},
7505     154 => $TYPE{Rune},
7506     155 => $TYPE{Trap},
7507     156 => $TYPE{'Power Crystal'},
7508 root 1.8 158 => $TYPE{Disease},
7509 elmex 1.23 163 => $TYPE{'Item Transformer'},
7510     165 => $TYPE{'Safe ground (CF+)'}
7511 root 1.1 );
7512    
7513 root 1.3 our %TYPENAME = (
7514     0 => '*NONE*',
7515     1 => 'PLAYER',
7516 root 1.9 2 => 'TRANSPORT',
7517 root 1.3 3 => 'ROD',
7518     4 => 'TREASURE',
7519     5 => 'POTION',
7520     6 => 'FOOD',
7521     7 => 'POISON',
7522     8 => 'BOOK',
7523     9 => 'CLOCK',
7524     12 => 'LIGHTNING',
7525     13 => 'ARROW',
7526     14 => 'BOW',
7527     15 => 'WEAPON',
7528     16 => 'ARMOUR',
7529     17 => 'PEDESTAL',
7530     18 => 'ALTAR',
7531     20 => 'LOCKED_DOOR',
7532     21 => 'SPECIAL_KEY',
7533     22 => 'MAP',
7534     23 => 'DOOR',
7535     24 => 'KEY',
7536     26 => 'TIMED_GATE',
7537     27 => 'TRIGGER',
7538     28 => 'GRIMREAPER',
7539     29 => 'MAGIC_EAR',
7540     30 => 'TRIGGER_BUTTON',
7541     31 => 'TRIGGER_ALTAR',
7542     32 => 'TRIGGER_PEDESTAL',
7543     33 => 'SHIELD',
7544     34 => 'HELMET',
7545     35 => 'HORN',
7546     36 => 'MONEY',
7547     37 => 'CLASS',
7548     38 => 'GRAVESTONE',
7549     39 => 'AMULET',
7550     40 => 'PLAYERMOVER',
7551     41 => 'TELEPORTER',
7552     42 => 'CREATOR',
7553     43 => 'SKILL',
7554     44 => 'EXPERIENCE',
7555     45 => 'EARTHWALL',
7556     46 => 'GOLEM',
7557     48 => 'THROWN_OBJ',
7558     49 => 'BLINDNESS',
7559     50 => 'GOD',
7560     51 => 'DETECTOR',
7561     52 => 'TRIGGER_MARKER',
7562     53 => 'DEAD_OBJECT',
7563     54 => 'DRINK',
7564     55 => 'MARKER',
7565     56 => 'HOLY_ALTAR',
7566     57 => 'PLAYER_CHANGER',
7567     58 => 'BATTLEGROUND',
7568     59 => 'PEACEMAKER',
7569     60 => 'GEM',
7570     62 => 'FIREWALL',
7571     63 => 'ANVIL',
7572     64 => 'CHECK_INV',
7573     65 => 'MOOD_FLOOR',
7574     66 => 'EXIT',
7575     67 => 'ENCOUNTER',
7576     68 => 'SHOP_FLOOR',
7577     69 => 'SHOP_MAT',
7578     70 => 'RING',
7579     71 => 'FLOOR',
7580     72 => 'FLESH',
7581     73 => 'INORGANIC',
7582     74 => 'SKILL_TOOL',
7583     75 => 'LIGHTER',
7584     76 => 'TRAP_PART',
7585     77 => 'WALL',
7586     78 => 'LIGHT_SOURCE',
7587     79 => 'MISC_OBJECT',
7588     80 => 'MONSTER',
7589     81 => 'SPAWN_GENERATOR',
7590     82 => 'LAMP',
7591     83 => 'DUPLICATOR',
7592     84 => 'TOOL',
7593     85 => 'SPELLBOOK',
7594     86 => 'BUILDFAC',
7595     87 => 'CLOAK',
7596     90 => 'SPINNER',
7597     91 => 'GATE',
7598     92 => 'BUTTON',
7599     93 => 'CF_HANDLE',
7600     94 => 'HOLE',
7601     95 => 'TRAPDOOR',
7602     98 => 'SIGN',
7603     99 => 'BOOTS',
7604     100 => 'GLOVES',
7605     101 => 'SPELL',
7606     102 => 'SPELL_EFFECT',
7607     103 => 'CONVERTER',
7608     104 => 'BRACERS',
7609     105 => 'POISONING',
7610     106 => 'SAVEBED',
7611     107 => 'POISONCLOUD',
7612     108 => 'FIREHOLES',
7613     109 => 'WAND',
7614     111 => 'SCROLL',
7615     112 => 'DIRECTOR',
7616     113 => 'GIRDLE',
7617     114 => 'FORCE',
7618     115 => 'POTION_EFFECT',
7619 root 1.11 116 => 'EVENT_CONNECTOR',
7620 root 1.3 121 => 'CLOSE_CON',
7621     122 => 'CONTAINER',
7622     123 => 'ARMOUR_IMPROVER',
7623     124 => 'WEAPON_IMPROVER',
7624     130 => 'SKILLSCROLL',
7625     138 => 'DEEP_SWAMP',
7626     139 => 'IDENTIFY_ALTAR',
7627     150 => 'MENU',
7628     154 => 'RUNE',
7629     155 => 'TRAP',
7630     156 => 'POWER_CRYSTAL',
7631     157 => 'CORPSE',
7632     158 => 'DISEASE',
7633     159 => 'SYMPTOM',
7634     160 => 'BUILDER',
7635 root 1.9 161 => 'MATERIAL',
7636     162 => 'GPS',
7637     163 => 'ITEM_TRANSFORMER',
7638     164 => 'QUEST'
7639 root 1.1 );
7640    
7641     our %SPELL = (
7642 root 1.3 0 => 'magic bullet',
7643     1 => 'small fireball',
7644     2 => 'medium fireball',
7645     3 => 'large fireball',
7646     4 => 'burning hands',
7647     5 => 'small lightning',
7648     6 => 'large lightning',
7649     7 => 'magic missile',
7650     8 => 'create bomb',
7651     9 => 'summon golem',
7652     10 => 'summon fire elemental',
7653     11 => 'summon earth elemental',
7654     12 => 'summon water elemental',
7655     13 => 'summon air elemental',
7656     14 => 'dimension door',
7657     15 => 'create earth wall',
7658     16 => 'paralyze',
7659     17 => 'icestorm',
7660     18 => 'magic mapping',
7661     19 => 'turn undead',
7662     20 => 'fear',
7663     21 => 'poison cloud',
7664     22 => 'wonder',
7665     23 => 'destruction',
7666     24 => 'perceive self',
7667     25 => 'word of recall',
7668     26 => 'invisible',
7669     27 => 'invisible to undead',
7670     28 => 'probe',
7671     29 => 'large bullet',
7672     30 => 'improved invisibility',
7673     31 => 'holy word',
7674     32 => 'minor healing',
7675     33 => 'medium healing',
7676     34 => 'major healing',
7677     35 => 'heal',
7678     36 => 'create food',
7679     37 => 'earth to dust',
7680     38 => 'armour',
7681     39 => 'strength',
7682     40 => 'dexterity',
7683     41 => 'constitution',
7684     42 => 'charisma',
7685     43 => 'create fire wall',
7686     44 => 'create frost wall',
7687     45 => 'protection from cold',
7688     46 => 'protection from electricity',
7689     47 => 'protection from fire',
7690     48 => 'protection from poison',
7691     49 => 'protection from slow',
7692     50 => 'protection from paralysis',
7693     51 => 'protection from draining',
7694     52 => 'protection from magic',
7695     53 => 'protection from attack',
7696     54 => 'levitate',
7697     55 => 'small speedball',
7698     56 => 'large speedball',
7699     57 => 'hellfire',
7700     58 => 'dragonbreath',
7701     59 => 'large icestorm',
7702     60 => 'charging',
7703     61 => 'polymorph',
7704     62 => 'cancellation',
7705     63 => 'confusion',
7706     64 => 'mass confusion',
7707     65 => 'summon pet monster',
7708     66 => 'slow',
7709     67 => 'regenerate spellpoints',
7710     68 => 'cure poison',
7711     69 => 'protection from confusion',
7712     70 => 'protection from cancellation',
7713     71 => 'protection from depletion',
7714     72 => 'alchemy',
7715     73 => 'remove curse',
7716     74 => 'remove damnation',
7717     75 => 'identify',
7718     76 => 'detect magic',
7719     77 => 'detect monster',
7720     78 => 'detect evil',
7721     79 => 'detect curse',
7722     80 => 'heroism',
7723     81 => 'aggravation',
7724     82 => 'firebolt',
7725     83 => 'frostbolt',
7726     84 => 'shockwave',
7727     85 => 'color spray',
7728     86 => 'haste',
7729     87 => 'face of death',
7730     88 => 'ball lightning',
7731     89 => 'meteor swarm',
7732     90 => 'comet',
7733     91 => 'mystic fist',
7734     92 => 'raise dead',
7735     93 => 'resurrection',
7736     94 => 'reincarnation',
7737     95 => 'immunity to cold',
7738     96 => 'immunity to electricity',
7739     97 => 'immunity to fire',
7740     98 => 'immunity to poison',
7741     99 => 'immunity to slow',
7742     100 => 'immunity to paralysis',
7743     101 => 'immunity to draining',
7744     102 => 'immunity to magic',
7745     103 => 'immunity to attack',
7746     104 => 'invulnerability',
7747     105 => 'defense',
7748     106 => 'rune of fire',
7749     107 => 'rune of frost',
7750     108 => 'rune of shocking',
7751     109 => 'rune of blasting',
7752     110 => 'rune of death',
7753     111 => 'marking rune',
7754     112 => 'build director',
7755     113 => 'create pool of chaos',
7756     114 => 'build bullet wall',
7757     115 => 'build lightning wall',
7758     116 => 'build fireball wall',
7759     117 => 'magic rune',
7760     118 => 'rune of magic drain',
7761     119 => 'antimagic rune',
7762     120 => 'rune of transferrence',
7763     121 => 'transferrence',
7764     122 => 'magic drain',
7765     123 => 'counterspell',
7766     124 => 'disarm',
7767     125 => 'cure confusion',
7768     126 => 'restoration',
7769     127 => 'summon evil monster',
7770     128 => 'counterwall',
7771     129 => 'cause light wounds',
7772     130 => 'cause medium wounds',
7773     131 => 'cause serious wounds',
7774     132 => 'charm monsters',
7775     133 => 'banishment',
7776     134 => 'create missile',
7777     135 => 'show invisible',
7778     136 => 'xray',
7779     137 => 'pacify',
7780     138 => 'summon fog',
7781     139 => 'steambolt',
7782     140 => 'command undead',
7783     141 => 'holy orb',
7784     142 => 'summon avatar',
7785     143 => 'holy possession',
7786     144 => 'bless',
7787     145 => 'curse',
7788     146 => 'regeneration',
7789     147 => 'consecrate',
7790     148 => 'summon cult monsters',
7791     149 => 'cause critical wounds',
7792     150 => 'holy wrath',
7793     151 => 'retributive strike',
7794     152 => 'finger of death',
7795     153 => 'insect plague',
7796     154 => 'call holy servant',
7797     155 => 'wall of thorns',
7798     156 => 'staff to snake',
7799     157 => 'light',
7800     158 => 'darkness',
7801     159 => 'nightfall',
7802     160 => 'daylight',
7803     161 => 'sunspear',
7804     162 => 'faery fire',
7805     163 => 'cure blindness',
7806     164 => 'dark vision',
7807     165 => 'bullet swarm',
7808     166 => 'bullet storm',
7809     167 => 'cause many wounds',
7810     168 => 'small snowstorm',
7811     169 => 'medium snowstorm',
7812     170 => 'large snowstorm',
7813     171 => 'cure disease',
7814     172 => 'cause red death',
7815     173 => 'cause flu',
7816     174 => 'cause black death',
7817     175 => 'cause leprosy',
7818     176 => 'cause smallpox',
7819     177 => 'cause white death',
7820     178 => 'cause anthrax',
7821     179 => 'cause typhoid',
7822     180 => 'mana blast',
7823     181 => 'small manaball',
7824     182 => 'medium manaball',
7825     183 => 'large manaball',
7826     184 => 'mana bolt',
7827     185 => 'dancing sword',
7828     186 => 'animate weapon',
7829     187 => 'cause cold',
7830     188 => 'divine shock',
7831     189 => 'windstorm',
7832     190 => 'sanctuary',
7833     191 => 'peace',
7834     192 => 'spiderweb',
7835     193 => 'conflict',
7836     194 => 'rage',
7837     195 => 'forked lightning',
7838     196 => 'poison fog',
7839     197 => 'flaming aura',
7840     198 => 'vitriol',
7841     199 => 'vitriol splash',
7842     200 => 'ironwood skin',
7843     201 => 'wrathful eye',
7844     202 => 'town portal',
7845     203 => 'missile swarm',
7846     204 => 'cause rabies',
7847     205 => 'glyph'
7848 root 1.1 );
7849    
7850    
7851     =head1 AUTHOR
7852    
7853     Marc Lehmann <schmorp.de>
7854     http://home.schmorp.de/
7855    
7856     The source files are part of the CFJavaEditor.
7857    
7858     =cut
7859    
7860     1