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Revision: 1.26
Committed: Sat Mar 3 21:34:57 2007 UTC (17 years, 3 months ago) by elmex
Branch: MAIN
CVS Tags: rel-0_97, rel-2_0
Changes since 1.25: +51 -102 lines
Log Message:
remove bitmask_ from movement_type

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 elmex 1.26 type => 'movement_type'
497 root 1.7 }
498     ],
499     [
500     'slaying',
501     {
502     desc => 'This string specifies the item that must be put on the altar to activate it. It can either be the name of an archetype, or directly the name of an object. Yet, titles are not recognized by altars. Remember to put a note somewhere, telling the player what he is expected to drop on the altar. (Often this is put in the altar\'s name: E.g. "drop 100 platinums")',
503     name => 'match item name',
504     type => 'string'
505     }
506     ],
507     [
508     'food',
509     {
510     desc => 'The drop amount specifies the amount of items (specified in <match item name>) that must be dropped to activate the altar. If <match item name> is set to "money", then the value of the sacrificed money must be equal to <drop amount> (ie, if food=200, then 200 silver, 20 gold, or 4 platinum will all work.) Note that the maximum possible for <drop amount> is 32767.',
511     name => 'drop amount',
512     type => 'int'
513     }
514     ],
515     [
516     'connected',
517     {
518     desc => 'If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.',
519     name => 'connection',
520     type => 'int'
521     }
522     ],
523     [
524     'sp',
525     {
526 root 1.9 desc => 'When activated, the selected <spell> will be casted (once, on the player). This should work for any given spell. The altar will work infinitely in this way. Don\'t set both <spell> and <connection> for one altar.',
527 root 1.7 name => 'spell',
528     type => 'spell'
529     }
530     ],
531     [
532     'msg',
533     {
534     desc => 'This text will be displayed to the player in the exact moment when the altar is activated.',
535     end => 'endmsg',
536     name => 'message',
537     type => 'text'
538     }
539     ]
540     ],
541 root 1.9 desc => 'When a player puts a defined number of certain items on the altar, then either a spell is casted (on the player) or a connector is triggered. If the latter is the case, the altar works only once. Either way, the sacrificed item disappears.',
542 root 1.3 ignore => [
543     $IGNORE_LIST{non_pickable}
544 root 1.5 ],
545     name => 'Altar'
546 root 1.3 },
547     'Altar Trigger' => {
548 root 1.7 attr => [
549     [
550     'no_pick',
551     {
552     type => 'fixed',
553     value => 1
554     }
555     ],
556     [
557     'slaying',
558     {
559     desc => 'This string specifies the item that must be put on the altar to activate it. It can either be the name of an archetype, or directly the name of an object. Yet, titles are not recognized by altars. Remember to put a note somewhere, telling the player what he is expected to drop on the altar. (Often this is put in the altar\'s name: E.g. "drop 100 platinums")',
560     name => 'match item name',
561     type => 'string'
562     }
563     ],
564     [
565     'food',
566     {
567     desc => 'The drop amount specifies the amount of items (specified in <match item name>) that must be dropped to activate the altar. If <match item name> is set to "money", then the value of the sacrificed money must be equal to <drop amount> (ie, if food=200, then 200 silver, 20 gold, or 4 platinum will all work.) Note that the maximum possible for <drop amount> is 32767.',
568     name => 'drop amount',
569     type => 'int'
570     }
571     ],
572     [
573     'connected',
574     {
575     desc => 'If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.',
576     name => 'connection',
577     type => 'int'
578     }
579     ],
580     [
581     'sp',
582     {
583 root 1.9 desc => 'When activated, this <spell> will be casted (once, on the player). This should work for any given spell. The altar will work infinitely in this way. Don\'t set both <spell> and <connection> for one altar.',
584 root 1.7 name => 'spell',
585     type => 'spell'
586     }
587     ],
588     [
589     'exp',
590     {
591     desc => 'Being activated, the altar will reset after <reset time> ticks. After reset, the altar is ready to be activated once again. The default <reset time> is 30.',
592     name => 'reset time',
593     type => 'int'
594     }
595     ],
596     [
597     'last_sp',
598     {
599     desc => 'If this attribute is enabled, the altar_trigger won\'t push the connected value by altar reset. Only ONCE by dropping the sacrifice. This is typically used when the altar is connected to a creator, e.g. for selling tickets. If this attribute is disabled (default), the altar_trigger will push the connected value TWICE per sacrifice: First by dropping sacrifice, second by reset. This mode is typically used for altars being connected to gates, resulting in the gate being opened and closed again.',
600     name => 'ignore reset',
601     type => 'bool'
602     }
603     ],
604     [
605 root 1.14 'move_on',
606 root 1.7 {
607 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
608     name => 'movement type',
609 elmex 1.26 type => 'movement_type'
610 root 1.7 }
611     ],
612     [
613     'msg',
614     {
615     desc => 'This text will be displayed to the player in the exact moment when the altar is activated.',
616     end => 'endmsg',
617     name => 'message',
618     type => 'text'
619     }
620     ]
621     ],
622 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.',
623 root 1.3 ignore => [
624     $IGNORE_LIST{non_pickable}
625     ],
626 root 1.5 name => 'Altar Trigger',
627 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. =)'
628     },
629     Amulet => {
630 root 1.7 attr => [
631     [
632     'ac',
633     {
634     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.',
635     name => 'armour class',
636     type => 'int'
637     }
638     ],
639     [
640     'wc',
641     {
642     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.',
643     name => 'weapon class',
644     type => 'int'
645     }
646     ],
647     [
648     'item_power',
649     {
650     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>.',
651     name => 'item power',
652     type => 'int'
653     }
654     ],
655     [
656     'damned',
657     {
658     desc => 'A damned piece of equipment cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
659     name => 'damnation',
660     type => 'bool'
661     }
662     ],
663     [
664     'cursed',
665     {
666     desc => 'A cursed piece of equipment cannot be unwielded unless the curse is removed.',
667     name => 'curse',
668     type => 'bool'
669     }
670     ],
671     [
672     'lifesave',
673     {
674 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!',
675 root 1.7 name => 'save life',
676     type => 'bool'
677     }
678     ],
679     [
680     'unique',
681     {
682     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
683     name => 'unique item',
684     type => 'bool'
685     }
686     ],
687     [
688     'startequip',
689     {
690     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
691     name => 'godgiven item',
692     type => 'bool'
693     }
694     ],
695     [
696     'applied',
697     {
698     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.',
699     name => 'is applied',
700     type => 'bool'
701     }
702     ],
703     [
704     'msg',
705     {
706     desc => 'This text describes the item\'s "story". Every decent artifact should have such a description.',
707     end => 'endmsg',
708     name => 'description',
709     type => 'text'
710     }
711     ]
712     ],
713 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.',
714 root 1.5 name => 'Amulet',
715 root 1.4 section => [
716     [
717     'resistance',
718 root 1.7 [
719     [
720     'resist_physical',
721     {
722     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.',
723     name => 'resist physical %',
724     type => 'int'
725     }
726     ],
727     [
728     'resist_magic',
729     {
730     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.',
731     name => 'resist magic %',
732     type => 'int'
733     }
734     ],
735     [
736     'resist_fire',
737     {
738     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.',
739     name => 'resist fire %',
740     type => 'int'
741     }
742     ],
743     [
744     'resist_electricity',
745     {
746     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.',
747     name => 'resist electricity %',
748     type => 'int'
749     }
750     ],
751     [
752     'resist_cold',
753     {
754     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.',
755     name => 'resist cold %',
756     type => 'int'
757     }
758     ],
759     [
760     'resist_confusion',
761     {
762     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).',
763     name => 'resist confusion %',
764     type => 'int'
765     }
766     ],
767     [
768     'resist_acid',
769     {
770     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.',
771     name => 'resist acid %',
772     type => 'int'
773     }
774     ],
775     [
776     'resist_drain',
777     {
778     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).',
779     name => 'resist draining %',
780     type => 'int'
781     }
782     ],
783     [
784     'resist_weaponmagic',
785     {
786     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.',
787     name => 'resist weaponmagic %',
788     type => 'int'
789     }
790     ],
791     [
792     'resist_ghosthit',
793     {
794     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.',
795     name => 'resist ghosthit %',
796     type => 'int'
797     }
798     ],
799     [
800     'resist_poison',
801     {
802     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.',
803     name => 'resist poison %',
804     type => 'int'
805     }
806     ],
807     [
808     'resist_slow',
809     {
810     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.',
811     name => 'resist slow %',
812     type => 'int'
813     }
814     ],
815     [
816     'resist_paralyze',
817     {
818     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).',
819     name => 'resist paralyze %',
820     type => 'int'
821     }
822     ],
823     [
824     'resist_fear',
825     {
826     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.',
827     name => 'resist fear %',
828     type => 'int'
829     }
830     ],
831     [
832     'resist_deplete',
833     {
834     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).',
835     name => 'resist depletion %',
836     type => 'int'
837     }
838     ],
839     [
840     'resist_death',
841     {
842     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!',
843     name => 'resist death-attack %',
844     type => 'int'
845     }
846     ],
847     [
848     'resist_chaos',
849     {
850     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.',
851     name => 'resist chaos %',
852     type => 'int'
853     }
854     ],
855     [
856     'resist_blind',
857     {
858     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.',
859     name => 'resist blinding %',
860     type => 'int'
861     }
862     ],
863     [
864     'resist_holyword',
865     {
866     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.',
867     name => 'resist holy power %',
868     type => 'int'
869     }
870     ]
871     ]
872     ],
873     [
874     'stats',
875     [
876     [
877     'Str',
878     {
879     desc => 'The player\'s strentgh will rise/fall by the given value while wearing this piece of equipment.',
880     name => 'strength',
881     type => 'int'
882     }
883     ],
884     [
885     'Dex',
886     {
887     desc => 'The player\'s dexterity will rise/fall by the given value while wearing this piece of equipment.',
888     name => 'dexterity',
889     type => 'int'
890     }
891     ],
892     [
893     'Con',
894     {
895     desc => 'The player\'s constitution will rise/fall by the given value while wearing this piece of equipment.',
896     name => 'constitution',
897     type => 'int'
898     }
899     ],
900     [
901     'Int',
902     {
903     desc => 'The player\'s intelligence will rise/fall by the given value while wearing this piece of equipment.',
904     name => 'intelligence',
905     type => 'int'
906     }
907     ],
908     [
909     'Pow',
910     {
911     desc => 'The player\'s power will rise/fall by the given value while wearing this piece of equipment.',
912     name => 'power',
913     type => 'int'
914     }
915     ],
916     [
917     'Wis',
918     {
919     desc => 'The player\'s wisdom will rise/fall by the given value while wearing this piece of equipment.',
920     name => 'wisdom',
921     type => 'int'
922     }
923     ],
924     [
925     'Cha',
926     {
927     desc => 'The player\'s charisma will rise/fall by the given value while wearing this piece of equipment.',
928     name => 'charisma',
929     type => 'int'
930     }
931     ]
932     ]
933     ],
934     [
935     'misc',
936     [
937     [
938     'luck',
939     {
940     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.',
941     name => 'luck bonus',
942     type => 'int'
943     }
944     ],
945     [
946     'hp',
947     {
948     desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
949     name => 'health regen.',
950     type => 'int'
951     }
952     ],
953     [
954     'sp',
955     {
956     desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
957     name => 'mana regen.',
958     type => 'int'
959     }
960     ],
961     [
962     'grace',
963     {
964     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!!',
965     name => 'grace regen.',
966     type => 'int'
967     }
968     ],
969     [
970     'food',
971     {
972     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.',
973     name => 'food bonus',
974     type => 'int'
975     }
976     ],
977     [
978     'xrays',
979     {
980 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.',
981 root 1.7 name => 'xray vision',
982     type => 'bool'
983     }
984     ],
985     [
986     'stealth',
987     {
988     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)',
989     name => 'stealth',
990     type => 'bool'
991     }
992     ],
993     [
994     'reflect_spell',
995     {
996     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!',
997     name => 'reflect spells',
998     type => 'bool'
999     }
1000     ],
1001     [
1002     'reflect_missile',
1003     {
1004     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.',
1005     name => 'reflect missiles',
1006     type => 'bool'
1007     }
1008     ],
1009     [
1010 root 1.14 'move_type',
1011 root 1.7 {
1012 root 1.14 desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
1013     name => 'movement type',
1014 elmex 1.26 type => 'movement_type'
1015 root 1.7 }
1016     ],
1017     [
1018     'path_attuned',
1019     {
1020     desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this item.',
1021     name => 'attuned paths',
1022     type => 'bitmask',
1023     value => $BITMASK{spellpath}
1024     }
1025     ],
1026     [
1027     'path_repelled',
1028     {
1029     desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this item.',
1030     name => 'repelled paths',
1031     type => 'bitmask',
1032     value => $BITMASK{spellpath}
1033     }
1034     ],
1035     [
1036     'path_denied',
1037     {
1038     desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this item.',
1039     name => 'denied paths',
1040     type => 'bitmask',
1041     value => $BITMASK{spellpath}
1042     }
1043     ]
1044     ]
1045     ]
1046     ],
1047     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1048     },
1049     Battleground => {
1050     attr => [
1051     [
1052     'no_pick',
1053     {
1054     type => 'fixed',
1055     value => 1
1056     }
1057     ],
1058     [
1059     'is_floor',
1060 root 1.4 {
1061 root 1.7 type => 'fixed',
1062     value => 1
1063 root 1.4 }
1064     ],
1065     [
1066 root 1.7 'hp',
1067 root 1.4 {
1068 root 1.7 desc => 'The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.',
1069     name => 'destination X',
1070     type => 'int'
1071 root 1.4 }
1072     ],
1073     [
1074 root 1.7 'sp',
1075 root 1.4 {
1076 root 1.7 desc => 'The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.',
1077     name => 'destination Y',
1078     type => 'int'
1079 root 1.4 }
1080     ]
1081     ],
1082 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.',
1083     ignore => [
1084     $IGNORE_LIST{non_pickable}
1085     ],
1086 root 1.5 name => 'Battleground',
1087 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.)'
1088     },
1089     Book => {
1090 root 1.7 attr => [
1091     [
1092     'level',
1093     {
1094     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.',
1095     name => 'literacy level',
1096     type => 'int'
1097     }
1098     ],
1099     [
1100     'startequip',
1101     {
1102     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1103     name => 'godgiven item',
1104     type => 'bool'
1105     }
1106     ],
1107     [
1108     'unique',
1109     {
1110     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
1111     name => 'unique item',
1112     type => 'bool'
1113     }
1114     ],
1115     [
1116     'msg',
1117     {
1118     desc => 'This is the text that appears "written" in the book.',
1119     end => 'endmsg',
1120     name => 'book content',
1121     type => 'text'
1122     }
1123 root 1.14 ],
1124     [
1125     'slaying',
1126     {
1127     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)',
1128     name => 'key string',
1129     type => 'string'
1130     }
1131 root 1.7 ]
1132     ],
1133 root 1.5 desc => 'Applying a book, the containing message is displayed to the player.',
1134     name => 'Book'
1135 root 1.1 },
1136 root 1.3 Boots => {
1137 root 1.7 attr => [
1138     [
1139     'exp',
1140     {
1141     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.',
1142     name => 'speed bonus',
1143     type => 'int'
1144     }
1145     ],
1146     [
1147     'magic',
1148     {
1149     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>.',
1150     name => 'magic bonus',
1151     type => 'int'
1152     }
1153     ]
1154     ],
1155 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.',
1156     import => [
1157     $TYPE{Amulet}
1158     ],
1159 root 1.5 name => 'Boots',
1160 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.'
1161     },
1162     Bracers => {
1163 root 1.7 attr => [
1164     [
1165     'magic',
1166     {
1167     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.',
1168     name => 'magic bonus',
1169     type => 'int'
1170     }
1171     ]
1172     ],
1173 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.',
1174     import => [
1175     $TYPE{Amulet}
1176     ],
1177 root 1.5 name => 'Bracers',
1178 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.'
1179     },
1180     'Brestplate Armour' => {
1181 root 1.7 attr => [
1182     [
1183     'last_heal',
1184     {
1185     desc => 'This poses a penalty to spell regeneration speed, for wearing the armour. The bigger the spellpoint penalty, the worse.',
1186     name => 'spellpoint penalty',
1187     type => 'int'
1188     }
1189     ],
1190     [
1191     'last_sp',
1192     {
1193     desc => 'Slowdown penalty reduces the player\'s walking speed when wearing the armour. Bigger values are worse - zero is best.',
1194     name => 'slowdown penalty',
1195     type => 'int'
1196     }
1197     ],
1198     [
1199     'magic',
1200     {
1201     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.',
1202     name => 'magic bonus',
1203     type => 'int'
1204     }
1205     ]
1206     ],
1207 root 1.3 desc => 'Wearing an armour, the object\'s stats will directly be inherited to the player. Usually enhancing his defense.',
1208 root 1.7 import => [
1209     $TYPE{Amulet}
1210     ],
1211     name => 'Brestplate Armour',
1212     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1213     },
1214     Button => {
1215     attr => [
1216     [
1217 root 1.14 'move_on',
1218 root 1.7 {
1219 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
1220     name => 'movement type',
1221 elmex 1.26 type => 'movement_type'
1222 root 1.7 }
1223     ],
1224     [
1225 root 1.14 'move_off',
1226 root 1.7 {
1227 root 1.14 desc => 'Which movement types deactivate this object (e.g. button).',
1228     name => 'movement type',
1229 elmex 1.26 type => 'movement_type'
1230 root 1.7 }
1231     ],
1232     [
1233     'no_pick',
1234     {
1235     type => 'fixed',
1236     value => 1
1237     }
1238     ],
1239     [
1240     'weight',
1241     {
1242     desc => 'The button is pressed (triggered), as soon as <press weigh> gram are placed ontop of it.',
1243     name => 'press weight',
1244 root 1.9 type => 'int'
1245 root 1.7 }
1246     ],
1247     [
1248     'connected',
1249     {
1250     desc => 'Every time the button is pressed or released, all objects with the same <connection> value are activated.',
1251     name => 'connection',
1252     type => 'int'
1253     }
1254     ],
1255     [
1256     'msg',
1257     {
1258     desc => 'This text may describe the item. You can use this message to explain the button\'s purpose to the player.',
1259     end => 'endmsg',
1260     name => 'description',
1261     type => 'text'
1262     }
1263     ]
1264 root 1.3 ],
1265     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.',
1266     ignore => [
1267     $IGNORE_LIST{non_pickable}
1268 root 1.5 ],
1269     name => 'Button'
1270 root 1.3 },
1271 root 1.9 'Button Trigger' => {
1272     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.',
1273     ignore => [
1274     $IGNORE_LIST{non_pickable}
1275     ],
1276     import => [
1277     $TYPE{Button}
1278     ],
1279     name => 'Button Trigger'
1280     },
1281     'Class Changer' => {
1282     attr => [
1283     [
1284     'randomitems',
1285     {
1286     desc => 'This entry determines which initial items the character receives.',
1287     name => 'class items',
1288     type => 'treasurelist'
1289     }
1290     ]
1291     ],
1292     desc => 'Class changer are used while creating a character.',
1293     ignore => [
1294     $IGNORE_LIST{non_pickable}
1295     ],
1296     name => 'Class Changer',
1297     section => [
1298     [
1299     'stats',
1300     [
1301     [
1302     'Str',
1303     {
1304     desc => 'The player\'s strength will rise by the given value if he chooses this class. (Negative values make strength fall)',
1305     name => 'strength',
1306     type => 'int'
1307     }
1308     ],
1309     [
1310     'Dex',
1311     {
1312     desc => 'The player\'s dexterity will rise by the given value if he chooses this class. (Negative values make dexterity fall)',
1313     name => 'dexterity',
1314     type => 'int'
1315     }
1316     ],
1317     [
1318     'Con',
1319     {
1320     desc => 'The player\'s constitution will rise by the given value if he chooses this class. (Negative values make constitution fall)',
1321     name => 'constitution',
1322     type => 'int'
1323     }
1324     ],
1325     [
1326     'Int',
1327     {
1328     desc => 'The player\'s intelligence will rise by the given value if he chooses this class. (Negative values make intelligence fall)',
1329     name => 'intelligence',
1330     type => 'int'
1331     }
1332     ],
1333     [
1334     'Pow',
1335     {
1336     desc => 'The player\'s power will rise by the given value if he chooses this class. (Negative values make power fall)',
1337     name => 'power',
1338     type => 'int'
1339     }
1340     ],
1341     [
1342     'Wis',
1343     {
1344     desc => 'The player\'s wisdom will rise by the given value if he chooses this class. (Negative values make wisdom fall)',
1345     name => 'wisdom',
1346     type => 'int'
1347     }
1348     ],
1349     [
1350     'Cha',
1351     {
1352     desc => 'The player\'s charisma will rise by the given value if he chooses this class. (Negative values make charisma fall)',
1353     name => 'charisma',
1354     type => 'int'
1355     }
1356     ]
1357     ]
1358     ]
1359     ]
1360     },
1361 root 1.3 Cloak => {
1362 root 1.7 attr => [
1363     [
1364     'magic',
1365     {
1366     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>.',
1367     name => 'magic bonus',
1368     type => 'int'
1369     }
1370     ]
1371     ],
1372 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.',
1373     import => [
1374     $TYPE{Amulet}
1375     ],
1376 root 1.5 name => 'Cloak',
1377 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.'
1378     },
1379     Clock => {
1380 root 1.7 attr => [
1381     [
1382     'msg',
1383     {
1384     desc => 'This text may describe the item',
1385     end => 'endmsg',
1386     name => 'description',
1387     type => 'text'
1388     }
1389     ]
1390     ],
1391 root 1.5 desc => 'Applying a clock, the time is displayed to the player.',
1392     name => 'Clock'
1393 root 1.1 },
1394 root 1.3 Container => {
1395 root 1.7 attr => [
1396     [
1397     'race',
1398     {
1399     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.',
1400     name => 'container class',
1401     type => 'string'
1402     }
1403     ],
1404     [
1405     'slaying',
1406     {
1407     desc => 'If <key string> is set, only players with a special key of matching <key string> are able to open the container.',
1408     name => 'key string',
1409     type => 'string'
1410     }
1411     ],
1412     [
1413     'container',
1414     {
1415     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.',
1416     name => 'maximum weight',
1417     type => 'int'
1418     }
1419     ],
1420     [
1421     'Str',
1422     {
1423     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.',
1424     name => 'reduce weight %',
1425     type => 'int'
1426     }
1427     ],
1428     [
1429     'is_cauldron',
1430     {
1431     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.',
1432     name => 'alchemy cauldron',
1433     type => 'bool'
1434     }
1435     ],
1436     [
1437     'unique',
1438     {
1439     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.',
1440     name => 'unique item',
1441     type => 'bool'
1442     }
1443     ],
1444     [
1445     'startequip',
1446     {
1447     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1448     name => 'godgiven item',
1449     type => 'bool'
1450     }
1451     ],
1452     [
1453     'other_arch',
1454     {
1455     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.',
1456     name => 'animation arch',
1457     type => 'string'
1458     }
1459     ],
1460     [
1461     'msg',
1462     {
1463     desc => 'This text may contain a description of the container.',
1464     end => 'endmsg',
1465     name => 'description',
1466     type => 'text'
1467     }
1468     ]
1469     ],
1470 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.',
1471 root 1.5 name => 'Container',
1472 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>'
1473     },
1474     Converter => {
1475 root 1.7 attr => [
1476     [
1477     'no_pick',
1478     {
1479     type => 'fixed',
1480     value => 1
1481     }
1482     ],
1483     [
1484     'slaying',
1485     {
1486     desc => '<cost arch> is the name of the archetype the player has to put on the converter, as payment.',
1487     name => 'cost arch',
1488     type => 'string'
1489     }
1490     ],
1491     [
1492     'food',
1493     {
1494     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>.',
1495     name => 'cost number',
1496     type => 'int'
1497     }
1498     ],
1499     [
1500     'other_arch',
1501     {
1502 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.',
1503 root 1.7 name => 'receive arch',
1504     type => 'string'
1505     }
1506     ],
1507     [
1508     'sp',
1509     {
1510     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>.',
1511     name => 'receive number',
1512     type => 'int'
1513     }
1514     ],
1515     [
1516     'msg',
1517     {
1518     desc => 'This text may contain a description of the converter.',
1519     end => 'endmsg',
1520     name => 'description',
1521     type => 'text'
1522     }
1523     ]
1524     ],
1525 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.',
1526     ignore => [
1527     'value',
1528     'nrof',
1529     'name_pl',
1530     'no_pick',
1531     'unpaid',
1532     'title'
1533     ],
1534 root 1.5 name => 'Converter',
1535 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.'
1536     },
1537     Creator => {
1538 root 1.7 attr => [
1539     [
1540     'no_pick',
1541     {
1542     type => 'fixed',
1543     value => 1
1544     }
1545     ],
1546     [
1547     'other_arch',
1548     {
1549 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.',
1550 root 1.7 name => 'create arch',
1551     type => 'string'
1552     }
1553     ],
1554     [
1555     'connected',
1556     {
1557     desc => 'Whenever the connection value is activated, the creator gets triggered.',
1558     name => 'connection',
1559     type => 'int'
1560     }
1561     ],
1562     [
1563 elmex 1.21 'activate_on_push',
1564     {
1565     desc => 'Whether the teleporter should only be activated on push.',
1566     name => 'Activate on push',
1567     type => 'bool'
1568     }
1569     ],
1570     [
1571     'activate_on_release',
1572     {
1573     desc => 'Whether the teleporter should only be activated on release.',
1574     name => 'Activate on release',
1575     type => 'bool'
1576     }
1577     ],
1578     [
1579 root 1.7 'lifesave',
1580     {
1581 root 1.9 desc => 'If <infinit uses> is set, the creator will work infinitely, regardless of the value in <number of uses>.',
1582 root 1.7 name => 'infinit uses',
1583     type => 'bool'
1584     }
1585     ],
1586     [
1587 elmex 1.25 'speed',
1588     {
1589     desc => 'When this field is set the creator will periodically create stuff (and will still do so when the connection is triggered). A value of 1 means roughly 8 times a second.',
1590     name => 'speed',
1591     type => 'float'
1592     }
1593     ],
1594     [
1595 root 1.7 'hp',
1596     {
1597     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).',
1598     name => 'number of uses',
1599     type => 'int'
1600     }
1601     ],
1602     [
1603     'slaying',
1604     {
1605 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.',
1606 root 1.7 name => 'name of creation',
1607     type => 'string'
1608     }
1609     ],
1610     [
1611     'level',
1612     {
1613     desc => 'The created object will be of that level. If zero/unset, the standard level of the archetype is used.',
1614     name => 'level of creation',
1615     type => 'int'
1616     }
1617     ]
1618     ],
1619 elmex 1.25 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. They can even periodically create things.',
1620 root 1.3 ignore => [
1621     $IGNORE_LIST{system_object}
1622     ],
1623 root 1.5 name => 'Creator',
1624 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.'
1625     },
1626     Detector => {
1627 root 1.7 attr => [
1628     [
1629     'no_pick',
1630     {
1631     type => 'fixed',
1632     value => 1
1633     }
1634     ],
1635     [
1636     'slaying',
1637     {
1638     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.',
1639     name => 'match name',
1640     type => 'string'
1641     }
1642     ],
1643     [
1644     'connected',
1645     {
1646     desc => 'When the detector is triggered, all objects with the same connection value get activated.',
1647     name => 'connection',
1648     type => 'int'
1649     }
1650     ],
1651     [
1652     'speed',
1653     {
1654     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.',
1655     name => 'detection speed',
1656     type => 'float'
1657     }
1658 root 1.17 ],
1659     [
1660     'speed_left',
1661     {
1662     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.',
1663     name => 'speed left',
1664     type => 'float'
1665     }
1666     ],
1667     [
1668     'speed_left',
1669     {
1670     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.',
1671     name => 'speed left',
1672     type => 'float'
1673     }
1674 root 1.7 ]
1675     ],
1676 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.',
1677     ignore => [
1678     $IGNORE_LIST{system_object}
1679     ],
1680 root 1.5 name => 'Detector',
1681 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.'
1682     },
1683     Director => {
1684 root 1.7 attr => [
1685     [
1686     'sp',
1687     {
1688     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).',
1689     name => 'direction',
1690     type => 'list',
1691     value => $LIST{direction}
1692     }
1693     ],
1694     [
1695 root 1.14 'move_on',
1696 root 1.7 {
1697 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
1698     name => 'movement type',
1699 elmex 1.26 type => 'movement_type'
1700 root 1.7 }
1701     ]
1702     ],
1703 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.',
1704     ignore => [
1705     $IGNORE_LIST{non_pickable}
1706     ],
1707 root 1.5 name => 'Director',
1708 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.'
1709     },
1710     Disease => {
1711 root 1.7 attr => [
1712     [
1713     'invisible',
1714     {
1715     type => 'fixed',
1716     value => 1
1717     }
1718     ],
1719     [
1720     'level',
1721     {
1722     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.',
1723     name => 'plaque level',
1724     type => 'int'
1725     }
1726     ],
1727     [
1728     'race',
1729     {
1730     desc => 'The disease will only infect creatures of the specified <race>. "<race> *" means every creature can be infected.',
1731     name => 'infect race',
1732     type => 'string'
1733     }
1734     ],
1735     [
1736     'ac',
1737     {
1738     desc => 'Every time the disease "moves" the severity of the symptoms are increased by <progressiveness>/100. (severity = 1 + (accumlated progression)/100)',
1739     name => 'progressiveness',
1740     type => 'int'
1741     }
1742     ],
1743     [
1744     'msg',
1745     {
1746     desc => 'This text is displayed to the player every time the symptoms strike.',
1747     end => 'endmsg',
1748     name => 'message',
1749     type => 'text'
1750     }
1751     ]
1752     ],
1753 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.',
1754     ignore => [
1755     $IGNORE_LIST{system_object}
1756     ],
1757 root 1.5 name => 'Disease',
1758 root 1.4 section => [
1759     [
1760     'spreading',
1761 root 1.7 [
1762     [
1763     'wc',
1764     {
1765     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.',
1766     name => 'infectiosness',
1767     type => 'int'
1768     }
1769     ],
1770     [
1771     'last_grace',
1772     {
1773     desc => 'The <attenuation> value reduces the diseases\' <infectiosness> everytime it infects someone new. This limits how many generations a disease can propagate.',
1774     name => 'attenuation',
1775     type => 'int'
1776     }
1777     ],
1778     [
1779     'magic',
1780     {
1781     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.',
1782     name => 'infection range',
1783     type => 'int'
1784     }
1785     ],
1786     [
1787     'maxhp',
1788     {
1789     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).',
1790     name => 'persistence',
1791     type => 'int'
1792     }
1793     ],
1794     [
1795     'maxgrace',
1796     {
1797     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.',
1798     name => 'curing duration',
1799     type => 'int'
1800     }
1801     ],
1802     [
1803     'speed',
1804     {
1805     desc => 'The <speed> of the disease determines how fast the disease will "move", thus how fast the symptoms strike the host.',
1806     name => 'moving speed',
1807     type => 'float'
1808     }
1809 root 1.17 ],
1810     [
1811     'speed_left',
1812     {
1813     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.',
1814     name => 'speed left',
1815     type => 'float'
1816     }
1817 root 1.7 ]
1818     ]
1819     ],
1820     [
1821     'symptoms',
1822     [
1823     [
1824     'attacktype',
1825     {
1826     desc => 'The disease will attack the host with the given <attacktype>. Godpower attacktype is commonly used for "unresistable" diseases.',
1827     name => 'attacktype',
1828     type => 'bitmask',
1829     value => $BITMASK{attacktype}
1830     }
1831     ],
1832     [
1833     'dam',
1834     {
1835     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.',
1836     name => 'damage',
1837     type => 'int'
1838     }
1839     ],
1840     [
1841     'other_arch',
1842     {
1843     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.',
1844     name => 'create arch',
1845     type => 'string'
1846     }
1847     ],
1848     [
1849     'last_sp',
1850     {
1851     desc => 'If set, the disease imposes a <slowdown penalty> while being infected. The player\'s speed is reduced by <slowdown penalty> % of normal value.',
1852     name => 'slowdown penalty',
1853     type => 'int'
1854     }
1855     ],
1856     [
1857     'exp',
1858     {
1859     desc => 'When the player manages to cure this disease (with a curing spell), he is awarded with <exp. for curing> experience.',
1860     name => 'exp. for curing',
1861     type => 'int'
1862     }
1863     ],
1864     [
1865     'maxsp',
1866     {
1867     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.',
1868     name => 'mana depletion',
1869     type => 'int'
1870     }
1871     ],
1872     [
1873     'last_eat',
1874     {
1875     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.',
1876     name => 'food depletion',
1877     type => 'int'
1878     }
1879     ],
1880     [
1881     'hp',
1882     {
1883     desc => 'This value increases the player\'s healing rate. Negative values decrease it.',
1884     name => 'health regen.',
1885     type => 'int'
1886     }
1887     ],
1888     [
1889     'sp',
1890     {
1891     desc => 'This value increases the player\'s rate of mana regeneration. Negative values decrease it.',
1892     name => 'mana regen.',
1893     type => 'int'
1894     }
1895     ]
1896     ]
1897     ],
1898     [
1899     'disability',
1900     [
1901     [
1902     'Str',
1903     {
1904     desc => 'The player\'s strength will rise by the given value while being infected. (Negative values make strength fall)',
1905     name => 'strength',
1906     type => 'int'
1907     }
1908     ],
1909     [
1910     'Dex',
1911     {
1912     desc => 'The player\'s dexterity will rise by the given value while being infected. (Negative values make dexterity fall)',
1913     name => 'dexterity',
1914     type => 'int'
1915     }
1916     ],
1917     [
1918     'Con',
1919     {
1920     desc => 'The player\'s constitution will rise by the given value while being infected. (Negative values make constitution fall)',
1921     name => 'constitution',
1922     type => 'int'
1923     }
1924     ],
1925     [
1926     'Int',
1927     {
1928     desc => 'The player\'s intelligence will rise by the given value while being infected. (Negative values make intelligence fall)',
1929     name => 'intelligence',
1930     type => 'int'
1931     }
1932     ],
1933     [
1934     'Pow',
1935     {
1936     desc => 'The player\'s power will rise by the given value while being infected. (Negative values make power fall)',
1937     name => 'power',
1938     type => 'int'
1939     }
1940     ],
1941     [
1942     'Wis',
1943     {
1944     desc => 'The player\'s wisdom will rise by the given value while being infected. (Negative values make wisdom fall)',
1945     name => 'wisdom',
1946     type => 'int'
1947     }
1948     ],
1949     [
1950     'Cha',
1951     {
1952     desc => 'The player\'s charisma will rise by the given value while being infected. (Negative values make charisma fall)',
1953     name => 'charisma',
1954     type => 'int'
1955     }
1956     ]
1957     ]
1958     ]
1959     ],
1960     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.'
1961     },
1962 root 1.9 Door => {
1963     attr => [
1964     [
1965     'no_pick',
1966     {
1967     type => 'fixed',
1968     value => 1
1969     }
1970     ],
1971     [
1972     'alive',
1973     {
1974     type => 'fixed',
1975     value => 1
1976     }
1977     ],
1978     [
1979 root 1.14 'move_block',
1980 root 1.9 {
1981 root 1.14 desc => 'Objects using these movement types cannot move over this space.',
1982     name => 'blocked movement',
1983 elmex 1.26 type => 'movement_type'
1984 root 1.14 }
1985     ],
1986     [
1987     'move_allow',
1988     {
1989     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
1990     name => 'allowed movement',
1991 elmex 1.26 type => 'movement_type'
1992 root 1.14 }
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 elmex 1.26 type => 'movement_type'
2000 root 1.14 }
2001     ],
2002     [
2003     'move_slow_penalty',
2004     {
2005     desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
2006     name => 'slow movement penalty',
2007     type => 'int'
2008 root 1.9 }
2009     ],
2010     [
2011     'hp',
2012     {
2013     desc => 'The more <hitpoints> the door has, the longer it takes to be broken.',
2014     name => 'hitpoints',
2015     type => 'int'
2016     }
2017     ],
2018     [
2019     'ac',
2020     {
2021     desc => 'Doors of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
2022     name => 'armour class',
2023     type => 'int'
2024     }
2025     ],
2026     [
2027     'other_arch',
2028     {
2029     desc => 'This string defines the object that will be created when the door was defeated.',
2030     name => 'drop arch',
2031     type => 'string'
2032     }
2033     ],
2034     [
2035     'randomitems',
2036     {
2037     desc => 'This entry determines what kind of traps will appear in the door.',
2038     name => 'treasurelist',
2039     type => 'treasurelist'
2040     }
2041     ]
2042     ],
2043     desc => 'A door can be opened with a normal key. It also can be broken by attacking it, and it can be defeated with the lockpicking skill. If a door is defeated, horizontally and vertically adjacent doors are automatically removed.',
2044     ignore => [
2045     $IGNORE_LIST{non_pickable}
2046     ],
2047     name => 'Door'
2048     },
2049 root 1.7 Duplicator => {
2050     attr => [
2051     [
2052     'other_arch',
2053 root 1.4 {
2054 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.',
2055 root 1.7 name => 'target arch',
2056     type => 'string'
2057 root 1.4 }
2058     ],
2059     [
2060 root 1.7 'level',
2061 root 1.4 {
2062 root 1.7 desc => 'The number of items in the target pile will be multiplied by the <multiply factor>. If it is set to zero, all target objects will be destroyed.',
2063     name => 'multiply factor',
2064     type => 'int'
2065 root 1.4 }
2066     ],
2067     [
2068 root 1.7 'connected',
2069 root 1.4 {
2070 root 1.7 desc => 'An activator (lever, altar, button, etc) with matching connection value is able to trigger this duplicator. Be very careful that players cannot abuse it to create endless amounts of money or other valuable stuff!',
2071     name => 'connection',
2072     type => 'int'
2073 root 1.4 }
2074 elmex 1.21 ],
2075     [
2076     'activate_on_push',
2077     {
2078     desc => 'Whether the teleporter should only be activated on push.',
2079     name => 'Activate on push',
2080     type => 'bool'
2081     }
2082     ],
2083     [
2084     'activate_on_release',
2085     {
2086     desc => 'Whether the teleporter should only be activated on release.',
2087     name => 'Activate on release',
2088     type => 'bool'
2089     }
2090 root 1.4 ]
2091     ],
2092 root 1.3 desc => 'When activated, a duplicator can duplicate, multiply or destroy a pile of objects which lies somewhere on top of the duplicator. The duplicator has one arch name specified as &lt;target arch&gt;, and only objects of this archetype can be affected.<br> It will multiply the number of items in the pile, by the &lt;multiply factor&gt;. If the latter is set to zero, it will destroy objects.',
2093     ignore => [
2094     $IGNORE_LIST{system_object}
2095     ],
2096 root 1.5 name => 'Duplicator',
2097 root 1.3 use => 'I hope it is clear that one must be very cautious when inserting a duplicator anywhere with &lt;multiply factor&gt; greater than one. It is designed to be used for betting mechanisms only (bet -&gt; win/loose). It is <b>not acceptable</b> to allow duplication of anything other than coins, gold and jewels. Besides, it is very important that the chance to loose the input matches the chance to earn winnings.<br> A duplicator with &lt;multiply factor&gt; 3 for example should have a loosing rate of 2/3 = 67%.'
2098     },
2099 root 1.10 'Event Connector' => {
2100     attr => [
2101     [
2102     'subtype',
2103     {
2104     desc => 'The type of event that triggers a notify to the plug-in.',
2105     name => 'event type',
2106     type => 'list',
2107     value => $LIST{event_type}
2108     }
2109     ],
2110     [
2111     'title',
2112     {
2113     desc => 'The name of the plug-in that should be notified of the event, e.g. "cfpython" for python and "perl" for the Crossfire-Perl plug-in.',
2114     name => 'plug-in',
2115 root 1.11 type => 'string'
2116 root 1.10 }
2117     ],
2118     [
2119     'slaying',
2120     {
2121     desc => 'The name of the extension to invoke (for python, this is the path to a script, for perl this is the name of a extension package without the ".ext" extension.',
2122     name => 'extension',
2123 root 1.11 type => 'string'
2124 root 1.10 }
2125     ],
2126     [
2127     'name',
2128     {
2129     desc => 'A string that is passed unaltered to the extension above. Often used to pass options to the extension that alter its behaviour.',
2130     name => 'options',
2131 root 1.11 type => 'string'
2132 root 1.10 }
2133     ]
2134     ],
2135     desc => 'Event connectors link specific events that happen to objects to a crossfire plug-in.',
2136     name => 'Event Connector'
2137     },
2138 root 1.3 Exit => {
2139 root 1.7 attr => [
2140     [
2141     'slaying',
2142     {
2143     desc => 'The exit path defines the map that the player is transferred to. You can enter an absolute path, beginning with \'/\' (for example "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning with \'/\' (On the map "/peterm/FireTemple/Fire2" for example I could use the relative path "Fire1"). Use relative paths whenever possible! Note that upper/lower case must always be set correctly. However, please use lower case only. It is well possible to have an exit pointing to the same map that the exit is on. If slaying is not set in an exit, the player will see a message like "the exit is closed".',
2144     name => 'exit path',
2145     type => 'string'
2146     }
2147     ],
2148     [
2149     'hp',
2150     {
2151     desc => 'The exit destinations define the (x, y)-coordinates where the exit leads to. If both are set to zero, the player will be transferred to the "default enter location" of the destined map. The latter can be set in the map- properties as "Enter X/Y". Though, please DO NOT use that. It turned out to be a source for numerous map-bugs.',
2152     name => 'destination X',
2153     type => 'int'
2154     }
2155     ],
2156     [
2157     'sp',
2158     {
2159     desc => 'The exit destinations define the (x, y)-coordinates where the exit leads to. If both are set to zero, the player will be transferred to the "default enter location" of the destined map. The latter can be set in the map- properties as "Enter X/Y". Though, please DO NOT use that. It turned out to be a source for numerous map-bugs.',
2160     name => 'destination Y',
2161     type => 'int'
2162     }
2163     ],
2164     [
2165 root 1.14 'move_on',
2166 root 1.7 {
2167 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2168     name => 'movement type',
2169 elmex 1.26 type => 'movement_type'
2170 root 1.7 }
2171     ],
2172     [
2173     'msg',
2174     {
2175     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. =)',
2176     end => 'endmsg',
2177     name => 'exit message',
2178     type => 'text'
2179     }
2180     ],
2181     [
2182     'unique',
2183     {
2184     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.',
2185     name => 'unique destination',
2186     type => 'bool'
2187     }
2188     ]
2189     ],
2190 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.',
2191     ignore => [
2192     $IGNORE_LIST{non_pickable}
2193     ],
2194 root 1.5 name => 'Exit',
2195 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.'
2196     },
2197     Flesh => {
2198 root 1.7 attr => [
2199     [
2200     'food',
2201     {
2202     desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2203     name => 'foodpoints',
2204     type => 'int'
2205     }
2206     ],
2207     [
2208     'level',
2209     {
2210     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.',
2211     name => 'flesh level',
2212     type => 'int'
2213     }
2214     ],
2215     [
2216     'startequip',
2217     {
2218     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2219     name => 'godgiven item',
2220     type => 'bool'
2221     }
2222     ],
2223     [
2224     'msg',
2225     {
2226     desc => 'This text may describe the item.',
2227     end => 'endmsg',
2228     name => 'description',
2229     type => 'text'
2230     }
2231     ]
2232     ],
2233 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.',
2234 root 1.5 name => 'Flesh',
2235 root 1.4 section => [
2236     [
2237     'resistance',
2238 root 1.7 [
2239     [
2240     'resist_physical',
2241     {
2242     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.',
2243     name => 'resist physical %',
2244     type => 'int'
2245     }
2246     ],
2247     [
2248     'resist_magic',
2249     {
2250     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.',
2251     name => 'resist magic %',
2252     type => 'int'
2253     }
2254     ],
2255     [
2256     'resist_fire',
2257     {
2258     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.',
2259     name => 'resist fire %',
2260     type => 'int'
2261     }
2262     ],
2263     [
2264     'resist_electricity',
2265     {
2266     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.',
2267     name => 'resist electricity %',
2268     type => 'int'
2269     }
2270     ],
2271     [
2272     'resist_cold',
2273     {
2274     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.',
2275     name => 'resist cold %',
2276     type => 'int'
2277     }
2278     ],
2279     [
2280     'resist_confusion',
2281     {
2282     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.',
2283     name => 'resist confusion %',
2284     type => 'int'
2285     }
2286     ],
2287     [
2288     'resist_acid',
2289     {
2290     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.',
2291     name => 'resist acid %',
2292     type => 'int'
2293     }
2294     ],
2295     [
2296     'resist_drain',
2297     {
2298     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.',
2299     name => 'resist draining %',
2300     type => 'int'
2301     }
2302     ],
2303     [
2304     'resist_weaponmagic',
2305     {
2306     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.',
2307     name => 'resist weaponmagic %',
2308     type => 'int'
2309     }
2310     ],
2311     [
2312     'resist_ghosthit',
2313     {
2314     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.',
2315     name => 'resist ghosthit %',
2316     type => 'int'
2317     }
2318     ],
2319     [
2320     'resist_poison',
2321     {
2322     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.',
2323     name => 'resist poison %',
2324     type => 'int'
2325     }
2326     ],
2327     [
2328     'resist_slow',
2329     {
2330     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.',
2331     name => 'resist slow %',
2332     type => 'int'
2333     }
2334     ],
2335     [
2336     'resist_paralyze',
2337     {
2338     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.',
2339     name => 'resist paralyze %',
2340     type => 'int'
2341     }
2342     ],
2343     [
2344     'resist_fear',
2345     {
2346     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.',
2347     name => 'resist fear %',
2348     type => 'int'
2349     }
2350     ],
2351     [
2352     'resist_deplete',
2353     {
2354     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.',
2355     name => 'resist depletion %',
2356     type => 'int'
2357     }
2358     ],
2359     [
2360     'resist_death',
2361     {
2362     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.',
2363     name => 'resist death-attack %',
2364     type => 'int'
2365     }
2366     ],
2367     [
2368     'resist_chaos',
2369     {
2370     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.',
2371     name => 'resist chaos %',
2372     type => 'int'
2373     }
2374     ],
2375     [
2376     'resist_blind',
2377     {
2378     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.',
2379     name => 'resist blinding %',
2380     type => 'int'
2381     }
2382     ]
2383     ]
2384 root 1.4 ]
2385     ],
2386 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.'
2387     },
2388     Floor => {
2389 root 1.7 attr => [
2390     [
2391     'is_floor',
2392     {
2393     type => 'fixed',
2394     value => 1
2395     }
2396     ],
2397     [
2398     'no_pick',
2399     {
2400     type => 'fixed',
2401     value => 1
2402     }
2403     ],
2404     [
2405     'no_magic',
2406     {
2407     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2408     name => 'no spells',
2409     type => 'bool'
2410     }
2411     ],
2412     [
2413     'damned',
2414     {
2415     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2416     name => 'no prayers',
2417     type => 'bool'
2418     }
2419     ],
2420     [
2421     'unique',
2422     {
2423     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>.',
2424     name => 'unique map',
2425     type => 'bool'
2426     }
2427     ],
2428     [
2429     'msg',
2430     {
2431     desc => 'This text may describe the object.',
2432     end => 'endmsg',
2433     name => 'description',
2434     type => 'text'
2435     }
2436     ]
2437     ],
2438 root 1.3 desc => 'Floor is a very basic thing whithout too much functionality. It\'s a floor - you stand on it.',
2439     ignore => [
2440     $IGNORE_LIST{non_pickable}
2441     ],
2442 root 1.5 name => 'Floor',
2443 root 1.4 section => [
2444     [
2445     'terrain',
2446 root 1.7 [
2447     [
2448 root 1.14 'move_block',
2449     {
2450     desc => 'Objects using these movement types cannot move over this space.',
2451     name => 'blocked movement',
2452 elmex 1.26 type => 'movement_type'
2453 root 1.14 }
2454     ],
2455     [
2456     'move_allow',
2457     {
2458     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2459     name => 'allowed movement',
2460 elmex 1.26 type => 'movement_type'
2461 root 1.14 }
2462     ],
2463     [
2464     'move_slow',
2465     {
2466     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2467     name => 'slowed movement',
2468 elmex 1.26 type => 'movement_type'
2469 root 1.14 }
2470     ],
2471     [
2472     'move_slow_penalty',
2473 root 1.7 {
2474 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)',
2475     name => 'slow movement penalty',
2476 root 1.7 type => 'int'
2477     }
2478     ],
2479     [
2480     'is_wooded',
2481     {
2482     desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2483     name => 'wooded terrain',
2484     type => 'bool'
2485     }
2486     ],
2487     [
2488     'is_hilly',
2489     {
2490     desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2491     name => 'hilly terrain',
2492     type => 'bool'
2493     }
2494     ]
2495     ]
2496 root 1.4 ]
2497     ]
2498 root 1.3 },
2499     'Floor (Encounter)' => {
2500 root 1.7 attr => [
2501     [
2502     'is_floor',
2503     {
2504     type => 'fixed',
2505     value => 1
2506     }
2507     ],
2508     [
2509     'no_pick',
2510     {
2511     type => 'fixed',
2512     value => 1
2513     }
2514     ],
2515     [
2516     'no_magic',
2517     {
2518     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2519     name => 'no spells',
2520     type => 'bool'
2521     }
2522     ],
2523     [
2524     'damned',
2525     {
2526     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2527     name => 'no prayers',
2528     type => 'bool'
2529     }
2530     ],
2531     [
2532     'unique',
2533     {
2534     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>.',
2535     name => 'unique map',
2536     type => 'bool'
2537     }
2538     ],
2539     [
2540     'msg',
2541     {
2542     desc => 'This text may describe the object.',
2543     end => 'endmsg',
2544     name => 'description',
2545     type => 'text'
2546     }
2547     ]
2548     ],
2549 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.',
2550     ignore => [
2551     $IGNORE_LIST{non_pickable}
2552 root 1.4 ],
2553 root 1.5 name => 'Floor (Encounter)',
2554 root 1.4 section => [
2555     [
2556     'terrain',
2557 root 1.7 [
2558     [
2559 root 1.14 'move_block',
2560     {
2561     desc => 'Objects using these movement types cannot move over this space.',
2562     name => 'blocked movement',
2563 elmex 1.26 type => 'movement_type'
2564 root 1.14 }
2565     ],
2566     [
2567     'move_allow',
2568 root 1.7 {
2569 root 1.14 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2570     name => 'allowed movement',
2571 elmex 1.26 type => 'movement_type'
2572 root 1.14 }
2573     ],
2574     [
2575     'move_slow',
2576     {
2577     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2578     name => 'slowed movement',
2579 elmex 1.26 type => 'movement_type'
2580 root 1.14 }
2581     ],
2582     [
2583     'move_slow_penalty',
2584     {
2585     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)',
2586     name => 'slow movement penalty',
2587 root 1.7 type => 'int'
2588     }
2589     ],
2590     [
2591     'is_wooded',
2592     {
2593     desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2594     name => 'wooded terrain',
2595     type => 'bool'
2596     }
2597     ],
2598     [
2599     'is_hilly',
2600     {
2601     desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2602     name => 'hilly terrain',
2603     type => 'bool'
2604     }
2605     ]
2606     ]
2607 root 1.4 ]
2608 root 1.3 ]
2609     },
2610     Food => {
2611 root 1.7 attr => [
2612     [
2613     'food',
2614     {
2615     desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2616     name => 'foodpoints',
2617     type => 'int'
2618     }
2619     ],
2620     [
2621     'startequip',
2622     {
2623     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2624     name => 'godgiven item',
2625     type => 'bool'
2626     }
2627     ]
2628     ],
2629 root 1.5 desc => 'By eating/drinking food-objects, the player can fill his stomache and gain a little health.',
2630     name => 'Food'
2631 root 1.1 },
2632 root 1.3 Gate => {
2633 root 1.7 attr => [
2634     [
2635     'no_pick',
2636     {
2637     type => 'fixed',
2638     value => 1
2639     }
2640     ],
2641     [
2642 elmex 1.20 'speed',
2643     {
2644     desc => 'The speed of the gate affects how fast it is closing/opening.',
2645     type => 'float'
2646     }
2647     ],
2648     [
2649 root 1.7 'connected',
2650     {
2651     desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
2652     name => 'connection',
2653     type => 'int'
2654     }
2655     ],
2656     [
2657     'wc',
2658     {
2659     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.',
2660     name => 'position state',
2661     type => 'int'
2662     }
2663     ],
2664     [
2665 root 1.14 'move_block',
2666     {
2667     desc => 'Objects using these movement types cannot move over this space.',
2668     name => 'blocked movement',
2669 elmex 1.26 type => 'movement_type'
2670 root 1.14 }
2671     ],
2672     [
2673     'move_allow',
2674     {
2675     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2676     name => 'allowed movement',
2677 elmex 1.26 type => 'movement_type'
2678 root 1.14 }
2679     ],
2680     [
2681     'move_slow',
2682 root 1.7 {
2683 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2684     name => 'slowed movement',
2685 elmex 1.26 type => 'movement_type'
2686 root 1.14 }
2687     ],
2688     [
2689     'move_slow_penalty',
2690     {
2691     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)',
2692     name => 'slow movement penalty',
2693     type => 'int'
2694 root 1.7 }
2695     ],
2696     [
2697     'no_magic',
2698     {
2699     desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
2700     name => 'restrict spells',
2701     type => 'bool'
2702     }
2703     ],
2704     [
2705     'damned',
2706     {
2707     desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
2708     name => 'restrict prayers',
2709     type => 'bool'
2710     }
2711     ]
2712     ],
2713 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.',
2714     ignore => [
2715     $IGNORE_LIST{non_pickable}
2716     ],
2717 root 1.5 name => 'Gate',
2718 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".'
2719     },
2720     Girdle => {
2721 root 1.7 attr => [
2722     [
2723     'magic',
2724     {
2725     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.',
2726     name => 'magic bonus',
2727     type => 'int'
2728     }
2729     ]
2730     ],
2731     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.',
2732     import => [
2733     $TYPE{Amulet}
2734     ],
2735     name => 'Girdle',
2736     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2737     },
2738     Gloves => {
2739     attr => [
2740     [
2741     'magic',
2742     {
2743     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.',
2744     name => 'magic bonus',
2745     type => 'int'
2746     }
2747     ]
2748     ],
2749     desc => 'Wearing gloves, the object\'s stats will directly be inherited to the player. Gloves can add defense or damage bonuses.',
2750     import => [
2751     $TYPE{Amulet}
2752     ],
2753     name => 'Gloves',
2754     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2755     },
2756     Handle => {
2757     attr => [
2758     [
2759     'no_pick',
2760     {
2761     type => 'fixed',
2762     value => 1
2763     }
2764     ],
2765     [
2766     'connected',
2767     {
2768     desc => 'Every time the handle is applied, all objects with the same <connection> value are activated.',
2769     name => 'connection',
2770     type => 'int'
2771     }
2772     ],
2773     [
2774     'msg',
2775     {
2776     desc => 'This text may describe the item. You can use this message to explain the handle\'s purpose to the player.',
2777     end => 'endmsg',
2778     name => 'description',
2779     type => 'text'
2780     }
2781     ]
2782     ],
2783     desc => 'A handle can be applied by players and (certain) monsters. Every time it is applied, the &lt;connection&gt; value is triggered.',
2784     ignore => [
2785     $IGNORE_LIST{non_pickable}
2786     ],
2787     name => 'Handle',
2788     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.'
2789     },
2790     'Handle Trigger' => {
2791     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.',
2792     ignore => [
2793     $IGNORE_LIST{non_pickable}
2794     ],
2795     import => [
2796     $TYPE{Handle}
2797     ],
2798     name => 'Handle Trigger',
2799     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.'
2800     },
2801     'Hazard Floor' => {
2802     attr => [
2803     [
2804     'is_floor',
2805     {
2806     type => 'fixed',
2807     value => 1
2808     }
2809     ],
2810     [
2811     'lifesave',
2812     {
2813     type => 'fixed',
2814     value => 1
2815     }
2816     ],
2817     [
2818 root 1.14 'move_on',
2819 root 1.7 {
2820 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2821     name => 'movement type',
2822 elmex 1.26 type => 'movement_type'
2823 root 1.7 }
2824     ],
2825     [
2826     'no_pick',
2827     {
2828     type => 'fixed',
2829     value => 1
2830     }
2831     ],
2832     [
2833     'attacktype',
2834     {
2835     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.',
2836     name => 'attacktype',
2837     type => 'bitmask',
2838     value => $BITMASK{attacktype}
2839     }
2840     ],
2841     [
2842     'dam',
2843     {
2844     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.',
2845     name => 'base damage',
2846     type => 'int'
2847     }
2848     ],
2849     [
2850     'wc',
2851     {
2852     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.',
2853     name => 'weaponclass',
2854     type => 'int'
2855     }
2856     ],
2857     [
2858     'level',
2859     {
2860     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.',
2861     name => 'attack level',
2862     type => 'int'
2863     }
2864     ],
2865     [
2866     'no_magic',
2867     {
2868     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2869     name => 'no spells',
2870     type => 'bool'
2871     }
2872     ],
2873     [
2874     'damned',
2875     {
2876     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2877     name => 'no prayers',
2878     type => 'bool'
2879     }
2880     ],
2881     [
2882     'unique',
2883     {
2884     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>.',
2885     name => 'unique map',
2886     type => 'bool'
2887     }
2888     ]
2889 root 1.3 ],
2890     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.',
2891     ignore => [
2892     $IGNORE_LIST{non_pickable}
2893     ],
2894 root 1.5 name => 'Hazard Floor',
2895 root 1.4 section => [
2896     [
2897     'terrain',
2898 root 1.7 [
2899     [
2900 root 1.14 'move_block',
2901     {
2902     desc => 'Objects using these movement types cannot move over this space.',
2903     name => 'blocked movement',
2904 elmex 1.26 type => 'movement_type'
2905 root 1.14 }
2906     ],
2907     [
2908     'move_allow',
2909 root 1.7 {
2910 root 1.14 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2911     name => 'allowed movement',
2912 elmex 1.26 type => 'movement_type'
2913 root 1.14 }
2914     ],
2915     [
2916     'move_slow',
2917     {
2918     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2919     name => 'slowed movement',
2920 elmex 1.26 type => 'movement_type'
2921 root 1.14 }
2922     ],
2923     [
2924     'move_slow_penalty',
2925     {
2926     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)',
2927     name => 'slow movement penalty',
2928 root 1.7 type => 'int'
2929     }
2930     ],
2931     [
2932     'is_wooded',
2933     {
2934     desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2935     name => 'wooded terrain',
2936     type => 'bool'
2937     }
2938     ],
2939     [
2940     'is_hilly',
2941     {
2942     desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2943     name => 'hilly terrain',
2944     type => 'bool'
2945     }
2946     ]
2947     ]
2948 root 1.4 ]
2949     ],
2950 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.'
2951     },
2952     Helmet => {
2953 root 1.7 attr => [
2954     [
2955     'magic',
2956     {
2957     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>.',
2958     name => 'magic bonus',
2959     type => 'int'
2960     }
2961     ]
2962     ],
2963 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.',
2964     import => [
2965     $TYPE{Amulet}
2966     ],
2967 root 1.5 name => 'Helmet',
2968 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.'
2969     },
2970     'Holy Altar' => {
2971 root 1.7 attr => [
2972     [
2973     'no_pick',
2974     {
2975     type => 'fixed',
2976     value => 1
2977     }
2978     ],
2979     [
2980     'other_arch',
2981     {
2982     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.',
2983     name => 'god name',
2984     type => 'string'
2985     }
2986     ],
2987     [
2988     'level',
2989     {
2990 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.',
2991 root 1.7 name => 'reconsecrate level',
2992     type => 'int'
2993     }
2994     ]
2995     ],
2996 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.',
2997     ignore => [
2998     $IGNORE_LIST{non_pickable}
2999 root 1.5 ],
3000     name => 'Holy Altar'
3001 root 1.3 },
3002     Horn => {
3003 root 1.7 attr => [
3004     [
3005     'sp',
3006     {
3007     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!',
3008     name => 'spell',
3009     type => 'spell'
3010     }
3011     ],
3012     [
3013     'level',
3014     {
3015     desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should not be set too high.',
3016     name => 'casting level',
3017     type => 'int'
3018     }
3019     ],
3020     [
3021     'hp',
3022     {
3023     desc => 'This value represents the initial amount of spellpoints in the horn. Naturally, this is quite unimportant.',
3024     name => 'initial spellpoints',
3025     type => 'int'
3026     }
3027     ],
3028     [
3029     'maxhp',
3030     {
3031     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.',
3032     name => 'max. spellpoints',
3033     type => 'int'
3034     }
3035     ],
3036     [
3037     'startequip',
3038     {
3039     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3040     name => 'godgiven item',
3041     type => 'bool'
3042     }
3043     ],
3044     [
3045     'msg',
3046     {
3047     desc => 'This text may contain a description of the horn.',
3048     end => 'endmsg',
3049     name => 'description',
3050     type => 'text'
3051     }
3052     ]
3053     ],
3054 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.',
3055     ignore => [
3056     'title'
3057     ],
3058 root 1.5 name => 'Horn',
3059 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.'
3060     },
3061     Inorganic => {
3062 root 1.7 attr => [
3063     [
3064     'is_dust',
3065     {
3066     name => 'is dust',
3067     type => 'bool'
3068     }
3069     ]
3070     ],
3071 root 1.4 desc => 'Inorganic materials are generally used as ingredients for alchemical receipes. By themselves, they have no special functionalities.',
3072 root 1.5 name => 'Inorganic',
3073 root 1.4 section => [
3074     [
3075     'resistance',
3076 root 1.7 [
3077     [
3078     'resist_physical',
3079     {
3080     name => 'resist physical %',
3081     type => 'int'
3082     }
3083     ],
3084     [
3085     'resist_magic',
3086     {
3087     name => 'resist magic %',
3088     type => 'int'
3089     }
3090     ],
3091     [
3092     'resist_fire',
3093     {
3094     name => 'resist fire %',
3095     type => 'int'
3096     }
3097     ],
3098     [
3099     'resist_electricity',
3100     {
3101     name => 'resist electricity %',
3102     type => 'int'
3103     }
3104     ],
3105     [
3106     'resist_cold',
3107     {
3108     name => 'resist cold %',
3109     type => 'int'
3110     }
3111     ],
3112     [
3113     'resist_acid',
3114     {
3115     name => 'resist acid %',
3116     type => 'int'
3117     }
3118     ],
3119     [
3120     'resist_weaponmagic',
3121     {
3122     name => 'resist weaponmagic %',
3123     type => 'int'
3124     }
3125     ],
3126     [
3127     'resist_ghosthit',
3128     {
3129     name => 'resist ghosthit %',
3130     type => 'int'
3131     }
3132     ],
3133     [
3134     'resist_poison',
3135     {
3136     name => 'resist poison %',
3137     type => 'int'
3138     }
3139     ],
3140     [
3141     'resist_death',
3142     {
3143     name => 'resist death-attack %',
3144     type => 'int'
3145     }
3146     ],
3147     [
3148     'resist_chaos',
3149     {
3150     name => 'resist chaos %',
3151     type => 'int'
3152     }
3153     ],
3154     [
3155     'resist_holyword',
3156     {
3157     name => 'resist holy power %',
3158     type => 'int'
3159     }
3160     ]
3161     ]
3162 root 1.4 ]
3163     ]
3164 root 1.1 },
3165 root 1.3 'Inventory Checker' => {
3166 root 1.7 attr => [
3167     [
3168     'no_pick',
3169     {
3170     type => 'fixed',
3171     value => 1
3172     }
3173     ],
3174     [
3175     'slaying',
3176     {
3177     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.',
3178     name => 'match key string',
3179     type => 'string'
3180     }
3181     ],
3182     [
3183     'race',
3184     {
3185     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>.',
3186     name => 'match arch name',
3187     type => 'string'
3188     }
3189     ],
3190     [
3191     'hp',
3192     {
3193     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. ;)',
3194     name => 'match type',
3195     type => 'int'
3196     }
3197     ],
3198     [
3199     'last_sp',
3200     {
3201     desc => 'Enabled means having that object is a match. Disabled means not having that object is a match.',
3202     name => 'match = having',
3203     type => 'bool'
3204     }
3205     ],
3206     [
3207     'connected',
3208     {
3209     desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
3210     name => 'connection',
3211     type => 'int'
3212     }
3213     ],
3214     [
3215 root 1.14 'move_block',
3216 root 1.7 {
3217 root 1.14 desc => 'Objects using these movement types cannot move over this space.',
3218     name => 'blocked movement',
3219 elmex 1.26 type => 'movement_type'
3220 root 1.14 }
3221     ],
3222     [
3223     'move_allow',
3224     {
3225     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3226     name => 'allowed movement',
3227 elmex 1.26 type => 'movement_type'
3228 root 1.14 }
3229     ],
3230     [
3231     'move_slow',
3232     {
3233     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3234     name => 'slowed movement',
3235 elmex 1.26 type => 'movement_type'
3236 root 1.14 }
3237     ],
3238     [
3239     'move_slow_penalty',
3240     {
3241     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)',
3242     name => 'slow movement penalty',
3243     type => 'int'
3244 root 1.7 }
3245     ],
3246     [
3247     'last_heal',
3248     {
3249     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!',
3250     name => 'remove match',
3251     type => 'bool'
3252     }
3253     ]
3254     ],
3255 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.',
3256 root 1.3 ignore => [
3257     $IGNORE_LIST{system_object}
3258     ],
3259 root 1.5 name => 'Inventory Checker',
3260 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.'
3261     },
3262 root 1.8 'Item Transformer' => {
3263     attr => [
3264     [
3265     'food',
3266     {
3267     desc => '<number of uses> controls how many times the item transformer can be used. The value 0 means "unlimited"',
3268     name => 'number of uses',
3269     type => 'int'
3270     }
3271     ],
3272     [
3273     'slaying',
3274     {
3275     desc => 'Contains the verb that is used to construct a message to the player applying the item transformer.',
3276     name => 'verb',
3277     type => 'string'
3278     }
3279     ],
3280     [
3281     'startequip',
3282     {
3283     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3284     name => 'godgiven item',
3285     type => 'bool'
3286     }
3287     ],
3288     [
3289     'msg',
3290     {
3291     desc => 'This text may contain a description of the item transformer.',
3292     end => 'endmsg',
3293     name => 'description',
3294     type => 'text'
3295     }
3296     ]
3297     ],
3298     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.',
3299     name => 'Item Transformer',
3300     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\'.'
3301     },
3302 root 1.3 Jewel => {
3303 root 1.7 attr => [
3304     [
3305     'race',
3306     {
3307     type => 'fixed',
3308     value => 'gold and jewels'
3309     }
3310     ],
3311     [
3312     'msg',
3313     {
3314     desc => 'This text may describe the object.',
3315     end => 'endmsg',
3316     name => 'description',
3317     type => 'text'
3318     }
3319     ]
3320     ],
3321 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.',
3322     name => 'Jewel'
3323 root 1.1 },
3324 root 1.9 Key => {
3325     attr => [
3326     [
3327     'startequip',
3328     {
3329     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3330     name => 'godgiven item',
3331     type => 'bool'
3332     }
3333     ]
3334     ],
3335     desc => 'When carrying a key, a normal door can be opened. The key will disappear.',
3336     name => 'Key'
3337     },
3338 root 1.3 'Locked Door' => {
3339 root 1.7 attr => [
3340     [
3341 root 1.14 'move_type',
3342 root 1.7 {
3343     type => 'fixed',
3344 root 1.14 value => 0
3345 root 1.7 }
3346     ],
3347     [
3348     'no_pick',
3349     {
3350     type => 'fixed',
3351     value => 1
3352     }
3353     ],
3354     [
3355     'slaying',
3356     {
3357     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".',
3358     name => 'key string',
3359     type => 'string'
3360     }
3361     ],
3362     [
3363     'no_magic',
3364     {
3365     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).',
3366     name => 'restrict spells',
3367     type => 'bool'
3368     }
3369     ],
3370     [
3371     'damned',
3372     {
3373     desc => 'Restricting the use of prayers to pass this door. This should be set in most cases.',
3374     name => 'restrict prayers',
3375     type => 'bool'
3376     }
3377     ],
3378     [
3379     'msg',
3380     {
3381     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.',
3382     end => 'endmsg',
3383     name => 'lock message',
3384     type => 'text'
3385     }
3386     ]
3387     ],
3388     desc => 'A locked door can be opened only when carrying the appropriate special key.',
3389     ignore => [
3390     $IGNORE_LIST{non_pickable}
3391     ],
3392     name => 'Locked Door',
3393     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).'
3394     },
3395     'Magic Ear' => {
3396     attr => [
3397     [
3398     'no_pick',
3399     {
3400     type => 'fixed',
3401     value => 1
3402     }
3403     ],
3404     [
3405     'connected',
3406     {
3407     desc => 'The Magic_ear will trigger all objects with the same connection value, every time it is activated.',
3408     name => 'connection',
3409     type => 'int'
3410     }
3411     ],
3412     [
3413     'msg',
3414     {
3415     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!',
3416     end => 'endmsg',
3417     name => 'keyword-matching',
3418     type => 'text'
3419     }
3420     ]
3421     ],
3422     desc => 'Magic_ears trigger a connected value when the player speaks a specific keyword.',
3423     ignore => [
3424     $IGNORE_LIST{system_object}
3425     ],
3426     name => 'Magic Ear',
3427     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.'
3428     },
3429     'Magic Wall' => {
3430     attr => [
3431     [
3432     'dam',
3433     {
3434     desc => 'The magic wall will cast this <spell>.',
3435     name => 'spell',
3436     type => 'spell'
3437     }
3438     ],
3439     [
3440     'level',
3441     {
3442     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.',
3443     name => 'spell level',
3444     type => 'int'
3445     }
3446     ],
3447     [
3448     'connected',
3449     {
3450     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.',
3451     name => 'connection',
3452     type => 'int'
3453     }
3454     ],
3455     [
3456 elmex 1.21 'activate_on_push',
3457     {
3458     desc => 'Whether the teleporter should only be activated on push.',
3459     name => 'Activate on push',
3460     type => 'bool'
3461     }
3462     ],
3463     [
3464     'activate_on_release',
3465     {
3466     desc => 'Whether the teleporter should only be activated on release.',
3467     name => 'Activate on release',
3468     type => 'bool'
3469     }
3470     ],
3471     [
3472 root 1.7 'speed',
3473     {
3474     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".',
3475     name => 'casting speed',
3476     type => 'float'
3477     }
3478     ],
3479     [
3480 root 1.17 'speed_left',
3481     {
3482     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.',
3483     name => 'speed left',
3484     type => 'float'
3485     }
3486     ],
3487     [
3488 root 1.7 'sp',
3489     {
3490     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.',
3491     name => 'direction',
3492     type => 'list',
3493     value => $LIST{direction}
3494     }
3495     ],
3496     [
3497 root 1.14 'move_block',
3498     {
3499     desc => 'Objects using these movement types cannot move over this space.',
3500     name => 'blocked movement',
3501 elmex 1.26 type => 'movement_type'
3502 root 1.14 }
3503     ],
3504     [
3505     'move_allow',
3506     {
3507     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3508     name => 'allowed movement',
3509 elmex 1.26 type => 'movement_type'
3510 root 1.14 }
3511     ],
3512     [
3513     'move_slow',
3514 root 1.7 {
3515 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3516     name => 'slowed movement',
3517 elmex 1.26 type => 'movement_type'
3518 root 1.14 }
3519     ],
3520     [
3521     'move_slow_penalty',
3522     {
3523     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)',
3524     name => 'slow movement penalty',
3525     type => 'int'
3526 root 1.7 }
3527     ]
3528 root 1.3 ],
3529     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.',
3530     ignore => [
3531     $IGNORE_LIST{non_pickable}
3532     ],
3533 root 1.5 name => 'Magic Wall',
3534 root 1.4 section => [
3535     [
3536     'destroyable',
3537 root 1.7 [
3538     [
3539     'alive',
3540     {
3541     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.',
3542     name => 'is destroyable',
3543     type => 'bool'
3544     }
3545     ],
3546     [
3547     'hp',
3548     {
3549     desc => 'The more <hitpoints> the wall has, the longer it takes to be destroyed.',
3550     name => 'hitpoints',
3551     type => 'int'
3552     }
3553     ],
3554     [
3555     'maxhp',
3556     {
3557     desc => '<max hitpoints> are the maximum amount of hitpoints the wall can have. This only makes sense if the wall can regain health.',
3558     name => 'max hitpoints',
3559     type => 'int'
3560     }
3561     ],
3562     [
3563     'ac',
3564     {
3565     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>.',
3566     name => 'armour class',
3567     type => 'int'
3568     }
3569     ]
3570     ]
3571     ],
3572     [
3573     'resistance',
3574     [
3575     [
3576     'resist_physical',
3577     {
3578     name => 'resist physical %',
3579     type => 'int'
3580     }
3581     ],
3582     [
3583     'resist_magic',
3584     {
3585     name => 'resist magic %',
3586     type => 'int'
3587     }
3588     ],
3589     [
3590     'resist_fire',
3591     {
3592     name => 'resist fire %',
3593     type => 'int'
3594     }
3595     ],
3596     [
3597     'resist_electricity',
3598     {
3599     name => 'resist electricity %',
3600     type => 'int'
3601     }
3602     ],
3603     [
3604     'resist_cold',
3605     {
3606     name => 'resist cold %',
3607     type => 'int'
3608     }
3609     ],
3610     [
3611     'resist_confusion',
3612     {
3613     name => 'resist confusion %',
3614     type => 'int'
3615     }
3616     ],
3617     [
3618     'resist_acid',
3619     {
3620     name => 'resist acid %',
3621     type => 'int'
3622     }
3623     ],
3624     [
3625     'resist_drain',
3626     {
3627     name => 'resist draining %',
3628     type => 'int'
3629     }
3630     ],
3631     [
3632     'resist_weaponmagic',
3633     {
3634     name => 'resist weaponmagic %',
3635     type => 'int'
3636     }
3637     ],
3638     [
3639     'resist_ghosthit',
3640     {
3641     name => 'resist ghosthit %',
3642     type => 'int'
3643     }
3644     ],
3645     [
3646     'resist_poison',
3647     {
3648     name => 'resist poison %',
3649     type => 'int'
3650     }
3651     ],
3652     [
3653     'resist_slow',
3654     {
3655     name => 'resist slow %',
3656     type => 'int'
3657     }
3658     ],
3659     [
3660     'resist_paralyze',
3661     {
3662     name => 'resist paralyze %',
3663     type => 'int'
3664     }
3665     ],
3666     [
3667     'resist_fear',
3668     {
3669     name => 'resist fear %',
3670     type => 'int'
3671     }
3672     ],
3673     [
3674     'resist_deplete',
3675     {
3676     name => 'resist depletion %',
3677     type => 'int'
3678     }
3679     ],
3680     [
3681     'resist_turn_undead',
3682     {
3683     name => 'resist turn undead %',
3684     type => 'int'
3685     }
3686     ],
3687     [
3688     'resist_death',
3689     {
3690     name => 'resist death-attack %',
3691     type => 'int'
3692     }
3693     ],
3694     [
3695     'resist_chaos',
3696     {
3697     name => 'resist chaos %',
3698     type => 'int'
3699     }
3700     ],
3701     [
3702     'resist_blind',
3703     {
3704     name => 'resist blinding %',
3705     type => 'int'
3706     }
3707     ],
3708     [
3709     'resist_holyword',
3710     {
3711     name => 'resist holy power %',
3712     type => 'int'
3713     }
3714     ],
3715     [
3716     'resist_godpower',
3717     {
3718     name => 'resist godpower %',
3719     type => 'int'
3720     }
3721     ]
3722     ]
3723     ]
3724     ],
3725     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".'
3726     },
3727     Marker => {
3728     attr => [
3729     [
3730     'no_pick',
3731     {
3732     type => 'fixed',
3733     value => 1
3734     }
3735     ],
3736     [
3737     'slaying',
3738     {
3739     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.',
3740     name => 'key string',
3741     type => 'string'
3742     }
3743     ],
3744     [
3745     'connected',
3746     {
3747     desc => 'When the detector is triggered, all objects with the same connection value get activated.',
3748     name => 'connection',
3749     type => 'int'
3750     }
3751     ],
3752     [
3753     'speed',
3754 root 1.4 {
3755 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.',
3756     name => 'marking speed',
3757     type => 'float'
3758 root 1.4 }
3759     ],
3760     [
3761 root 1.17 'speed_left',
3762     {
3763     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.',
3764     name => 'speed left',
3765     type => 'float'
3766     }
3767     ],
3768     [
3769 root 1.7 'food',
3770     {
3771     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.',
3772     name => 'mark duration',
3773     type => 'int'
3774     }
3775     ],
3776     [
3777     'name',
3778     {
3779     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.',
3780     name => 'delete mark',
3781     type => 'string'
3782     }
3783     ],
3784     [
3785     'msg',
3786 root 1.4 {
3787 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.',
3788     end => 'endmsg',
3789     name => 'marking message',
3790     type => 'text'
3791 root 1.4 }
3792     ]
3793     ],
3794 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.',
3795     ignore => [
3796     $IGNORE_LIST{system_object}
3797     ],
3798 root 1.5 name => 'Marker',
3799 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.'
3800     },
3801     Misc => {
3802 root 1.7 attr => [
3803     [
3804 root 1.14 'move_block',
3805     {
3806     desc => 'Objects using these movement types cannot move over this space.',
3807     name => 'blocked movement',
3808 elmex 1.26 type => 'movement_type'
3809 root 1.14 }
3810     ],
3811     [
3812     'move_allow',
3813     {
3814     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3815     name => 'allowed movement',
3816 elmex 1.26 type => 'movement_type'
3817 root 1.14 }
3818     ],
3819     [
3820     'move_slow',
3821 root 1.7 {
3822 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3823     name => 'slowed movement',
3824 elmex 1.26 type => 'movement_type'
3825 root 1.14 }
3826     ],
3827     [
3828     'move_slow_penalty',
3829     {
3830     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)',
3831     name => 'slow movement penalty',
3832     type => 'int'
3833 root 1.7 }
3834     ],
3835     [
3836     'cursed',
3837     {
3838     desc => 'Curses can have various effects: On equipment and food, they generally harm the player in some way.',
3839     name => 'cursed',
3840     type => 'bool'
3841     }
3842     ],
3843     [
3844     'damned',
3845     {
3846     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.',
3847     name => 'damned',
3848     type => 'bool'
3849     }
3850     ],
3851     [
3852     'unique',
3853     {
3854     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
3855     name => 'unique item',
3856     type => 'bool'
3857     }
3858     ],
3859     [
3860     'startequip',
3861     {
3862     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3863     name => 'godgiven item',
3864     type => 'bool'
3865     }
3866     ],
3867     [
3868     'msg',
3869     {
3870     desc => 'This text may describe the object.',
3871     end => 'endmsg',
3872     name => 'description',
3873     type => 'text'
3874     }
3875     ]
3876     ],
3877 root 1.5 name => 'Misc'
3878 root 1.1 },
3879 root 1.3 Money => {
3880 root 1.7 attr => [
3881     [
3882     'race',
3883     {
3884     type => 'fixed',
3885     value => 'gold and jewels'
3886     }
3887     ]
3888     ],
3889 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.',
3890     ignore => [
3891     'unpaid'
3892 root 1.5 ],
3893     name => 'Money'
3894 root 1.3 },
3895     'Monster & NPC' => {
3896 root 1.7 attr => [
3897     [
3898     'alive',
3899     {
3900     type => 'fixed',
3901     value => 1
3902     }
3903     ],
3904     [
3905     'randomitems',
3906     {
3907     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>.',
3908     name => 'treasurelist',
3909     type => 'treasurelist'
3910     }
3911     ],
3912     [
3913     'level',
3914     {
3915     desc => 'A monster\'s <level> is the most important attribute. <level> affects the power of a monster in various ways.',
3916     name => 'level',
3917     type => 'int'
3918     }
3919     ],
3920     [
3921     'race',
3922     {
3923 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.',
3924 root 1.7 name => 'race',
3925     type => 'string'
3926     }
3927     ],
3928     [
3929     'exp',
3930     {
3931 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!',
3932 root 1.7 name => 'experience',
3933     type => 'int'
3934     }
3935     ],
3936     [
3937     'speed',
3938     {
3939     desc => 'The <speed> determines how fast a monster will both move and fight. High <speed> makes a monster considerably stronger.',
3940     name => 'speed',
3941     type => 'float'
3942     }
3943     ],
3944     [
3945 root 1.17 'speed_left',
3946     {
3947     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.',
3948     name => 'speed left',
3949     type => 'float'
3950     }
3951     ],
3952     [
3953 root 1.7 'other_arch',
3954     {
3955     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.',
3956     name => 'breed monster',
3957     type => 'string'
3958     }
3959     ],
3960     [
3961     'generator',
3962     {
3963     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.',
3964     name => 'multiply',
3965     type => 'bool'
3966     }
3967     ],
3968     [
3969     'use_content_on_gen',
3970     {
3971     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.',
3972     name => 'template generation',
3973     type => 'bool'
3974     }
3975     ],
3976     [
3977 root 1.14 'move_type',
3978 root 1.7 {
3979 root 1.14 desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
3980     name => 'movement type',
3981 elmex 1.26 type => 'movement_type'
3982 root 1.7 }
3983     ],
3984     [
3985     'undead',
3986     {
3987     desc => 'Several spells only affect undead monsters: turn undead, banish undead, holy word, etc.',
3988     name => 'undead',
3989     type => 'bool'
3990     }
3991     ],
3992     [
3993     'carrying',
3994     {
3995     desc => 'If a monster has something in the inventory, this value can be set to reflect the slowdown due to the carried weight.',
3996     name => 'carries weight',
3997     type => 'int'
3998     }
3999     ],
4000     [
4001     'msg',
4002     {
4003     end => 'endmsg',
4004     name => 'npc message',
4005     type => 'text'
4006     }
4007     ]
4008     ],
4009 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.',
4010     ignore => [
4011     'material',
4012     'name_pl',
4013     'nrof',
4014     'value',
4015     'unpaid'
4016     ],
4017 root 1.5 name => 'Monster & NPC',
4018 root 1.4 section => [
4019     [
4020     'melee',
4021 root 1.7 [
4022     [
4023     'attacktype',
4024     {
4025     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.',
4026     name => 'attacktype',
4027     type => 'bitmask',
4028     value => $BITMASK{attacktype}
4029     }
4030     ],
4031     [
4032     'dam',
4033     {
4034     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.',
4035     name => 'damage',
4036     type => 'int'
4037     }
4038     ],
4039     [
4040     'wc',
4041     {
4042     desc => 'Monsters of high <weapon class> are more likely to really hit their opponent. <weapon class> can be considered the "counterpiece" to <armour class>.',
4043     name => 'weapon class',
4044     type => 'int'
4045     }
4046     ],
4047     [
4048     'hp',
4049     {
4050     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>.',
4051     name => 'health points',
4052     type => 'int'
4053     }
4054     ],
4055     [
4056     'maxhp',
4057     {
4058     desc => '<max health> is the maximum amount of <health points> this monster can have.',
4059     name => 'max health',
4060     type => 'int'
4061     }
4062     ],
4063     [
4064     'ac',
4065     {
4066     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).',
4067     name => 'armour class',
4068     type => 'int'
4069     }
4070     ],
4071     [
4072     'Con',
4073     {
4074 root 1.8 desc => 'Monsters regenerate this many health points each 4 ticks. Hence, the healing rate is independent of <speed>.',
4075 root 1.7 name => 'healing rate',
4076     type => 'int'
4077     }
4078     ],
4079     [
4080     'reflect_missile',
4081     {
4082     desc => 'A monster with this flag has the ability to <reflect missiles>, all kinds of projectiles (e.g. arrows, bolts, boulders) will bounce off.',
4083     name => 'reflect missiles',
4084     type => 'bool'
4085     }
4086     ],
4087     [
4088     'hitback',
4089     {
4090     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.',
4091     name => 'hitback',
4092     type => 'bool'
4093     }
4094     ],
4095     [
4096     'one_hit',
4097     {
4098     desc => 'Monsters with <one hit only> dissapear after one successful hit to a player.',
4099     name => 'one hit only',
4100     type => 'bool'
4101     }
4102     ]
4103     ]
4104     ],
4105     [
4106     'spellcraft',
4107     [
4108     [
4109     'can_cast_spell',
4110     {
4111     desc => 'If <can cast spell> is disabled, the monster cannot cast any spell. Only wands/rods/etc can be used, given the appropriate abilities.',
4112     name => 'can cast spell',
4113     type => 'bool'
4114     }
4115     ],
4116     [
4117     'reflect_spell',
4118     {
4119     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.',
4120     name => 'reflect spells',
4121     type => 'bool'
4122     }
4123     ],
4124     [
4125     'sp',
4126     {
4127     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>.',
4128     name => 'spellpoints',
4129     type => 'int'
4130     }
4131     ],
4132     [
4133     'maxsp',
4134     {
4135     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.',
4136     name => 'max spellpoints',
4137     type => 'int'
4138     }
4139     ],
4140     [
4141     'Pow',
4142     {
4143 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.',
4144 root 1.7 name => 'spellpoint regen.',
4145     type => 'int'
4146     }
4147     ],
4148     [
4149     'path_attuned',
4150     {
4151     desc => 'Click on the <attuned paths> button to select spellpaths. The creature will get attuned to the specified spellpaths.',
4152     name => 'attuned paths',
4153     type => 'bitmask',
4154     value => $BITMASK{spellpath}
4155     }
4156     ],
4157     [
4158     'path_repelled',
4159     {
4160     desc => 'Click on the <repelled paths> button to select spellpaths. The creature will get repelled to the specified spellpaths.',
4161     name => 'repelled paths',
4162     type => 'bitmask',
4163     value => $BITMASK{spellpath}
4164     }
4165     ],
4166     [
4167     'path_denied',
4168     {
4169     desc => 'Click on the <denied paths> button to select spellpaths. The creature won\'t be able to cast spells of the specified paths.',
4170     name => 'denied paths',
4171     type => 'bitmask',
4172     value => $BITMASK{spellpath}
4173     }
4174     ]
4175     ]
4176     ],
4177     [
4178     'ability',
4179     [
4180     [
4181     'Int',
4182     {
4183     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.',
4184     name => 'detect hidden',
4185     type => 'int'
4186     }
4187     ],
4188     [
4189     'see_invisible',
4190     {
4191     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.',
4192     name => 'see invisible',
4193     type => 'bool'
4194     }
4195     ],
4196     [
4197     'can_see_in_dark',
4198     {
4199     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.',
4200     name => 'see in darkness',
4201     type => 'bool'
4202     }
4203     ],
4204     [
4205     'can_use_weapon',
4206     {
4207     desc => 'Monster is able to wield weapon type objects.',
4208     name => 'can use weapons',
4209     type => 'bool'
4210     }
4211     ],
4212     [
4213     'can_use_bow',
4214     {
4215     desc => 'Monster is able to use missile-weapon type objects.',
4216     name => 'can use bows',
4217     type => 'bool'
4218     }
4219     ],
4220     [
4221     'can_use_armour',
4222     {
4223     desc => 'Monster is able to wear protective equipment like brestplate armour, shields, helmets etc.',
4224     name => 'can use armour',
4225     type => 'bool'
4226     }
4227     ],
4228     [
4229     'can_use_ring',
4230     {
4231     desc => 'Monster is able to wear rings.',
4232     name => 'can use rings',
4233     type => 'bool'
4234     }
4235     ],
4236     [
4237     'can_use_wand',
4238     {
4239     desc => 'Monster is able to use wands and staves.',
4240     name => 'can use wands',
4241     type => 'bool'
4242     }
4243     ],
4244     [
4245     'can_use_rod',
4246     {
4247     desc => 'Monster is able to use rods.',
4248     name => 'can use rods',
4249     type => 'bool'
4250     }
4251     ],
4252     [
4253     'can_use_scroll',
4254     {
4255     desc => 'Monster is able to read scrolls.',
4256     name => 'can use scrolls',
4257     type => 'bool'
4258     }
4259     ],
4260     [
4261     'can_use_skill',
4262     {
4263     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>.',
4264     name => 'can use skills',
4265     type => 'bool'
4266     }
4267     ]
4268     ]
4269     ],
4270     [
4271     'behave',
4272     [
4273     [
4274     'monster',
4275     {
4276     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.',
4277     name => 'monster behaviour',
4278     type => 'bool'
4279     }
4280     ],
4281     [
4282     'unaggressive',
4283     {
4284     desc => '<unaggressive> monsters do not attack players unless attacked first.',
4285     name => 'unaggressive',
4286     type => 'bool'
4287     }
4288     ],
4289     [
4290     'friendly',
4291     {
4292     desc => '<friendly> monsters help the player, attacking any non-friendly monsters in range.',
4293     name => 'friendly',
4294     type => 'bool'
4295     }
4296     ],
4297     [
4298     'stand_still',
4299     {
4300     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.',
4301     name => 'stand still',
4302     type => 'bool'
4303     }
4304     ],
4305     [
4306     'sleep',
4307     {
4308     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.',
4309     name => 'asleep',
4310     type => 'bool'
4311     }
4312     ],
4313     [
4314     'will_apply',
4315     {
4316     desc => 'This entry defines which kinds of environment actions the creature is able to perform.',
4317     name => 'misc. actions',
4318     type => 'bitmask',
4319     value => $BITMASK{will_apply}
4320     }
4321     ],
4322     [
4323     'pick_up',
4324     {
4325     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.',
4326     name => 'pick up',
4327     type => 'bitmask',
4328     value => $BITMASK{pick_up}
4329     }
4330     ],
4331     [
4332     'Wis',
4333     {
4334     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.',
4335     name => 'sensing range',
4336     type => 'int'
4337     }
4338     ],
4339     [
4340 root 1.15 'attack_movement_bits_0_3',
4341 root 1.7 {
4342 root 1.15 desc => 'If this is set to default, the standard mode of movement will be used.',
4343 root 1.7 name => 'attack movement',
4344 root 1.15 type => 'list',
4345     value => $LIST{attack_movement_bits_0_3}
4346     }
4347     ],
4348     [
4349     'attack_movement_bits_4_7',
4350     {
4351     desc => 'This movement is not in effect when the monster has an enemy and should only be used for non agressive monsters.',
4352     name => 'normal movement',
4353     type => 'list',
4354     value => $LIST{attack_movement_bits_4_7}
4355 root 1.7 }
4356     ],
4357     [
4358     'run_away',
4359     {
4360     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.',
4361     name => 'run at % health',
4362     type => 'int'
4363     }
4364     ]
4365     ]
4366     ],
4367     [
4368     'resistance',
4369     [
4370     [
4371     'resist_physical',
4372     {
4373     name => 'resist physical %',
4374     type => 'int'
4375     }
4376     ],
4377     [
4378     'resist_magic',
4379     {
4380     name => 'resist magic %',
4381     type => 'int'
4382     }
4383     ],
4384     [
4385     'resist_fire',
4386     {
4387     name => 'resist fire %',
4388     type => 'int'
4389     }
4390     ],
4391     [
4392     'resist_electricity',
4393     {
4394     name => 'resist electricity %',
4395     type => 'int'
4396     }
4397     ],
4398     [
4399     'resist_cold',
4400     {
4401     name => 'resist cold %',
4402     type => 'int'
4403     }
4404     ],
4405     [
4406     'resist_confusion',
4407     {
4408     name => 'resist confusion %',
4409     type => 'int'
4410     }
4411     ],
4412     [
4413     'resist_acid',
4414     {
4415     name => 'resist acid %',
4416     type => 'int'
4417     }
4418     ],
4419     [
4420     'resist_drain',
4421     {
4422     name => 'resist draining %',
4423     type => 'int'
4424     }
4425     ],
4426     [
4427     'resist_weaponmagic',
4428     {
4429     name => 'resist weaponmagic %',
4430     type => 'int'
4431     }
4432     ],
4433     [
4434     'resist_ghosthit',
4435     {
4436     name => 'resist ghosthit %',
4437     type => 'int'
4438     }
4439     ],
4440     [
4441     'resist_poison',
4442     {
4443     name => 'resist poison %',
4444     type => 'int'
4445     }
4446     ],
4447     [
4448     'resist_slow',
4449     {
4450     name => 'resist slow %',
4451     type => 'int'
4452     }
4453     ],
4454     [
4455     'resist_paralyze',
4456     {
4457     name => 'resist paralyze %',
4458     type => 'int'
4459     }
4460     ],
4461     [
4462     'resist_fear',
4463     {
4464     name => 'resist fear %',
4465     type => 'int'
4466     }
4467     ],
4468     [
4469     'resist_deplete',
4470     {
4471     name => 'resist depletion %',
4472     type => 'int'
4473     }
4474     ],
4475     [
4476     'resist_turn_undead',
4477     {
4478     name => 'resist turn undead %',
4479     type => 'int'
4480     }
4481     ],
4482     [
4483     'resist_death',
4484     {
4485     name => 'resist death-attack %',
4486     type => 'int'
4487     }
4488     ],
4489     [
4490     'resist_chaos',
4491     {
4492     name => 'resist chaos %',
4493     type => 'int'
4494     }
4495     ],
4496     [
4497     'resist_blind',
4498     {
4499     name => 'resist blinding %',
4500     type => 'int'
4501     }
4502     ],
4503     [
4504     'resist_holyword',
4505     {
4506     name => 'resist holy power %',
4507     type => 'int'
4508     }
4509     ],
4510     [
4511     'resist_godpower',
4512     {
4513     name => 'resist godpower %',
4514     type => 'int'
4515     }
4516     ]
4517     ]
4518     ]
4519     ],
4520     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. :-)'
4521     },
4522 root 1.9 'Monster (Grimreaper)' => {
4523     desc => 'A grimreaper is a monster that vanishes after it did some number of draining attacks.',
4524     ignore => [
4525     'material',
4526     'name_pl',
4527     'nrof',
4528     'value',
4529     'unpaid'
4530     ],
4531     import => [
4532     $TYPE{'Monster & NPC'}
4533     ],
4534     name => 'Monster (Grimreaper)',
4535     section => [
4536     [
4537     'grimreaper',
4538     [
4539     [
4540     'value',
4541     {
4542     desc => 'The object vanishes after this number of draining attacks.',
4543     name => 'attacks',
4544     type => 'int'
4545     }
4546     ]
4547     ]
4548     ]
4549     ]
4550     },
4551 root 1.7 'Mood Floor' => {
4552     attr => [
4553     [
4554     'no_pick',
4555 root 1.4 {
4556 root 1.7 type => 'fixed',
4557     value => 1
4558 root 1.4 }
4559     ],
4560     [
4561 root 1.7 'last_sp',
4562     {
4563     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!',
4564     name => 'mood',
4565     type => 'list',
4566     value => $LIST{mood}
4567     }
4568     ],
4569     [
4570     'connected',
4571     {
4572     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!',
4573     name => 'connection',
4574     type => 'int'
4575     }
4576     ],
4577     [
4578     'no_magic',
4579     {
4580     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
4581     name => 'no spells',
4582     type => 'bool'
4583     }
4584     ],
4585     [
4586     'damned',
4587     {
4588     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
4589     name => 'no prayers',
4590     type => 'bool'
4591     }
4592     ]
4593     ],
4594     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.',
4595     ignore => [
4596     $IGNORE_LIST{system_object}
4597     ],
4598     name => 'Mood Floor',
4599     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.)'
4600     },
4601     Mover => {
4602     attr => [
4603     [
4604     'attacktype',
4605     {
4606     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.',
4607     name => 'forced movement',
4608     type => 'bool'
4609     }
4610     ],
4611     [
4612     'maxsp',
4613     {
4614     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.',
4615     name => 'freeze duration',
4616     type => 'int'
4617     }
4618     ],
4619     [
4620     'speed',
4621     {
4622     desc => 'The movement speed value determines how fast a chain of these movers will push a player along (default is -0.2).',
4623     name => 'movement speed',
4624     type => 'float'
4625     }
4626     ],
4627     [
4628 root 1.17 'speed_left',
4629     {
4630     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.',
4631     name => 'speed left',
4632     type => 'float'
4633     }
4634     ],
4635     [
4636 root 1.7 'sp',
4637     {
4638     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.',
4639     name => 'direction',
4640     type => 'list',
4641     value => $LIST{direction}
4642     }
4643     ],
4644     [
4645     'lifesave',
4646     {
4647 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.',
4648 root 1.7 name => 'gets used up',
4649     type => 'bool'
4650     }
4651     ],
4652     [
4653     'hp',
4654     {
4655     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).',
4656     name => 'number of uses',
4657     type => 'int'
4658     }
4659     ]
4660     ],
4661     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.',
4662     ignore => [
4663     $IGNORE_LIST{non_pickable}
4664     ],
4665     name => 'Mover',
4666     section => [
4667     [
4668     'targets',
4669     [
4670     [
4671     'level',
4672     {
4673     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.',
4674     name => 'move players',
4675     type => 'bool'
4676     }
4677     ],
4678     [
4679 root 1.14 'move_on',
4680 root 1.7 {
4681 root 1.14 desc => 'Which movement types activate the mover.',
4682     name => 'movement type',
4683     type => 'movement_type'
4684 root 1.7 }
4685     ]
4686     ]
4687     ]
4688     ],
4689     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).'
4690     },
4691     Pedestal => {
4692     attr => [
4693     [
4694     'no_pick',
4695 root 1.4 {
4696 root 1.7 type => 'fixed',
4697     value => 1
4698 root 1.4 }
4699     ],
4700     [
4701 root 1.7 'slaying',
4702 root 1.4 {
4703 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.',
4704     name => 'match race',
4705     type => 'string'
4706 root 1.4 }
4707     ],
4708     [
4709 root 1.7 'connected',
4710 root 1.4 {
4711 root 1.7 desc => 'When the pedestal is triggered, all objects with the same connection value get activated.',
4712     name => 'connection',
4713     type => 'int'
4714 root 1.4 }
4715     ],
4716     [
4717 root 1.14 'move_on',
4718 root 1.4 {
4719 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
4720     name => 'movement type',
4721 elmex 1.26 type => 'movement_type'
4722 root 1.4 }
4723     ]
4724     ],
4725 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.',
4726     ignore => [
4727     $IGNORE_LIST{non_pickable}
4728     ],
4729 root 1.5 name => 'Pedestal',
4730 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.'
4731     },
4732     Pit => {
4733 root 1.7 attr => [
4734     [
4735     'no_pick',
4736     {
4737     type => 'fixed',
4738     value => 1
4739     }
4740     ],
4741     [
4742     'connected',
4743     {
4744     desc => 'When a <connection> value is set, the pit can be opened/closed by activating the connection.',
4745     name => 'connection',
4746     type => 'int'
4747     }
4748     ],
4749     [
4750 elmex 1.21 'activate_on_push',
4751     {
4752     desc => 'Whether the teleporter should only be activated on push.',
4753     name => 'Activate on push',
4754     type => 'bool'
4755     }
4756     ],
4757     [
4758     'activate_on_release',
4759     {
4760     desc => 'Whether the teleporter should only be activated on release.',
4761     name => 'Activate on release',
4762     type => 'bool'
4763     }
4764     ],
4765     [
4766 root 1.7 'hp',
4767     {
4768     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!',
4769     name => 'destination X',
4770     type => 'int'
4771     }
4772     ],
4773     [
4774     'sp',
4775     {
4776     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!',
4777     name => 'destination Y',
4778     type => 'int'
4779     }
4780     ],
4781     [
4782     'wc',
4783     {
4784     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.',
4785     name => 'position state',
4786     type => 'int'
4787     }
4788     ],
4789     [
4790 root 1.14 'move_on',
4791 root 1.7 {
4792 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
4793     name => 'movement type',
4794 elmex 1.26 type => 'movement_type'
4795 root 1.7 }
4796     ]
4797     ],
4798 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.',
4799     ignore => [
4800     $IGNORE_LIST{non_pickable}
4801     ],
4802 root 1.5 name => 'Pit',
4803 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.'
4804     },
4805     'Poison Food' => {
4806 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.',
4807     name => 'Poison Food'
4808 root 1.3 },
4809     Potion => {
4810 root 1.7 attr => [
4811     [
4812     'level',
4813     {
4814     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.',
4815     name => 'potion level',
4816     type => 'int'
4817     }
4818     ],
4819     [
4820     'sp',
4821     {
4822     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".',
4823     name => 'spell',
4824     type => 'spell'
4825     }
4826     ],
4827     [
4828     'attacktype',
4829     {
4830     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.',
4831     name => 'special effect',
4832     type => 'list',
4833     value => $LIST{potion_effect}
4834     }
4835     ],
4836     [
4837     'cursed',
4838     {
4839     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 >:)',
4840     name => 'cursed',
4841     type => 'bool'
4842     }
4843     ],
4844     [
4845     'startequip',
4846     {
4847     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4848     name => 'godgiven item',
4849     type => 'bool'
4850     }
4851     ]
4852     ],
4853 root 1.3 desc => 'The player can drink these and gain various kinds of benefits (/penalties) by doing so.',
4854 root 1.5 name => 'Potion',
4855 root 1.4 section => [
4856     [
4857     'stats',
4858 root 1.7 [
4859     [
4860     'Str',
4861     {
4862     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.',
4863     name => 'strength',
4864     type => 'int'
4865     }
4866     ],
4867     [
4868     'Dex',
4869     {
4870     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.',
4871     name => 'dexterity',
4872     type => 'int'
4873     }
4874     ],
4875     [
4876     'Con',
4877     {
4878     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.',
4879     name => 'constitution',
4880     type => 'int'
4881     }
4882     ],
4883     [
4884     'Int',
4885     {
4886     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.',
4887     name => 'intelligence',
4888     type => 'int'
4889     }
4890     ],
4891     [
4892     'Pow',
4893     {
4894     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.',
4895     name => 'power',
4896     type => 'int'
4897     }
4898     ],
4899     [
4900     'Wis',
4901     {
4902     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.',
4903     name => 'wisdom',
4904     type => 'int'
4905     }
4906     ],
4907     [
4908     'Cha',
4909     {
4910     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.',
4911     name => 'charisma',
4912     type => 'int'
4913     }
4914     ]
4915     ]
4916     ],
4917     [
4918     'resistance',
4919     [
4920     [
4921     'resist_physical',
4922     {
4923     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!',
4924     name => 'resist physical %',
4925     type => 'int'
4926     }
4927     ],
4928     [
4929     'resist_magic',
4930     {
4931     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!',
4932     name => 'resist magic %',
4933     type => 'int'
4934     }
4935     ],
4936     [
4937     'resist_fire',
4938     {
4939     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!',
4940     name => 'resist fire %',
4941     type => 'int'
4942     }
4943     ],
4944     [
4945     'resist_electricity',
4946     {
4947     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!',
4948     name => 'resist electricity %',
4949     type => 'int'
4950     }
4951     ],
4952     [
4953     'resist_cold',
4954     {
4955     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!',
4956     name => 'resist cold %',
4957     type => 'int'
4958     }
4959     ],
4960     [
4961     'resist_acid',
4962     {
4963     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!',
4964     name => 'resist acid %',
4965     type => 'int'
4966     }
4967     ],
4968     [
4969     'resist_confusion',
4970     {
4971     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!',
4972     name => 'resist confusion %',
4973     type => 'int'
4974     }
4975     ],
4976     [
4977     'resist_weaponmagic',
4978     {
4979     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!',
4980     name => 'resist weaponmagic %',
4981     type => 'int'
4982     }
4983     ],
4984     [
4985     'resist_paralyze',
4986     {
4987     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!',
4988     name => 'resist paralyze %',
4989     type => 'int'
4990     }
4991     ],
4992     [
4993     'resist_drain',
4994     {
4995     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!',
4996     name => 'resist draining %',
4997     type => 'int'
4998     }
4999     ],
5000     [
5001     'resist_deplete',
5002     {
5003     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!',
5004     name => 'resist depletion %',
5005     type => 'int'
5006     }
5007     ],
5008     [
5009     'resist_poison',
5010     {
5011     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!',
5012     name => 'resist poison %',
5013     type => 'int'
5014     }
5015     ]
5016     ]
5017     ]
5018     ],
5019     use => 'One potion should never give multiple benefits at once.'
5020     },
5021     'Power Crystal' => {
5022     attr => [
5023     [
5024     'sp',
5025 root 1.4 {
5026 root 1.7 desc => '<initial mana> is the amount of spellpoints that the crystal holds when the map is loaded.',
5027     name => 'initial mana',
5028     type => 'int'
5029 root 1.4 }
5030     ],
5031     [
5032 root 1.7 'maxsp',
5033 root 1.4 {
5034 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.',
5035     name => 'mana capacity',
5036     type => 'int'
5037 root 1.4 }
5038     ]
5039     ],
5040 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.',
5041     name => 'Power Crystal'
5042 root 1.1 },
5043 root 1.3 Projectile => {
5044 root 1.7 attr => [
5045     [
5046     'attacktype',
5047     {
5048     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.',
5049     name => 'attacktype',
5050     type => 'bitmask',
5051     value => $BITMASK{attacktype}
5052     }
5053     ],
5054     [
5055     'race',
5056     {
5057     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>.',
5058     name => 'ammunition class',
5059     type => 'string'
5060     }
5061     ],
5062     [
5063     'slaying',
5064     {
5065     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.',
5066     name => 'slaying race',
5067     type => 'string'
5068     }
5069     ],
5070     [
5071     'dam',
5072     {
5073     desc => 'The projectile <damage> significantly affects the damage done. Damage can be further increased by the shooting weapon\'s attributes.',
5074     name => 'damage',
5075     type => 'int'
5076     }
5077     ],
5078     [
5079     'wc',
5080     {
5081     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.',
5082     name => 'weaponclass',
5083     type => 'int'
5084     }
5085     ],
5086     [
5087     'food',
5088     {
5089     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).',
5090     name => 'chance to break',
5091     type => 'int'
5092     }
5093     ],
5094     [
5095     'magic',
5096     {
5097     desc => 'Magic bonus increases chance to hit and damage a little bit.',
5098     name => 'magic bonus',
5099     type => 'int'
5100     }
5101     ],
5102     [
5103     'unique',
5104     {
5105     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5106     name => 'unique item',
5107     type => 'bool'
5108     }
5109     ],
5110     [
5111     'startequip',
5112     {
5113     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5114     name => 'godgiven item',
5115     type => 'bool'
5116     }
5117     ],
5118     [
5119     'no_drop',
5120     {
5121     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.',
5122     name => 'don\'t drop',
5123     type => 'bool'
5124     }
5125     ],
5126     [
5127     'msg',
5128     {
5129     desc => 'This text may describe the projectile. This could be nice for very special ones.',
5130     end => 'endmsg',
5131     name => 'description',
5132     type => 'text'
5133     }
5134     ]
5135     ],
5136     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.',
5137     name => 'Projectile',
5138     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.'
5139     },
5140     Ring => {
5141     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.',
5142     import => [
5143     $TYPE{Amulet}
5144     ],
5145     name => 'Ring',
5146     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.'
5147     },
5148     Rod => {
5149     attr => [
5150     [
5151     'sp',
5152     {
5153     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!',
5154     name => 'spell',
5155     type => 'spell'
5156     }
5157     ],
5158     [
5159     'level',
5160     {
5161     desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should be set to something reasonable.',
5162     name => 'casting level',
5163     type => 'int'
5164     }
5165     ],
5166     [
5167     'hp',
5168     {
5169     desc => 'This value represents the initial amount of spellpoints in the rod. Naturally, this is quite unimportant.',
5170     name => 'initial spellpoints',
5171     type => 'int'
5172     }
5173     ],
5174     [
5175     'maxhp',
5176     {
5177     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.',
5178     name => 'max. spellpoints',
5179     type => 'int'
5180     }
5181     ],
5182     [
5183     'startequip',
5184     {
5185     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5186     name => 'godgiven item',
5187     type => 'bool'
5188     }
5189     ],
5190     [
5191     'msg',
5192     {
5193     desc => 'This text may contain a description of the rod.',
5194     end => 'endmsg',
5195     name => 'description',
5196     type => 'text'
5197     }
5198     ]
5199     ],
5200     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.',
5201     ignore => [
5202     'title'
5203     ],
5204     name => 'Rod',
5205     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>'
5206     },
5207     Rune => {
5208     attr => [
5209     [
5210     'no_pick',
5211     {
5212     type => 'fixed',
5213     value => 1
5214     }
5215     ],
5216     [
5217 root 1.14 'move_on',
5218 root 1.7 {
5219 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5220     name => 'movement type',
5221 elmex 1.26 type => 'movement_type'
5222 root 1.7 }
5223     ],
5224     [
5225     'level',
5226     {
5227     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.',
5228     name => 'rune level',
5229     type => 'int'
5230     }
5231     ],
5232     [
5233     'Cha',
5234     {
5235     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.',
5236     name => 'visibility',
5237     type => 'int'
5238     }
5239     ],
5240     [
5241     'hp',
5242     {
5243     desc => 'The rune will detonate <number of charges> times before disappearing.',
5244     name => 'number of charges',
5245     type => 'int'
5246     }
5247     ],
5248     [
5249     'dam',
5250     {
5251     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.',
5252     name => 'direct damage',
5253     type => 'int'
5254     }
5255     ],
5256     [
5257     'attacktype',
5258     {
5259     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.',
5260     name => 'attacktype',
5261     type => 'bitmask',
5262     value => $BITMASK{attacktype}
5263     }
5264     ],
5265     [
5266     'msg',
5267     {
5268     desc => 'When the rune detonates, this text is displayed to the victim. For especially powerful runes, create an appropriate thrilling description. ;)',
5269     end => 'endmsg',
5270     name => 'detonation text',
5271     type => 'text'
5272     }
5273     ]
5274 root 1.3 ],
5275     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.',
5276     ignore => [
5277     'no_pick',
5278     'title',
5279     'name_pl',
5280     'weight',
5281     'value',
5282     'material',
5283     'unpaid'
5284     ],
5285 root 1.5 name => 'Rune',
5286 root 1.4 section => [
5287     [
5288     'spellcraft',
5289 root 1.7 [
5290     [
5291     'sp',
5292     {
5293     desc => 'The selected <spell> defines the spell in the rune, if any. (Many runes do direct damage).',
5294     name => 'spell',
5295     type => 'spell'
5296     }
5297     ],
5298     [
5299     'slaying',
5300     {
5301     desc => 'Name of the spell in the rune, if any. <spell name> is optional, but if present, overrides the <spell> setting.',
5302     name => 'spell name',
5303     type => 'string'
5304     }
5305     ],
5306     [
5307     'other_arch',
5308     {
5309     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.',
5310     name => 'spell arch',
5311     type => 'string'
5312     }
5313     ],
5314     [
5315     'maxsp',
5316     {
5317     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.',
5318     name => 'direction',
5319     type => 'list',
5320     value => $LIST{direction}
5321     }
5322     ],
5323     [
5324     'race',
5325     {
5326     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.',
5327     name => 'summon monster',
5328     type => 'string'
5329     }
5330     ],
5331     [
5332     'maxhp',
5333     {
5334     desc => 'This should only be set to a summoning rune. It will then summon that many creatures of the kind <summon monster>.',
5335     name => 'summon amount',
5336     type => 'int'
5337     }
5338     ]
5339     ]
5340 root 1.4 ]
5341     ],
5342 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.'
5343     },
5344 elmex 1.23 'Safe ground (CF+)' => {
5345     attr => [
5346     [
5347     'no_pick',
5348     {
5349     type => 'fixed',
5350     value => 1
5351     }
5352     ]
5353     ],
5354 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)',
5355 elmex 1.23 ignore => [
5356     $IGNORE_LIST{non_pickable}
5357     ],
5358     name => 'Safe ground (CF+)',
5359 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.'
5360 elmex 1.23 },
5361 root 1.3 Savebed => {
5362 root 1.7 attr => [
5363     [
5364     'no_pick',
5365     {
5366     type => 'fixed',
5367     value => 1
5368     }
5369     ],
5370     [
5371     'no_magic',
5372     {
5373     type => 'fixed',
5374     value => 1
5375     }
5376     ],
5377     [
5378     'damned',
5379     {
5380     type => 'fixed',
5381     value => 1
5382     }
5383     ]
5384     ],
5385 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.',
5386     ignore => [
5387     $IGNORE_LIST{non_pickable}
5388     ],
5389 root 1.5 name => 'Savebed',
5390 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>'
5391     },
5392     Scroll => {
5393 root 1.7 attr => [
5394     [
5395     'level',
5396     {
5397     desc => 'The spell of the scroll will be casted at this level. This value should always be set, at least to 1.',
5398     name => 'casting level',
5399     type => 'int'
5400     }
5401     ],
5402     [
5403     'sp',
5404     {
5405     desc => 'When a player/monster applies this scroll, the selected <spell> will be casted (once). This should work for any given spell.',
5406     name => 'spell',
5407     type => 'spell'
5408     }
5409     ],
5410     [
5411     'startequip',
5412     {
5413     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5414     name => 'godgiven item',
5415     type => 'bool'
5416     }
5417     ]
5418     ],
5419 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.',
5420     ignore => [
5421     'title'
5422     ],
5423 root 1.5 name => 'Scroll',
5424 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.'
5425     },
5426     Shield => {
5427 root 1.7 attr => [
5428     [
5429     'magic',
5430     {
5431     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.',
5432     name => 'magic bonus',
5433     type => 'int'
5434     }
5435     ]
5436     ],
5437 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.',
5438     import => [
5439     $TYPE{Amulet}
5440     ],
5441 root 1.5 name => 'Shield',
5442 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.'
5443     },
5444     'Shooting Weapon' => {
5445 root 1.7 attr => [
5446     [
5447     'race',
5448     {
5449     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.',
5450     name => 'ammunition class',
5451     type => 'string'
5452     }
5453     ],
5454     [
5455     'sp',
5456     {
5457     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).',
5458     name => 'shooting speed',
5459     type => 'int'
5460     }
5461     ],
5462     [
5463     'dam',
5464     {
5465     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.',
5466     name => 'base damage',
5467     type => 'int'
5468     }
5469     ],
5470     [
5471     'wc',
5472     {
5473     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.',
5474     name => 'weaponclass',
5475     type => 'int'
5476     }
5477     ],
5478     [
5479     'item_power',
5480     {
5481     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>.',
5482     name => 'item power',
5483     type => 'int'
5484     }
5485     ],
5486     [
5487     'no_strength',
5488     {
5489     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.',
5490     name => 'ignore strength',
5491     type => 'bool'
5492     }
5493     ],
5494     [
5495     'damned',
5496     {
5497     desc => 'A damned shooting weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
5498     name => 'damnation',
5499     type => 'bool'
5500     }
5501     ],
5502     [
5503     'cursed',
5504     {
5505     desc => 'A cursed shooting weapon cannot be unwielded unless the curse is removed.',
5506     name => 'curse',
5507     type => 'bool'
5508     }
5509     ],
5510     [
5511     'unique',
5512     {
5513     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5514     name => 'unique item',
5515     type => 'bool'
5516     }
5517     ],
5518     [
5519     'startequip',
5520     {
5521     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5522     name => 'godgiven item',
5523     type => 'bool'
5524     }
5525     ],
5526     [
5527     'msg',
5528     {
5529     desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
5530     end => 'endmsg',
5531     name => 'description',
5532     type => 'text'
5533     }
5534     ]
5535     ],
5536 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.',
5537 root 1.5 name => 'Shooting Weapon',
5538 root 1.4 section => [
5539     [
5540     'stats',
5541 root 1.7 [
5542     [
5543     'Str',
5544     {
5545     desc => 'The player\'s strentgh will rise/fall by the given value while wearing this shooting weapon.',
5546     name => 'strength',
5547     type => 'int'
5548     }
5549     ],
5550     [
5551     'Dex',
5552     {
5553     desc => 'The player\'s dexterity will rise/fall by the given value while wearing this shooting weapon.',
5554     name => 'dexterity',
5555     type => 'int'
5556     }
5557     ],
5558     [
5559     'Con',
5560     {
5561     desc => 'The player\'s constitution will rise/fall by the given value while wearing this shooting weapon.',
5562     name => 'constitution',
5563     type => 'int'
5564     }
5565     ],
5566     [
5567     'Int',
5568     {
5569     desc => 'The player\'s intelligence will rise/fall by the given value while wearing this shooting weapon.',
5570     name => 'intelligence',
5571     type => 'int'
5572     }
5573     ],
5574     [
5575     'Pow',
5576     {
5577     desc => 'The player\'s power will rise/fall by the given value while wearing this shooting weapon.',
5578     name => 'power',
5579     type => 'int'
5580     }
5581     ],
5582     [
5583     'Wis',
5584     {
5585     desc => 'The player\'s wisdom will rise/fall by the given value while wearing this shooting weapon.',
5586     name => 'wisdom',
5587     type => 'int'
5588     }
5589     ],
5590     [
5591     'Cha',
5592     {
5593     desc => 'The player\'s charisma will rise/fall by the given value while wearing this shooting weapon.',
5594     name => 'charisma',
5595     type => 'int'
5596     }
5597     ]
5598     ]
5599     ],
5600     [
5601     'bonus',
5602     [
5603     [
5604     'luck',
5605     {
5606     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.',
5607     name => 'luck bonus',
5608     type => 'int'
5609     }
5610     ],
5611     [
5612     'magic',
5613     {
5614     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.',
5615     name => 'magic bonus',
5616     type => 'int'
5617     }
5618     ]
5619     ]
5620     ]
5621     ],
5622 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.'
5623 root 1.7 },
5624     'Shop Floor' => {
5625     attr => [
5626     [
5627     'is_floor',
5628     {
5629     type => 'fixed',
5630     value => 1
5631     }
5632     ],
5633     [
5634     'no_pick',
5635     {
5636     type => 'fixed',
5637     value => 1
5638     }
5639     ],
5640     [
5641     'no_magic',
5642     {
5643     type => 'fixed',
5644     value => 1
5645     }
5646     ],
5647     [
5648     'auto_apply',
5649 root 1.4 {
5650 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.',
5651     name => 'generate goods',
5652     type => 'bool'
5653 root 1.4 }
5654     ],
5655     [
5656 root 1.7 'randomitems',
5657     {
5658     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.',
5659     name => 'treasurelist',
5660     type => 'treasurelist'
5661     }
5662     ],
5663     [
5664     'exp',
5665     {
5666     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.',
5667     name => 'quality level',
5668     type => 'int'
5669     }
5670     ],
5671     [
5672     'damned',
5673 root 1.4 {
5674 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.)',
5675     name => 'no prayers',
5676     type => 'bool'
5677 root 1.4 }
5678     ]
5679     ],
5680 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).',
5681     ignore => [
5682     $IGNORE_LIST{non_pickable}
5683     ],
5684 root 1.5 name => 'Shop Floor',
5685 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.'
5686     },
5687     'Shop Mat' => {
5688 root 1.7 attr => [
5689     [
5690     'no_pick',
5691     {
5692     type => 'fixed',
5693     value => 1
5694     }
5695     ],
5696     [
5697 root 1.14 'move_on',
5698 root 1.7 {
5699 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5700     name => 'movement type',
5701 elmex 1.26 type => 'movement_type'
5702 root 1.7 }
5703     ]
5704     ],
5705 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).',
5706     ignore => [
5707     $IGNORE_LIST{non_pickable}
5708     ],
5709 root 1.5 name => 'Shop Mat',
5710 root 1.3 use => 'As stated above, always place TWO shop mats into your shop. Not more and not less than that.'
5711     },
5712     'Sign & MagicMouth' => {
5713 root 1.7 attr => [
5714     [
5715     'connected',
5716     {
5717     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.',
5718     name => 'connection',
5719     type => 'int'
5720     }
5721     ],
5722     [
5723 elmex 1.21 'activate_on_push',
5724     {
5725     desc => 'Whether the teleporter should only be activated on push.',
5726     name => 'Activate on push',
5727     type => 'bool'
5728     }
5729     ],
5730     [
5731     'activate_on_release',
5732     {
5733     desc => 'Whether the teleporter should only be activated on release.',
5734     name => 'Activate on release',
5735     type => 'bool'
5736     }
5737     ],
5738     [
5739 root 1.14 'move_on',
5740 root 1.7 {
5741 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5742     name => 'movement type',
5743 elmex 1.26 type => 'movement_type'
5744 root 1.7 }
5745     ],
5746     [
5747     'food',
5748     {
5749     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).',
5750     name => 'counter',
5751     type => 'int'
5752     }
5753     ],
5754     [
5755     'msg',
5756     {
5757     desc => 'This text will be displayed to the player.',
5758     end => 'endmsg',
5759     name => 'message',
5760     type => 'text'
5761     }
5762     ]
5763     ],
5764     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).',
5765     ignore => [
5766     $IGNORE_LIST{non_pickable}
5767     ],
5768     name => 'Sign & MagicMouth',
5769     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.'
5770     },
5771     Skill => {
5772     attr => [
5773     [
5774     'invisible',
5775     {
5776     type => 'fixed',
5777     value => 1
5778     }
5779     ],
5780     [
5781     'no_drop',
5782     {
5783     type => 'fixed',
5784     value => 1
5785     }
5786     ],
5787     [
5788     'skill',
5789     {
5790     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.',
5791     name => 'skill name',
5792     type => 'string'
5793     }
5794     ],
5795     [
5796     'expmul',
5797     {
5798     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.',
5799     name => 'exp multiplier',
5800     type => 'float'
5801     }
5802     ],
5803     [
5804     'subtype',
5805     {
5806     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.',
5807     name => 'skill type',
5808     type => 'list',
5809     value => $LIST{skill_type}
5810     }
5811     ],
5812     [
5813     'level',
5814     {
5815     name => 'level',
5816     type => 'int'
5817     }
5818     ],
5819     [
5820     'exp',
5821     {
5822     name => 'experience',
5823     type => 'int'
5824     }
5825     ],
5826     [
5827     'can_use_skill',
5828     {
5829     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.',
5830     name => 'is native skill',
5831     type => 'bool'
5832     }
5833     ]
5834 root 1.3 ],
5835     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.',
5836     ignore => [
5837     $IGNORE_LIST{system_object}
5838     ],
5839 root 1.5 name => 'Skill',
5840 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>'
5841     },
5842     'Skill Scroll' => {
5843 root 1.7 attr => [
5844     [
5845     'race',
5846     {
5847     type => 'fixed',
5848     value => 'scrolls'
5849     }
5850     ],
5851     [
5852     'skill',
5853     {
5854     desc => 'The <skill name> matches the skill object that can be learned from this scroll.',
5855     name => 'skill name',
5856     type => 'string'
5857     }
5858     ]
5859     ],
5860 root 1.3 desc => 'By reading a skill scroll, a player has a chance to learn the contained skill.',
5861 root 1.5 name => 'Skill Scroll',
5862 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.'
5863     },
5864     'Special Key' => {
5865 root 1.7 attr => [
5866     [
5867     'slaying',
5868     {
5869     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.',
5870     name => 'key string',
5871     type => 'string'
5872     }
5873     ],
5874     [
5875     'material',
5876     {
5877     desc => 'For Special Keys, material should always be unset or set to Adamantite. This prevents the key from getting burned or otherwise destroyed.',
5878     name => 'material',
5879     type => 'bitmask',
5880     value => $BITMASK{material}
5881     }
5882     ],
5883     [
5884     'unique',
5885     {
5886     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.',
5887     name => 'unique item',
5888     type => 'bool'
5889     }
5890     ],
5891     [
5892     'startequip',
5893     {
5894     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5895     name => 'godgiven item',
5896     type => 'bool'
5897     }
5898     ],
5899     [
5900     'msg',
5901     {
5902     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.',
5903     end => 'endmsg',
5904     name => 'description',
5905     type => 'text'
5906     }
5907     ]
5908     ],
5909 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.',
5910     ignore => [
5911     'material'
5912     ],
5913 root 1.5 name => 'Special Key',
5914 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".'
5915     },
5916     Spell => {
5917 root 1.7 attr => [
5918     [
5919     'no_drop',
5920     {
5921     type => 'fixed',
5922     value => 1
5923     }
5924     ],
5925     [
5926     'invisible',
5927     {
5928     type => 'fixed',
5929     value => 1
5930     }
5931     ],
5932     [
5933     'skill',
5934     {
5935     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.',
5936     name => 'skill name',
5937     type => 'string'
5938     }
5939     ],
5940     [
5941     'subtype',
5942     {
5943     desc => 'The <spell type> defines the basic type of spell. Some of these types are of a more generic nature than others.',
5944     name => 'spell type',
5945     type => 'list',
5946     value => $LIST{spell_type}
5947     }
5948     ],
5949     [
5950     'level',
5951     {
5952     name => 'spell level',
5953     type => 'int'
5954     }
5955     ],
5956     [
5957     'casting_time',
5958     {
5959     name => 'casting time',
5960     type => 'int'
5961     }
5962     ],
5963     [
5964     'duration',
5965     {
5966     name => 'duration',
5967     type => 'int'
5968     }
5969     ],
5970     [
5971     'other_arch',
5972     {
5973     name => 'create object',
5974     type => 'string'
5975     }
5976     ],
5977     [
5978     'sp',
5979     {
5980     name => 'cost spellpoints',
5981     type => 'int'
5982     }
5983     ],
5984     [
5985     'grace',
5986     {
5987     name => 'cost grace',
5988     type => 'int'
5989     }
5990     ],
5991     [
5992     'maxsp',
5993     {
5994     name => 'double cost per level',
5995     type => 'int'
5996     }
5997     ]
5998     ],
5999 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.',
6000     ignore => [
6001     $IGNORE_LIST{system_object}
6002     ],
6003 root 1.5 name => 'Spell',
6004 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.'
6005     },
6006     Spellbook => {
6007 root 1.7 attr => [
6008     [
6009     'skill',
6010     {
6011     type => 'fixed',
6012     value => 'literacy'
6013     }
6014     ],
6015     [
6016     'randomitems',
6017     {
6018     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.',
6019     name => 'treasurelist',
6020     type => 'treasurelist'
6021     }
6022     ],
6023     [
6024     'startequip',
6025     {
6026     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6027     name => 'godgiven item',
6028     type => 'bool'
6029     }
6030     ],
6031     [
6032     'msg',
6033     {
6034     desc => 'This text may contain a nice description of the spellbook\'s cover or something.',
6035     end => 'endmsg',
6036     name => 'description',
6037     type => 'text'
6038     }
6039     ]
6040     ],
6041 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.',
6042 root 1.5 name => 'Spellbook',
6043 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.'
6044     },
6045     Spinner => {
6046 root 1.7 attr => [
6047     [
6048     'sp',
6049     {
6050     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.',
6051     name => 'direction number',
6052     type => 'int'
6053     }
6054     ],
6055     [
6056 root 1.14 'move_on',
6057 root 1.7 {
6058 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6059     name => 'movement type',
6060 elmex 1.26 type => 'movement_type'
6061 root 1.7 }
6062     ]
6063     ],
6064 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.',
6065     ignore => [
6066     $IGNORE_LIST{non_pickable}
6067     ],
6068 root 1.5 name => 'Spinner',
6069 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.'
6070     },
6071     Swamp => {
6072 root 1.7 attr => [
6073     [
6074     'is_floor',
6075     {
6076     type => 'fixed',
6077     value => 1
6078     }
6079     ],
6080     [
6081     'is_wooded',
6082     {
6083     type => 'fixed',
6084     value => 1
6085     }
6086     ],
6087     [
6088     'speed',
6089     {
6090     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.',
6091     name => 'drowning speed',
6092     type => 'float'
6093     }
6094     ],
6095     [
6096 root 1.17 'speed_left',
6097     {
6098     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.',
6099     name => 'speed left',
6100     type => 'float'
6101     }
6102     ],
6103     [
6104 root 1.14 'move_on',
6105     {
6106     desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6107     name => 'movement type',
6108 elmex 1.26 type => 'movement_type'
6109 root 1.14 }
6110     ],
6111     [
6112     'move_block',
6113 root 1.7 {
6114 root 1.14 desc => 'Objects using these movement types cannot move over this space.',
6115     name => 'blocked movement',
6116 elmex 1.26 type => 'movement_type'
6117 root 1.14 }
6118     ],
6119     [
6120     'move_allow',
6121     {
6122     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6123     name => 'allowed movement',
6124 elmex 1.26 type => 'movement_type'
6125 root 1.14 }
6126     ],
6127     [
6128     'move_slow',
6129     {
6130     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6131     name => 'slowed movement',
6132 elmex 1.26 type => 'movement_type'
6133 root 1.14 }
6134     ],
6135     [
6136     'move_slow_penalty',
6137     {
6138     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)',
6139     name => 'slow movement penalty',
6140 root 1.7 type => 'int'
6141     }
6142     ],
6143     [
6144     'no_magic',
6145     {
6146     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
6147     name => 'no spells',
6148     type => 'bool'
6149     }
6150     ],
6151     [
6152     'damned',
6153     {
6154     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
6155     name => 'no prayers',
6156     type => 'bool'
6157     }
6158     ]
6159     ],
6160 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.',
6161     ignore => [
6162     $IGNORE_LIST{non_pickable}
6163 root 1.5 ],
6164     name => 'Swamp'
6165 root 1.3 },
6166     Teleporter => {
6167 root 1.7 attr => [
6168     [
6169     'slaying',
6170     {
6171     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.',
6172     name => 'exit path',
6173     type => 'string'
6174     }
6175     ],
6176     [
6177     'hp',
6178     {
6179     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.',
6180     name => 'destination X',
6181     type => 'int'
6182     }
6183     ],
6184     [
6185     'sp',
6186     {
6187     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.',
6188     name => 'destination Y',
6189     type => 'int'
6190     }
6191     ],
6192     [
6193     'connected',
6194     {
6195     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.',
6196     name => 'connection',
6197     type => 'int'
6198     }
6199     ],
6200     [
6201 elmex 1.21 'activate_on_push',
6202     {
6203     desc => 'Whether the teleporter should only be activated on push.',
6204     name => 'Activate on push',
6205     type => 'bool'
6206     }
6207     ],
6208     [
6209     'activate_on_release',
6210     {
6211     desc => 'Whether the teleporter should only be activated on release.',
6212     name => 'Activate on release',
6213     type => 'bool'
6214     }
6215     ],
6216     [
6217 root 1.7 'speed',
6218     {
6219     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!',
6220     name => 'activation speed',
6221     type => 'float'
6222     }
6223 root 1.17 ],
6224     [
6225     'speed_left',
6226     {
6227     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.',
6228     name => 'speed left',
6229     type => 'float'
6230     }
6231 root 1.7 ]
6232     ],
6233 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.',
6234     ignore => [
6235     $IGNORE_LIST{non_pickable}
6236     ],
6237 root 1.5 name => 'Teleporter',
6238 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.'
6239     },
6240 root 1.8 'Timed Gate' => {
6241     attr => [
6242     [
6243     'no_pick',
6244     {
6245     type => 'fixed',
6246     value => 1
6247     }
6248     ],
6249     [
6250     'connected',
6251     {
6252     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.',
6253     name => 'connection',
6254     type => 'int'
6255     }
6256     ],
6257     [
6258 elmex 1.21 'activate_on_push',
6259     {
6260     desc => 'Whether the teleporter should only be activated on push.',
6261     name => 'Activate on push',
6262     type => 'bool'
6263     }
6264     ],
6265     [
6266     'activate_on_release',
6267     {
6268     desc => 'Whether the teleporter should only be activated on release.',
6269     name => 'Activate on release',
6270     type => 'bool'
6271     }
6272     ],
6273     [
6274 root 1.8 'wc',
6275     {
6276     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.',
6277     name => 'position state',
6278     type => 'int'
6279     }
6280     ],
6281     [
6282 root 1.14 'move_block',
6283     {
6284     desc => 'Objects using these movement types cannot move over this space.',
6285     name => 'blocked movement',
6286 elmex 1.26 type => 'movement_type'
6287 root 1.14 }
6288     ],
6289     [
6290     'move_allow',
6291     {
6292     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6293     name => 'allowed movement',
6294 elmex 1.26 type => 'movement_type'
6295 root 1.14 }
6296     ],
6297     [
6298     'move_slow',
6299 root 1.8 {
6300 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6301     name => 'slowed movement',
6302 elmex 1.26 type => 'movement_type'
6303 root 1.14 }
6304     ],
6305     [
6306     'move_slow_penalty',
6307     {
6308     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)',
6309     name => 'slow movement penalty',
6310     type => 'int'
6311 root 1.8 }
6312     ],
6313     [
6314     'no_magic',
6315     {
6316     desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
6317     name => 'restrict spells',
6318     type => 'bool'
6319     }
6320     ],
6321     [
6322     'damned',
6323     {
6324     desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
6325     name => 'restrict prayers',
6326     type => 'bool'
6327     }
6328     ],
6329     [
6330     'hp',
6331     {
6332     desc => 'Defines the duration the gate remains closed. This only takes effect if the gate is not connected.',
6333     name => 'open duration',
6334     type => 'int'
6335     }
6336     ]
6337     ],
6338     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.',
6339     ignore => [
6340     $IGNORE_LIST{non_pickable}
6341     ],
6342     name => 'Timed Gate',
6343     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".'
6344     },
6345 root 1.3 Trap => {
6346 root 1.7 attr => [
6347     [
6348     'no_pick',
6349     {
6350     type => 'fixed',
6351     value => 1
6352     }
6353     ],
6354     [
6355 root 1.14 'move_on',
6356 root 1.7 {
6357 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6358     name => 'movement type',
6359 elmex 1.26 type => 'movement_type'
6360 root 1.7 }
6361     ],
6362     [
6363     'level',
6364     {
6365     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.',
6366     name => 'trap level',
6367     type => 'int'
6368     }
6369     ],
6370     [
6371     'Cha',
6372     {
6373     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.',
6374     name => 'visibility',
6375     type => 'int'
6376     }
6377     ],
6378     [
6379     'hp',
6380     {
6381     desc => 'The trap will detonate <number of charges> times before disappearing.',
6382     name => 'number of charges',
6383     type => 'int'
6384     }
6385     ],
6386     [
6387     'dam',
6388     {
6389     desc => '<direct damage> specifies how much damage is done by the trap. This should be set in reasonable relation to the trap\'s level.',
6390     name => 'direct damage',
6391     type => 'int'
6392     }
6393     ],
6394     [
6395     'attacktype',
6396     {
6397     desc => 'This attribute defines what attacktype to use for direct damage when the trap detonates.',
6398     name => 'attacktype',
6399     type => 'bitmask',
6400     value => $BITMASK{attacktype}
6401     }
6402     ],
6403     [
6404     'connected',
6405     {
6406     desc => 'When the trap is detonated, all objects with the same connection value get activated.',
6407     name => 'connection',
6408     type => 'int'
6409     }
6410     ],
6411     [
6412     'msg',
6413     {
6414     desc => 'When the trap detonates, this text is displayed to the victim. For especially powerful or complex traps, create an appropriate and thrilling description. ;)',
6415     end => 'endmsg',
6416     name => 'detonation text',
6417     type => 'text'
6418     }
6419     ]
6420     ],
6421 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.',
6422     ignore => [
6423     'no_pick',
6424     'title',
6425     'name_pl',
6426     'weight',
6427     'value',
6428     'material',
6429     'unpaid'
6430     ],
6431 root 1.5 name => 'Trap',
6432 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.'
6433     },
6434     Trapdoor => {
6435 root 1.7 attr => [
6436     [
6437     'no_pick',
6438     {
6439     type => 'fixed',
6440     value => 1
6441     }
6442     ],
6443     [
6444 root 1.14 'move_on',
6445 root 1.7 {
6446 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6447     name => 'movement type',
6448 elmex 1.26 type => 'movement_type'
6449 root 1.7 }
6450     ],
6451     [
6452     'weight',
6453     {
6454     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.',
6455     name => 'hold weight',
6456     type => 'int'
6457     }
6458     ],
6459     [
6460     'hp',
6461     {
6462     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!',
6463     name => 'destination X',
6464     type => 'int'
6465     }
6466     ],
6467     [
6468     'sp',
6469     {
6470     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!',
6471     name => 'destination Y',
6472     type => 'int'
6473     }
6474     ]
6475     ],
6476 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.',
6477     ignore => [
6478     $IGNORE_LIST{non_pickable}
6479     ],
6480 root 1.5 name => 'Trapdoor',
6481 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.'
6482     },
6483     Treasure => {
6484 root 1.7 attr => [
6485     [
6486     'randomitems',
6487     {
6488     desc => 'This entry determines what kind of treasure will appear. Look into /crossfire/share/crossfire/treasures for details about existing treasurelists.',
6489     name => 'treasurelist',
6490     type => 'treasurelist'
6491     }
6492     ],
6493     [
6494     'auto_apply',
6495     {
6496     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.',
6497     name => 'auto-generate',
6498     type => 'bool'
6499     }
6500     ],
6501     [
6502     'hp',
6503     {
6504     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.',
6505     name => 'create number',
6506     type => 'int'
6507     }
6508     ],
6509     [
6510     'exp',
6511     {
6512     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).',
6513     name => 'quality level',
6514     type => 'int'
6515     }
6516     ]
6517     ],
6518 root 1.3 desc => 'A treasure-object turns into certain randomitems when the map is loaded into the game.',
6519     ignore => [
6520     'nrof',
6521     'title',
6522     'name_pl',
6523     'weight',
6524     'value',
6525     'material'
6526     ],
6527 root 1.5 name => 'Treasure',
6528 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.'
6529     },
6530     'Trigger Marker' => {
6531 root 1.7 attr => [
6532     [
6533     'no_pick',
6534     {
6535     type => 'fixed',
6536     value => 1
6537     }
6538     ],
6539     [
6540     'slaying',
6541     {
6542     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.',
6543     name => 'key string',
6544     type => 'string'
6545     }
6546     ],
6547     [
6548     'connected',
6549     {
6550     desc => 'Unlike a regular marker this is the connection that triggers this marker to activate.',
6551     name => 'connection',
6552     type => 'int'
6553     }
6554     ],
6555     [
6556     'food',
6557     {
6558     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.',
6559     name => 'mark duration',
6560     type => 'int'
6561     }
6562     ],
6563     [
6564     'name',
6565     {
6566     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.',
6567     name => 'delete mark',
6568     type => 'string'
6569     }
6570     ],
6571     [
6572     'msg',
6573     {
6574     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.',
6575     end => 'endmsg',
6576     name => 'marking message',
6577     type => 'text'
6578     }
6579     ]
6580     ],
6581 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.',
6582     ignore => [
6583     $IGNORE_LIST{system_object}
6584     ],
6585 root 1.5 name => 'Trigger Marker',
6586 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.'
6587     },
6588     Wall => {
6589 root 1.7 attr => [
6590     [
6591 root 1.14 'move_block',
6592     {
6593     desc => 'Objects using these movement types cannot move over this space.',
6594     name => 'blocked movement',
6595 elmex 1.26 type => 'movement_type'
6596 root 1.14 }
6597     ],
6598     [
6599     'move_allow',
6600     {
6601     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6602     name => 'allowed movement',
6603 elmex 1.26 type => 'movement_type'
6604 root 1.14 }
6605     ],
6606     [
6607     'move_slow',
6608 root 1.7 {
6609 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6610     name => 'slowed movement',
6611 elmex 1.26 type => 'movement_type'
6612 root 1.14 }
6613     ],
6614     [
6615     'move_slow_penalty',
6616     {
6617     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)',
6618     name => 'slow movement penalty',
6619     type => 'int'
6620 root 1.7 }
6621     ],
6622     [
6623     'can_roll',
6624     {
6625     desc => 'If set, the object is able to "roll", so it can be pushed around. This setting is used for boulders and barrels.',
6626     name => 'moveable',
6627     type => 'bool'
6628     }
6629     ],
6630     [
6631     'no_magic',
6632     {
6633     desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
6634     name => 'restrict spells',
6635     type => 'bool'
6636     }
6637     ],
6638     [
6639     'damned',
6640     {
6641     desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
6642     name => 'restrict prayers',
6643     type => 'bool'
6644     }
6645     ]
6646     ],
6647 root 1.3 desc => 'Walls usually block passage and sight.',
6648     ignore => [
6649     'nrof',
6650     'title',
6651     'name_pl',
6652     'value',
6653     'unpaid'
6654     ],
6655 root 1.19 name => 'Wall'
6656 root 1.3 },
6657     'Wand & Staff' => {
6658 root 1.7 attr => [
6659     [
6660     'sp',
6661     {
6662     desc => 'The <spell> specifies the contained spell.',
6663     name => 'spell',
6664     type => 'spell'
6665     }
6666     ],
6667     [
6668     'level',
6669     {
6670     desc => 'The <casting level> of the wand determines it\'s power. An average level for wands in shops is about 10.',
6671     name => 'casting level',
6672     type => 'int'
6673     }
6674     ],
6675     [
6676     'food',
6677     {
6678     desc => 'The wand can be used <number of charges> times before it is used up. It can be recharged with scrolls of charging.',
6679     name => 'number of charges',
6680     type => 'int'
6681     }
6682     ],
6683     [
6684     'startequip',
6685     {
6686     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6687     name => 'godgiven item',
6688     type => 'bool'
6689     }
6690     ],
6691     [
6692     'msg',
6693     {
6694     desc => 'This text may contain a description of the wand.',
6695     end => 'endmsg',
6696     name => 'description',
6697     type => 'text'
6698     }
6699     ]
6700     ],
6701 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.',
6702 root 1.5 name => 'Wand & Staff',
6703 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.'
6704 root 1.3 },
6705     'Weak Wall' => {
6706 root 1.7 attr => [
6707     [
6708     'alive',
6709     {
6710     type => 'fixed',
6711     value => 1
6712     }
6713     ],
6714     [
6715     'no_pick',
6716     {
6717     type => 'fixed',
6718     value => 1
6719     }
6720     ],
6721     [
6722     'tear_down',
6723     {
6724     type => 'fixed',
6725     value => 1
6726     }
6727     ],
6728     [
6729     'race',
6730     {
6731     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.',
6732     name => 'race',
6733     type => 'string'
6734     }
6735     ],
6736     [
6737     'level',
6738     {
6739     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.',
6740     name => 'level',
6741     type => 'int'
6742     }
6743     ],
6744     [
6745     'hp',
6746     {
6747     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.',
6748     name => 'health points',
6749     type => 'int'
6750     }
6751     ],
6752     [
6753     'maxhp',
6754     {
6755     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.',
6756     name => 'max health',
6757     type => 'int'
6758     }
6759     ],
6760     [
6761     'ac',
6762     {
6763     desc => 'Weak walls of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
6764     name => 'armour class',
6765     type => 'int'
6766     }
6767     ]
6768     ],
6769 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.',
6770     ignore => [
6771     $IGNORE_LIST{non_pickable}
6772     ],
6773 root 1.5 name => 'Weak Wall',
6774 root 1.4 section => [
6775     [
6776     'resistance',
6777 root 1.7 [
6778     [
6779     'resist_physical',
6780     {
6781     name => 'resist physical %',
6782     type => 'int'
6783     }
6784     ],
6785     [
6786     'resist_magic',
6787     {
6788     name => 'resist magic %',
6789     type => 'int'
6790     }
6791     ],
6792     [
6793     'resist_fire',
6794     {
6795     name => 'resist fire %',
6796     type => 'int'
6797     }
6798     ],
6799     [
6800     'resist_electricity',
6801     {
6802     name => 'resist electricity %',
6803     type => 'int'
6804     }
6805     ],
6806     [
6807     'resist_cold',
6808     {
6809     name => 'resist cold %',
6810     type => 'int'
6811     }
6812     ],
6813     [
6814     'resist_confusion',
6815     {
6816     name => 'resist confusion %',
6817     type => 'int'
6818     }
6819     ],
6820     [
6821     'resist_acid',
6822     {
6823     name => 'resist acid %',
6824     type => 'int'
6825     }
6826     ],
6827     [
6828     'resist_drain',
6829     {
6830     name => 'resist draining %',
6831     type => 'int'
6832     }
6833     ],
6834     [
6835     'resist_weaponmagic',
6836     {
6837     name => 'resist weaponmagic %',
6838     type => 'int'
6839     }
6840     ],
6841     [
6842     'resist_ghosthit',
6843     {
6844     name => 'resist ghosthit %',
6845     type => 'int'
6846     }
6847     ],
6848     [
6849     'resist_poison',
6850     {
6851     name => 'resist poison %',
6852     type => 'int'
6853     }
6854     ],
6855     [
6856     'resist_slow',
6857     {
6858     name => 'resist slow %',
6859     type => 'int'
6860     }
6861     ],
6862     [
6863     'resist_paralyze',
6864     {
6865     name => 'resist paralyze %',
6866     type => 'int'
6867     }
6868     ],
6869     [
6870     'resist_fear',
6871     {
6872     name => 'resist fear %',
6873     type => 'int'
6874     }
6875     ],
6876     [
6877     'resist_deplete',
6878     {
6879     name => 'resist depletion %',
6880     type => 'int'
6881     }
6882     ],
6883     [
6884     'resist_turn_undead',
6885     {
6886     name => 'resist turn undead %',
6887     type => 'int'
6888     }
6889     ],
6890     [
6891     'resist_death',
6892     {
6893     name => 'resist death-attack %',
6894     type => 'int'
6895     }
6896     ],
6897     [
6898     'resist_chaos',
6899     {
6900     name => 'resist chaos %',
6901     type => 'int'
6902     }
6903     ],
6904     [
6905     'resist_blind',
6906     {
6907     name => 'resist blinding %',
6908     type => 'int'
6909     }
6910     ],
6911     [
6912     'resist_holyword',
6913     {
6914     name => 'resist holy power %',
6915     type => 'int'
6916     }
6917     ],
6918     [
6919     'resist_godpower',
6920     {
6921     name => 'resist godpower %',
6922     type => 'int'
6923     }
6924     ]
6925     ]
6926 root 1.4 ]
6927     ],
6928 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.'
6929     },
6930     Weapon => {
6931 root 1.7 attr => [
6932     [
6933     'attacktype',
6934     {
6935     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.',
6936     name => 'attacktype',
6937     type => 'bitmask',
6938     value => $BITMASK{attacktype}
6939     }
6940     ],
6941     [
6942     'weapontype',
6943     {
6944     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.',
6945     name => 'weapontype',
6946     type => 'list',
6947     value => $LIST{weapon_type}
6948     }
6949     ],
6950     [
6951     'skill',
6952     {
6953     desc => 'Matching <skill name> of the skill that is required to use this weapon.',
6954     name => 'skill name',
6955     type => 'string'
6956     }
6957     ],
6958     [
6959     'dam',
6960     {
6961     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.',
6962     name => 'damage',
6963     type => 'int'
6964     }
6965     ],
6966     [
6967     'slaying',
6968     {
6969     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.',
6970     name => 'slaying race',
6971     type => 'string'
6972     }
6973     ],
6974     [
6975     'last_sp',
6976     {
6977     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.',
6978     name => 'weapon speed',
6979     type => 'int'
6980     }
6981     ],
6982     [
6983     'wc',
6984     {
6985     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.',
6986     name => 'weapon class',
6987     type => 'int'
6988     }
6989     ],
6990     [
6991     'magic',
6992     {
6993     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.',
6994     name => 'magic bonus',
6995     type => 'int'
6996     }
6997     ],
6998     [
6999     'item_power',
7000     {
7001     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>.',
7002     name => 'item power',
7003     type => 'int'
7004     }
7005     ],
7006     [
7007     'damned',
7008     {
7009     desc => 'A damned weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
7010     name => 'damnation',
7011     type => 'bool'
7012     }
7013     ],
7014     [
7015     'cursed',
7016     {
7017     desc => 'A cursed weapon cannot be unwielded unless the curse is removed.',
7018     name => 'curse',
7019     type => 'bool'
7020     }
7021     ],
7022     [
7023     'lifesave',
7024     {
7025 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!',
7026 root 1.7 name => 'save life',
7027     type => 'bool'
7028     }
7029     ],
7030     [
7031     'unique',
7032     {
7033     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
7034     name => 'unique item',
7035     type => 'bool'
7036     }
7037     ],
7038     [
7039     'startequip',
7040     {
7041     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
7042     name => 'godgiven item',
7043     type => 'bool'
7044     }
7045     ],
7046     [
7047     'msg',
7048     {
7049     desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
7050     end => 'endmsg',
7051     name => 'description',
7052     type => 'text'
7053     }
7054     ]
7055     ],
7056 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.',
7057 root 1.5 name => 'Weapon',
7058 root 1.4 section => [
7059     [
7060     'resistance',
7061 root 1.7 [
7062     [
7063     'resist_physical',
7064     {
7065     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.',
7066     name => 'resist physical %',
7067     type => 'int'
7068     }
7069     ],
7070     [
7071     'resist_magic',
7072     {
7073     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.',
7074     name => 'resist magic %',
7075     type => 'int'
7076     }
7077     ],
7078     [
7079     'resist_fire',
7080     {
7081     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.',
7082     name => 'resist fire %',
7083     type => 'int'
7084     }
7085     ],
7086     [
7087     'resist_electricity',
7088     {
7089     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.',
7090     name => 'resist electricity %',
7091     type => 'int'
7092     }
7093     ],
7094     [
7095     'resist_cold',
7096     {
7097     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.',
7098     name => 'resist cold %',
7099     type => 'int'
7100     }
7101     ],
7102     [
7103     'resist_confusion',
7104     {
7105     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).',
7106     name => 'resist confusion %',
7107     type => 'int'
7108     }
7109     ],
7110     [
7111     'resist_acid',
7112     {
7113     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.',
7114     name => 'resist acid %',
7115     type => 'int'
7116     }
7117     ],
7118     [
7119     'resist_drain',
7120     {
7121     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).',
7122     name => 'resist draining %',
7123     type => 'int'
7124     }
7125     ],
7126     [
7127     'resist_weaponmagic',
7128     {
7129     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.',
7130     name => 'resist weaponmagic %',
7131     type => 'int'
7132     }
7133     ],
7134     [
7135     'resist_ghosthit',
7136     {
7137     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.',
7138     name => 'resist ghosthit %',
7139     type => 'int'
7140     }
7141     ],
7142     [
7143     'resist_poison',
7144     {
7145     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.',
7146     name => 'resist poison %',
7147     type => 'int'
7148     }
7149     ],
7150     [
7151     'resist_slow',
7152     {
7153     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.',
7154     name => 'resist slow %',
7155     type => 'int'
7156     }
7157     ],
7158     [
7159     'resist_paralyze',
7160     {
7161     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).',
7162     name => 'resist paralyze %',
7163     type => 'int'
7164     }
7165     ],
7166     [
7167     'resist_fear',
7168     {
7169     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.',
7170     name => 'resist fear %',
7171     type => 'int'
7172     }
7173     ],
7174     [
7175     'resist_deplete',
7176     {
7177     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).',
7178     name => 'resist depletion %',
7179     type => 'int'
7180     }
7181     ],
7182     [
7183     'resist_death',
7184     {
7185     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!',
7186     name => 'resist death-attack %',
7187     type => 'int'
7188     }
7189     ],
7190     [
7191     'resist_chaos',
7192     {
7193     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.',
7194     name => 'resist chaos %',
7195     type => 'int'
7196     }
7197     ],
7198     [
7199     'resist_blind',
7200     {
7201     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.',
7202     name => 'resist blinding %',
7203     type => 'int'
7204     }
7205     ],
7206     [
7207     'resist_holyword',
7208     {
7209     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.',
7210     name => 'resist holy power %',
7211     type => 'int'
7212     }
7213     ]
7214     ]
7215 root 1.4 ],
7216     [
7217     'stats',
7218 root 1.7 [
7219     [
7220     'Str',
7221     {
7222     desc => 'The player\'s strentgh will rise/fall by the given value while wearing this weapon.',
7223     name => 'strength',
7224     type => 'int'
7225     }
7226     ],
7227     [
7228     'Dex',
7229     {
7230     desc => 'The player\'s dexterity will rise/fall by the given value while wearing this weapon.',
7231     name => 'dexterity',
7232     type => 'int'
7233     }
7234     ],
7235     [
7236     'Con',
7237     {
7238     desc => 'The player\'s constitution will rise/fall by the given value while wearing this weapon.',
7239     name => 'constitution',
7240     type => 'int'
7241     }
7242     ],
7243     [
7244     'Int',
7245     {
7246     desc => 'The player\'s intelligence will rise/fall by the given value while wearing this weapon.',
7247     name => 'intelligence',
7248     type => 'int'
7249     }
7250     ],
7251     [
7252     'Pow',
7253     {
7254     desc => 'The player\'s power will rise/fall by the given value while wearing this weapon.',
7255     name => 'power',
7256     type => 'int'
7257     }
7258     ],
7259     [
7260     'Wis',
7261     {
7262     desc => 'The player\'s wisdom will rise/fall by the given value while wearing this weapon.',
7263     name => 'wisdom',
7264     type => 'int'
7265     }
7266     ],
7267     [
7268     'Cha',
7269     {
7270     desc => 'The player\'s charisma will rise/fall by the given value while wearing this weapon.',
7271     name => 'charisma',
7272     type => 'int'
7273     }
7274     ]
7275     ]
7276 root 1.4 ],
7277     [
7278     'misc',
7279 root 1.7 [
7280     [
7281     'luck',
7282     {
7283     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.',
7284     name => 'luck bonus',
7285     type => 'int'
7286     }
7287     ],
7288     [
7289     'hp',
7290     {
7291     desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
7292     name => 'health regen.',
7293     type => 'int'
7294     }
7295     ],
7296     [
7297     'sp',
7298     {
7299     desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
7300     name => 'mana regen.',
7301     type => 'int'
7302     }
7303     ],
7304     [
7305     'grace',
7306     {
7307     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!!',
7308     name => 'grace regen.',
7309     type => 'int'
7310     }
7311     ],
7312     [
7313     'food',
7314     {
7315     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.',
7316     name => 'food bonus',
7317     type => 'int'
7318     }
7319     ],
7320     [
7321     'xrays',
7322     {
7323 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.',
7324 root 1.7 name => 'xray vision',
7325     type => 'bool'
7326     }
7327     ],
7328     [
7329     'stealth',
7330     {
7331     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)',
7332     name => 'stealth',
7333     type => 'bool'
7334     }
7335     ],
7336     [
7337     'reflect_spell',
7338     {
7339     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!',
7340     name => 'reflect spells',
7341     type => 'bool'
7342     }
7343     ],
7344     [
7345     'reflect_missile',
7346     {
7347     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.',
7348     name => 'reflect missiles',
7349     type => 'bool'
7350     }
7351     ],
7352     [
7353     'path_attuned',
7354     {
7355     desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this weapon.',
7356     name => 'attuned paths',
7357     type => 'bitmask',
7358     value => $BITMASK{spellpath}
7359     }
7360     ],
7361     [
7362     'path_repelled',
7363     {
7364     desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this weapon.',
7365     name => 'repelled paths',
7366     type => 'bitmask',
7367     value => $BITMASK{spellpath}
7368     }
7369     ],
7370     [
7371     'path_denied',
7372     {
7373     desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this weapon.',
7374     name => 'denied paths',
7375     type => 'bitmask',
7376     value => $BITMASK{spellpath}
7377     }
7378     ]
7379     ]
7380 root 1.4 ]
7381     ],
7382 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.'
7383 root 1.1 }
7384     );
7385    
7386 root 1.3 our %ATTR = (
7387     3 => $TYPE{Rod},
7388     4 => $TYPE{Treasure},
7389     5 => $TYPE{Potion},
7390     6 => $TYPE{Food},
7391     7 => $TYPE{'Poison Food'},
7392     8 => $TYPE{Book},
7393     9 => $TYPE{Clock},
7394     13 => $TYPE{Projectile},
7395     14 => $TYPE{'Shooting Weapon'},
7396     15 => $TYPE{Weapon},
7397     16 => $TYPE{'Brestplate Armour'},
7398     17 => $TYPE{Pedestal},
7399     18 => $TYPE{Altar},
7400     20 => $TYPE{'Locked Door'},
7401     21 => $TYPE{'Special Key'},
7402 root 1.9 23 => $TYPE{Door},
7403     24 => $TYPE{Key},
7404 root 1.8 26 => $TYPE{'Timed Gate'},
7405 root 1.3 27 => $TYPE{'Handle Trigger'},
7406 root 1.9 28 => $TYPE{'Monster (Grimreaper)'},
7407 root 1.3 29 => $TYPE{'Magic Ear'},
7408 root 1.9 30 => $TYPE{'Button Trigger'},
7409 root 1.3 31 => $TYPE{'Altar Trigger'},
7410     33 => $TYPE{Shield},
7411     34 => $TYPE{Helmet},
7412     35 => $TYPE{Horn},
7413     36 => $TYPE{Money},
7414 root 1.9 37 => $TYPE{'Class Changer'},
7415 root 1.3 39 => $TYPE{Amulet},
7416     40 => $TYPE{Mover},
7417     41 => $TYPE{Teleporter},
7418     42 => $TYPE{Creator},
7419     43 => $TYPE{Skill},
7420     51 => $TYPE{Detector},
7421     52 => $TYPE{'Trigger Marker'},
7422     55 => $TYPE{Marker},
7423     56 => $TYPE{'Holy Altar'},
7424     58 => $TYPE{Battleground},
7425     60 => $TYPE{Jewel},
7426     62 => $TYPE{'Magic Wall'},
7427     64 => $TYPE{'Inventory Checker'},
7428     65 => $TYPE{'Mood Floor'},
7429     66 => $TYPE{Exit},
7430     67 => $TYPE{'Floor (Encounter)'},
7431     68 => $TYPE{'Shop Floor'},
7432     69 => $TYPE{'Shop Mat'},
7433     70 => $TYPE{Ring},
7434     72 => $TYPE{Flesh},
7435     73 => $TYPE{Inorganic},
7436     83 => $TYPE{Duplicator},
7437     85 => $TYPE{Spellbook},
7438     87 => $TYPE{Cloak},
7439     88 => $TYPE{'Hazard Floor'},
7440     90 => $TYPE{Spinner},
7441     91 => $TYPE{Gate},
7442     92 => $TYPE{Button},
7443     93 => $TYPE{Handle},
7444     94 => $TYPE{Pit},
7445     95 => $TYPE{Trapdoor},
7446     98 => $TYPE{'Sign & MagicMouth'},
7447     99 => $TYPE{Boots},
7448     100 => $TYPE{Gloves},
7449     101 => $TYPE{Spell},
7450     103 => $TYPE{Converter},
7451     104 => $TYPE{Bracers},
7452     106 => $TYPE{Savebed},
7453     109 => $TYPE{'Wand & Staff'},
7454     110 => $TYPE{Ability},
7455     111 => $TYPE{Scroll},
7456     112 => $TYPE{Director},
7457     113 => $TYPE{Girdle},
7458 root 1.10 116 => $TYPE{'Event Connector'},
7459 root 1.3 122 => $TYPE{Container},
7460     130 => $TYPE{'Skill Scroll'},
7461     138 => $TYPE{Swamp},
7462     154 => $TYPE{Rune},
7463     155 => $TYPE{Trap},
7464     156 => $TYPE{'Power Crystal'},
7465 root 1.8 158 => $TYPE{Disease},
7466 elmex 1.23 163 => $TYPE{'Item Transformer'},
7467     165 => $TYPE{'Safe ground (CF+)'}
7468 root 1.1 );
7469    
7470 root 1.3 our %TYPENAME = (
7471     0 => '*NONE*',
7472     1 => 'PLAYER',
7473 root 1.9 2 => 'TRANSPORT',
7474 root 1.3 3 => 'ROD',
7475     4 => 'TREASURE',
7476     5 => 'POTION',
7477     6 => 'FOOD',
7478     7 => 'POISON',
7479     8 => 'BOOK',
7480     9 => 'CLOCK',
7481     12 => 'LIGHTNING',
7482     13 => 'ARROW',
7483     14 => 'BOW',
7484     15 => 'WEAPON',
7485     16 => 'ARMOUR',
7486     17 => 'PEDESTAL',
7487     18 => 'ALTAR',
7488     20 => 'LOCKED_DOOR',
7489     21 => 'SPECIAL_KEY',
7490     22 => 'MAP',
7491     23 => 'DOOR',
7492     24 => 'KEY',
7493     26 => 'TIMED_GATE',
7494     27 => 'TRIGGER',
7495     28 => 'GRIMREAPER',
7496     29 => 'MAGIC_EAR',
7497     30 => 'TRIGGER_BUTTON',
7498     31 => 'TRIGGER_ALTAR',
7499     32 => 'TRIGGER_PEDESTAL',
7500     33 => 'SHIELD',
7501     34 => 'HELMET',
7502     35 => 'HORN',
7503     36 => 'MONEY',
7504     37 => 'CLASS',
7505     38 => 'GRAVESTONE',
7506     39 => 'AMULET',
7507     40 => 'PLAYERMOVER',
7508     41 => 'TELEPORTER',
7509     42 => 'CREATOR',
7510     43 => 'SKILL',
7511     44 => 'EXPERIENCE',
7512     45 => 'EARTHWALL',
7513     46 => 'GOLEM',
7514     48 => 'THROWN_OBJ',
7515     49 => 'BLINDNESS',
7516     50 => 'GOD',
7517     51 => 'DETECTOR',
7518     52 => 'TRIGGER_MARKER',
7519     53 => 'DEAD_OBJECT',
7520     54 => 'DRINK',
7521     55 => 'MARKER',
7522     56 => 'HOLY_ALTAR',
7523     57 => 'PLAYER_CHANGER',
7524     58 => 'BATTLEGROUND',
7525     59 => 'PEACEMAKER',
7526     60 => 'GEM',
7527     62 => 'FIREWALL',
7528     63 => 'ANVIL',
7529     64 => 'CHECK_INV',
7530     65 => 'MOOD_FLOOR',
7531     66 => 'EXIT',
7532     67 => 'ENCOUNTER',
7533     68 => 'SHOP_FLOOR',
7534     69 => 'SHOP_MAT',
7535     70 => 'RING',
7536     71 => 'FLOOR',
7537     72 => 'FLESH',
7538     73 => 'INORGANIC',
7539     74 => 'SKILL_TOOL',
7540     75 => 'LIGHTER',
7541     76 => 'TRAP_PART',
7542     77 => 'WALL',
7543     78 => 'LIGHT_SOURCE',
7544     79 => 'MISC_OBJECT',
7545     80 => 'MONSTER',
7546     81 => 'SPAWN_GENERATOR',
7547     82 => 'LAMP',
7548     83 => 'DUPLICATOR',
7549     84 => 'TOOL',
7550     85 => 'SPELLBOOK',
7551     86 => 'BUILDFAC',
7552     87 => 'CLOAK',
7553     90 => 'SPINNER',
7554     91 => 'GATE',
7555     92 => 'BUTTON',
7556     93 => 'CF_HANDLE',
7557     94 => 'HOLE',
7558     95 => 'TRAPDOOR',
7559     98 => 'SIGN',
7560     99 => 'BOOTS',
7561     100 => 'GLOVES',
7562     101 => 'SPELL',
7563     102 => 'SPELL_EFFECT',
7564     103 => 'CONVERTER',
7565     104 => 'BRACERS',
7566     105 => 'POISONING',
7567     106 => 'SAVEBED',
7568     107 => 'POISONCLOUD',
7569     108 => 'FIREHOLES',
7570     109 => 'WAND',
7571     111 => 'SCROLL',
7572     112 => 'DIRECTOR',
7573     113 => 'GIRDLE',
7574     114 => 'FORCE',
7575     115 => 'POTION_EFFECT',
7576 root 1.11 116 => 'EVENT_CONNECTOR',
7577 root 1.3 121 => 'CLOSE_CON',
7578     122 => 'CONTAINER',
7579     123 => 'ARMOUR_IMPROVER',
7580     124 => 'WEAPON_IMPROVER',
7581     130 => 'SKILLSCROLL',
7582     138 => 'DEEP_SWAMP',
7583     139 => 'IDENTIFY_ALTAR',
7584     150 => 'MENU',
7585     154 => 'RUNE',
7586     155 => 'TRAP',
7587     156 => 'POWER_CRYSTAL',
7588     157 => 'CORPSE',
7589     158 => 'DISEASE',
7590     159 => 'SYMPTOM',
7591     160 => 'BUILDER',
7592 root 1.9 161 => 'MATERIAL',
7593     162 => 'GPS',
7594     163 => 'ITEM_TRANSFORMER',
7595     164 => 'QUEST'
7596 root 1.1 );
7597    
7598     our %SPELL = (
7599 root 1.3 0 => 'magic bullet',
7600     1 => 'small fireball',
7601     2 => 'medium fireball',
7602     3 => 'large fireball',
7603     4 => 'burning hands',
7604     5 => 'small lightning',
7605     6 => 'large lightning',
7606     7 => 'magic missile',
7607     8 => 'create bomb',
7608     9 => 'summon golem',
7609     10 => 'summon fire elemental',
7610     11 => 'summon earth elemental',
7611     12 => 'summon water elemental',
7612     13 => 'summon air elemental',
7613     14 => 'dimension door',
7614     15 => 'create earth wall',
7615     16 => 'paralyze',
7616     17 => 'icestorm',
7617     18 => 'magic mapping',
7618     19 => 'turn undead',
7619     20 => 'fear',
7620     21 => 'poison cloud',
7621     22 => 'wonder',
7622     23 => 'destruction',
7623     24 => 'perceive self',
7624     25 => 'word of recall',
7625     26 => 'invisible',
7626     27 => 'invisible to undead',
7627     28 => 'probe',
7628     29 => 'large bullet',
7629     30 => 'improved invisibility',
7630     31 => 'holy word',
7631     32 => 'minor healing',
7632     33 => 'medium healing',
7633     34 => 'major healing',
7634     35 => 'heal',
7635     36 => 'create food',
7636     37 => 'earth to dust',
7637     38 => 'armour',
7638     39 => 'strength',
7639     40 => 'dexterity',
7640     41 => 'constitution',
7641     42 => 'charisma',
7642     43 => 'create fire wall',
7643     44 => 'create frost wall',
7644     45 => 'protection from cold',
7645     46 => 'protection from electricity',
7646     47 => 'protection from fire',
7647     48 => 'protection from poison',
7648     49 => 'protection from slow',
7649     50 => 'protection from paralysis',
7650     51 => 'protection from draining',
7651     52 => 'protection from magic',
7652     53 => 'protection from attack',
7653     54 => 'levitate',
7654     55 => 'small speedball',
7655     56 => 'large speedball',
7656     57 => 'hellfire',
7657     58 => 'dragonbreath',
7658     59 => 'large icestorm',
7659     60 => 'charging',
7660     61 => 'polymorph',
7661     62 => 'cancellation',
7662     63 => 'confusion',
7663     64 => 'mass confusion',
7664     65 => 'summon pet monster',
7665     66 => 'slow',
7666     67 => 'regenerate spellpoints',
7667     68 => 'cure poison',
7668     69 => 'protection from confusion',
7669     70 => 'protection from cancellation',
7670     71 => 'protection from depletion',
7671     72 => 'alchemy',
7672     73 => 'remove curse',
7673     74 => 'remove damnation',
7674     75 => 'identify',
7675     76 => 'detect magic',
7676     77 => 'detect monster',
7677     78 => 'detect evil',
7678     79 => 'detect curse',
7679     80 => 'heroism',
7680     81 => 'aggravation',
7681     82 => 'firebolt',
7682     83 => 'frostbolt',
7683     84 => 'shockwave',
7684     85 => 'color spray',
7685     86 => 'haste',
7686     87 => 'face of death',
7687     88 => 'ball lightning',
7688     89 => 'meteor swarm',
7689     90 => 'comet',
7690     91 => 'mystic fist',
7691     92 => 'raise dead',
7692     93 => 'resurrection',
7693     94 => 'reincarnation',
7694     95 => 'immunity to cold',
7695     96 => 'immunity to electricity',
7696     97 => 'immunity to fire',
7697     98 => 'immunity to poison',
7698     99 => 'immunity to slow',
7699     100 => 'immunity to paralysis',
7700     101 => 'immunity to draining',
7701     102 => 'immunity to magic',
7702     103 => 'immunity to attack',
7703     104 => 'invulnerability',
7704     105 => 'defense',
7705     106 => 'rune of fire',
7706     107 => 'rune of frost',
7707     108 => 'rune of shocking',
7708     109 => 'rune of blasting',
7709     110 => 'rune of death',
7710     111 => 'marking rune',
7711     112 => 'build director',
7712     113 => 'create pool of chaos',
7713     114 => 'build bullet wall',
7714     115 => 'build lightning wall',
7715     116 => 'build fireball wall',
7716     117 => 'magic rune',
7717     118 => 'rune of magic drain',
7718     119 => 'antimagic rune',
7719     120 => 'rune of transferrence',
7720     121 => 'transferrence',
7721     122 => 'magic drain',
7722     123 => 'counterspell',
7723     124 => 'disarm',
7724     125 => 'cure confusion',
7725     126 => 'restoration',
7726     127 => 'summon evil monster',
7727     128 => 'counterwall',
7728     129 => 'cause light wounds',
7729     130 => 'cause medium wounds',
7730     131 => 'cause serious wounds',
7731     132 => 'charm monsters',
7732     133 => 'banishment',
7733     134 => 'create missile',
7734     135 => 'show invisible',
7735     136 => 'xray',
7736     137 => 'pacify',
7737     138 => 'summon fog',
7738     139 => 'steambolt',
7739     140 => 'command undead',
7740     141 => 'holy orb',
7741     142 => 'summon avatar',
7742     143 => 'holy possession',
7743     144 => 'bless',
7744     145 => 'curse',
7745     146 => 'regeneration',
7746     147 => 'consecrate',
7747     148 => 'summon cult monsters',
7748     149 => 'cause critical wounds',
7749     150 => 'holy wrath',
7750     151 => 'retributive strike',
7751     152 => 'finger of death',
7752     153 => 'insect plague',
7753     154 => 'call holy servant',
7754     155 => 'wall of thorns',
7755     156 => 'staff to snake',
7756     157 => 'light',
7757     158 => 'darkness',
7758     159 => 'nightfall',
7759     160 => 'daylight',
7760     161 => 'sunspear',
7761     162 => 'faery fire',
7762     163 => 'cure blindness',
7763     164 => 'dark vision',
7764     165 => 'bullet swarm',
7765     166 => 'bullet storm',
7766     167 => 'cause many wounds',
7767     168 => 'small snowstorm',
7768     169 => 'medium snowstorm',
7769     170 => 'large snowstorm',
7770     171 => 'cure disease',
7771     172 => 'cause red death',
7772     173 => 'cause flu',
7773     174 => 'cause black death',
7774     175 => 'cause leprosy',
7775     176 => 'cause smallpox',
7776     177 => 'cause white death',
7777     178 => 'cause anthrax',
7778     179 => 'cause typhoid',
7779     180 => 'mana blast',
7780     181 => 'small manaball',
7781     182 => 'medium manaball',
7782     183 => 'large manaball',
7783     184 => 'mana bolt',
7784     185 => 'dancing sword',
7785     186 => 'animate weapon',
7786     187 => 'cause cold',
7787     188 => 'divine shock',
7788     189 => 'windstorm',
7789     190 => 'sanctuary',
7790     191 => 'peace',
7791     192 => 'spiderweb',
7792     193 => 'conflict',
7793     194 => 'rage',
7794     195 => 'forked lightning',
7795     196 => 'poison fog',
7796     197 => 'flaming aura',
7797     198 => 'vitriol',
7798     199 => 'vitriol splash',
7799     200 => 'ironwood skin',
7800     201 => 'wrathful eye',
7801     202 => 'town portal',
7802     203 => 'missile swarm',
7803     204 => 'cause rabies',
7804     205 => 'glyph'
7805 root 1.1 );
7806    
7807    
7808     =head1 AUTHOR
7809    
7810     Marc Lehmann <schmorp.de>
7811     http://home.schmorp.de/
7812    
7813     The source files are part of the CFJavaEditor.
7814    
7815     =cut
7816    
7817     1