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Revision: 1.31
Committed: Sat Jul 14 13:30:43 2007 UTC (16 years, 10 months ago) by root
Branch: MAIN
Changes since 1.30: +1 -1 lines
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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 root 1.29 'Amulet'
1158 root 1.3 ],
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 root 1.29 'Amulet'
1176 root 1.3 ],
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 root 1.29 'Amulet'
1210 root 1.7 ],
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 root 1.29 'Button'
1278 root 1.9 ],
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 root 1.29 'Amulet'
1375 root 1.3 ],
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 root 1.28 ],
2042     [
2043     'treasure_env',
2044     {
2045     desc => 'Set this flag to move treasure items created into the environment (map) instead of putting them into the object.',
2046     name => 'treasure in env',
2047     type => 'bool'
2048     }
2049 root 1.9 ]
2050     ],
2051     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.',
2052     ignore => [
2053     $IGNORE_LIST{non_pickable}
2054     ],
2055     name => 'Door'
2056     },
2057 root 1.7 Duplicator => {
2058     attr => [
2059     [
2060     'other_arch',
2061 root 1.4 {
2062 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.',
2063 root 1.7 name => 'target arch',
2064     type => 'string'
2065 root 1.4 }
2066     ],
2067     [
2068 root 1.7 'level',
2069 root 1.4 {
2070 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.',
2071     name => 'multiply factor',
2072     type => 'int'
2073 root 1.4 }
2074     ],
2075     [
2076 root 1.7 'connected',
2077 root 1.4 {
2078 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!',
2079     name => 'connection',
2080     type => 'int'
2081 root 1.4 }
2082 elmex 1.21 ],
2083     [
2084     'activate_on_push',
2085     {
2086     desc => 'Whether the teleporter should only be activated on push.',
2087     name => 'Activate on push',
2088     type => 'bool'
2089     }
2090     ],
2091     [
2092     'activate_on_release',
2093     {
2094     desc => 'Whether the teleporter should only be activated on release.',
2095     name => 'Activate on release',
2096     type => 'bool'
2097     }
2098 root 1.4 ]
2099     ],
2100 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.',
2101     ignore => [
2102     $IGNORE_LIST{system_object}
2103     ],
2104 root 1.5 name => 'Duplicator',
2105 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%.'
2106     },
2107 root 1.10 'Event Connector' => {
2108     attr => [
2109     [
2110     'subtype',
2111     {
2112     desc => 'The type of event that triggers a notify to the plug-in.',
2113     name => 'event type',
2114     type => 'list',
2115     value => $LIST{event_type}
2116     }
2117     ],
2118     [
2119     'title',
2120     {
2121     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.',
2122     name => 'plug-in',
2123 root 1.11 type => 'string'
2124 root 1.10 }
2125     ],
2126     [
2127     'slaying',
2128     {
2129     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.',
2130     name => 'extension',
2131 root 1.11 type => 'string'
2132 root 1.10 }
2133     ],
2134     [
2135     'name',
2136     {
2137     desc => 'A string that is passed unaltered to the extension above. Often used to pass options to the extension that alter its behaviour.',
2138     name => 'options',
2139 root 1.11 type => 'string'
2140 root 1.10 }
2141     ]
2142     ],
2143     desc => 'Event connectors link specific events that happen to objects to a crossfire plug-in.',
2144     name => 'Event Connector'
2145     },
2146 root 1.3 Exit => {
2147 root 1.7 attr => [
2148     [
2149     'slaying',
2150     {
2151     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".',
2152     name => 'exit path',
2153     type => 'string'
2154     }
2155     ],
2156     [
2157     'hp',
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 X',
2161     type => 'int'
2162     }
2163     ],
2164     [
2165     'sp',
2166     {
2167     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.',
2168     name => 'destination Y',
2169     type => 'int'
2170     }
2171     ],
2172     [
2173 root 1.14 'move_on',
2174 root 1.7 {
2175 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2176     name => 'movement type',
2177 elmex 1.26 type => 'movement_type'
2178 root 1.7 }
2179     ],
2180     [
2181     'msg',
2182     {
2183     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. =)',
2184     end => 'endmsg',
2185     name => 'exit message',
2186     type => 'text'
2187     }
2188     ],
2189     [
2190 root 1.30 'damned',
2191 root 1.7 {
2192 root 1.31 desc => 'If set, then players using this exit will have their savebed position set to the destination of the exit when passing through.',
2193 root 1.30 name => 'set savebed',
2194 root 1.7 type => 'bool'
2195     }
2196     ]
2197     ],
2198 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.',
2199     ignore => [
2200     $IGNORE_LIST{non_pickable}
2201     ],
2202 root 1.5 name => 'Exit',
2203 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.'
2204     },
2205     Flesh => {
2206 root 1.7 attr => [
2207     [
2208     'food',
2209     {
2210     desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2211     name => 'foodpoints',
2212     type => 'int'
2213     }
2214     ],
2215     [
2216     'level',
2217     {
2218     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.',
2219     name => 'flesh level',
2220     type => 'int'
2221     }
2222     ],
2223     [
2224     'startequip',
2225     {
2226     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2227     name => 'godgiven item',
2228     type => 'bool'
2229     }
2230     ],
2231     [
2232     'msg',
2233     {
2234     desc => 'This text may describe the item.',
2235     end => 'endmsg',
2236     name => 'description',
2237     type => 'text'
2238     }
2239     ]
2240     ],
2241 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.',
2242 root 1.5 name => 'Flesh',
2243 root 1.4 section => [
2244     [
2245     'resistance',
2246 root 1.7 [
2247     [
2248     'resist_physical',
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 physical %',
2252     type => 'int'
2253     }
2254     ],
2255     [
2256     'resist_magic',
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 magic %',
2260     type => 'int'
2261     }
2262     ],
2263     [
2264     'resist_fire',
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 fire %',
2268     type => 'int'
2269     }
2270     ],
2271     [
2272     'resist_electricity',
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 electricity %',
2276     type => 'int'
2277     }
2278     ],
2279     [
2280     'resist_cold',
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 cold %',
2284     type => 'int'
2285     }
2286     ],
2287     [
2288     'resist_confusion',
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 confusion %',
2292     type => 'int'
2293     }
2294     ],
2295     [
2296     'resist_acid',
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 acid %',
2300     type => 'int'
2301     }
2302     ],
2303     [
2304     'resist_drain',
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 draining %',
2308     type => 'int'
2309     }
2310     ],
2311     [
2312     'resist_weaponmagic',
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 weaponmagic %',
2316     type => 'int'
2317     }
2318     ],
2319     [
2320     'resist_ghosthit',
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 ghosthit %',
2324     type => 'int'
2325     }
2326     ],
2327     [
2328     'resist_poison',
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 poison %',
2332     type => 'int'
2333     }
2334     ],
2335     [
2336     'resist_slow',
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 slow %',
2340     type => 'int'
2341     }
2342     ],
2343     [
2344     'resist_paralyze',
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 paralyze %',
2348     type => 'int'
2349     }
2350     ],
2351     [
2352     'resist_fear',
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 fear %',
2356     type => 'int'
2357     }
2358     ],
2359     [
2360     'resist_deplete',
2361     {
2362     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.',
2363     name => 'resist depletion %',
2364     type => 'int'
2365     }
2366     ],
2367     [
2368     'resist_death',
2369     {
2370     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.',
2371     name => 'resist death-attack %',
2372     type => 'int'
2373     }
2374     ],
2375     [
2376     'resist_chaos',
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 chaos %',
2380     type => 'int'
2381     }
2382     ],
2383     [
2384     'resist_blind',
2385     {
2386     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.',
2387     name => 'resist blinding %',
2388     type => 'int'
2389     }
2390     ]
2391     ]
2392 root 1.4 ]
2393     ],
2394 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.'
2395     },
2396     Floor => {
2397 root 1.7 attr => [
2398     [
2399     'is_floor',
2400     {
2401     type => 'fixed',
2402     value => 1
2403     }
2404     ],
2405     [
2406     'no_pick',
2407     {
2408     type => 'fixed',
2409     value => 1
2410     }
2411     ],
2412     [
2413     'no_magic',
2414     {
2415     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2416     name => 'no spells',
2417     type => 'bool'
2418     }
2419     ],
2420     [
2421     'damned',
2422     {
2423     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2424     name => 'no prayers',
2425     type => 'bool'
2426     }
2427     ],
2428     [
2429     'unique',
2430     {
2431     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>.',
2432     name => 'unique map',
2433     type => 'bool'
2434     }
2435     ],
2436     [
2437     'msg',
2438     {
2439     desc => 'This text may describe the object.',
2440     end => 'endmsg',
2441     name => 'description',
2442     type => 'text'
2443     }
2444     ]
2445     ],
2446 root 1.3 desc => 'Floor is a very basic thing whithout too much functionality. It\'s a floor - you stand on it.',
2447     ignore => [
2448     $IGNORE_LIST{non_pickable}
2449     ],
2450 root 1.5 name => 'Floor',
2451 root 1.4 section => [
2452     [
2453     'terrain',
2454 root 1.7 [
2455     [
2456 root 1.14 'move_block',
2457     {
2458     desc => 'Objects using these movement types cannot move over this space.',
2459     name => 'blocked movement',
2460 elmex 1.26 type => 'movement_type'
2461 root 1.14 }
2462     ],
2463     [
2464     'move_allow',
2465     {
2466     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2467     name => 'allowed movement',
2468 elmex 1.26 type => 'movement_type'
2469 root 1.14 }
2470     ],
2471     [
2472     'move_slow',
2473     {
2474     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2475     name => 'slowed movement',
2476 elmex 1.26 type => 'movement_type'
2477 root 1.14 }
2478     ],
2479     [
2480     'move_slow_penalty',
2481 root 1.7 {
2482 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)',
2483     name => 'slow movement penalty',
2484 root 1.7 type => 'int'
2485     }
2486     ],
2487     [
2488     'is_wooded',
2489     {
2490     desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2491     name => 'wooded terrain',
2492     type => 'bool'
2493     }
2494     ],
2495     [
2496     'is_hilly',
2497     {
2498     desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2499     name => 'hilly terrain',
2500     type => 'bool'
2501     }
2502     ]
2503     ]
2504 root 1.4 ]
2505     ]
2506 root 1.3 },
2507     'Floor (Encounter)' => {
2508 root 1.7 attr => [
2509     [
2510     'is_floor',
2511     {
2512     type => 'fixed',
2513     value => 1
2514     }
2515     ],
2516     [
2517     'no_pick',
2518     {
2519     type => 'fixed',
2520     value => 1
2521     }
2522     ],
2523     [
2524     'no_magic',
2525     {
2526     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2527     name => 'no spells',
2528     type => 'bool'
2529     }
2530     ],
2531     [
2532     'damned',
2533     {
2534     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2535     name => 'no prayers',
2536     type => 'bool'
2537     }
2538     ],
2539     [
2540     'unique',
2541     {
2542     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>.',
2543     name => 'unique map',
2544     type => 'bool'
2545     }
2546     ],
2547     [
2548     'msg',
2549     {
2550     desc => 'This text may describe the object.',
2551     end => 'endmsg',
2552     name => 'description',
2553     type => 'text'
2554     }
2555     ]
2556     ],
2557 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.',
2558     ignore => [
2559     $IGNORE_LIST{non_pickable}
2560 root 1.4 ],
2561 root 1.5 name => 'Floor (Encounter)',
2562 root 1.4 section => [
2563     [
2564     'terrain',
2565 root 1.7 [
2566     [
2567 root 1.14 'move_block',
2568     {
2569     desc => 'Objects using these movement types cannot move over this space.',
2570     name => 'blocked movement',
2571 elmex 1.26 type => 'movement_type'
2572 root 1.14 }
2573     ],
2574     [
2575     'move_allow',
2576 root 1.7 {
2577 root 1.14 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2578     name => 'allowed movement',
2579 elmex 1.26 type => 'movement_type'
2580 root 1.14 }
2581     ],
2582     [
2583     'move_slow',
2584     {
2585     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2586     name => 'slowed movement',
2587 elmex 1.26 type => 'movement_type'
2588 root 1.14 }
2589     ],
2590     [
2591     'move_slow_penalty',
2592     {
2593     desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
2594     name => 'slow movement penalty',
2595 root 1.7 type => 'int'
2596     }
2597     ],
2598     [
2599     'is_wooded',
2600     {
2601     desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2602     name => 'wooded terrain',
2603     type => 'bool'
2604     }
2605     ],
2606     [
2607     'is_hilly',
2608     {
2609     desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2610     name => 'hilly terrain',
2611     type => 'bool'
2612     }
2613     ]
2614     ]
2615 root 1.4 ]
2616 root 1.3 ]
2617     },
2618     Food => {
2619 root 1.7 attr => [
2620     [
2621     'food',
2622     {
2623     desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2624     name => 'foodpoints',
2625     type => 'int'
2626     }
2627     ],
2628     [
2629     'startequip',
2630     {
2631     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2632     name => 'godgiven item',
2633     type => 'bool'
2634     }
2635     ]
2636     ],
2637 root 1.5 desc => 'By eating/drinking food-objects, the player can fill his stomache and gain a little health.',
2638     name => 'Food'
2639 root 1.1 },
2640 root 1.3 Gate => {
2641 root 1.7 attr => [
2642     [
2643     'no_pick',
2644     {
2645     type => 'fixed',
2646     value => 1
2647     }
2648     ],
2649     [
2650 elmex 1.20 'speed',
2651     {
2652     desc => 'The speed of the gate affects how fast it is closing/opening.',
2653     type => 'float'
2654     }
2655     ],
2656     [
2657 root 1.7 'connected',
2658     {
2659     desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
2660     name => 'connection',
2661     type => 'int'
2662     }
2663     ],
2664     [
2665     'wc',
2666     {
2667     desc => 'The <position state> defines the position of the gate: Zero means completely open/down, the "number of animation-steps" (usually about 6 or 7) means completely closed/up state. I suggest you don\'t mess with this value - Leave the default in place.',
2668     name => 'position state',
2669     type => 'int'
2670     }
2671     ],
2672     [
2673 root 1.14 'move_block',
2674     {
2675     desc => 'Objects using these movement types cannot move over this space.',
2676     name => 'blocked movement',
2677 elmex 1.26 type => 'movement_type'
2678 root 1.14 }
2679     ],
2680     [
2681     'move_allow',
2682     {
2683     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2684     name => 'allowed movement',
2685 elmex 1.26 type => 'movement_type'
2686 root 1.14 }
2687     ],
2688     [
2689     'move_slow',
2690 root 1.7 {
2691 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2692     name => 'slowed movement',
2693 elmex 1.26 type => 'movement_type'
2694 root 1.14 }
2695     ],
2696     [
2697     'move_slow_penalty',
2698     {
2699     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)',
2700     name => 'slow movement penalty',
2701     type => 'int'
2702 root 1.7 }
2703     ],
2704     [
2705     'no_magic',
2706     {
2707     desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
2708     name => 'restrict spells',
2709     type => 'bool'
2710     }
2711     ],
2712     [
2713     'damned',
2714     {
2715     desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
2716     name => 'restrict prayers',
2717     type => 'bool'
2718     }
2719     ]
2720     ],
2721 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.',
2722     ignore => [
2723     $IGNORE_LIST{non_pickable}
2724     ],
2725 root 1.5 name => 'Gate',
2726 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".'
2727     },
2728     Girdle => {
2729 root 1.7 attr => [
2730     [
2731     'magic',
2732     {
2733     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.',
2734     name => 'magic bonus',
2735     type => 'int'
2736     }
2737     ]
2738     ],
2739     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.',
2740     import => [
2741 root 1.29 'Amulet'
2742 root 1.7 ],
2743     name => 'Girdle',
2744     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2745     },
2746     Gloves => {
2747     attr => [
2748     [
2749     'magic',
2750     {
2751     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.',
2752     name => 'magic bonus',
2753     type => 'int'
2754     }
2755     ]
2756     ],
2757     desc => 'Wearing gloves, the object\'s stats will directly be inherited to the player. Gloves can add defense or damage bonuses.',
2758     import => [
2759 root 1.29 'Amulet'
2760 root 1.7 ],
2761     name => 'Gloves',
2762     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2763     },
2764     Handle => {
2765     attr => [
2766     [
2767     'no_pick',
2768     {
2769     type => 'fixed',
2770     value => 1
2771     }
2772     ],
2773     [
2774     'connected',
2775     {
2776     desc => 'Every time the handle is applied, all objects with the same <connection> value are activated.',
2777     name => 'connection',
2778     type => 'int'
2779     }
2780     ],
2781     [
2782     'msg',
2783     {
2784     desc => 'This text may describe the item. You can use this message to explain the handle\'s purpose to the player.',
2785     end => 'endmsg',
2786     name => 'description',
2787     type => 'text'
2788     }
2789     ]
2790     ],
2791     desc => 'A handle can be applied by players and (certain) monsters. Every time it is applied, the &lt;connection&gt; value is triggered.',
2792     ignore => [
2793     $IGNORE_LIST{non_pickable}
2794     ],
2795     name => 'Handle',
2796     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.'
2797     },
2798     'Handle Trigger' => {
2799     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.',
2800     ignore => [
2801     $IGNORE_LIST{non_pickable}
2802     ],
2803     import => [
2804 root 1.29 'Handle'
2805 root 1.7 ],
2806     name => 'Handle Trigger',
2807     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.'
2808     },
2809     'Hazard Floor' => {
2810     attr => [
2811     [
2812     'is_floor',
2813     {
2814     type => 'fixed',
2815     value => 1
2816     }
2817     ],
2818     [
2819     'lifesave',
2820     {
2821     type => 'fixed',
2822     value => 1
2823     }
2824     ],
2825     [
2826 root 1.14 'move_on',
2827 root 1.7 {
2828 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2829     name => 'movement type',
2830 elmex 1.26 type => 'movement_type'
2831 root 1.7 }
2832     ],
2833     [
2834     'no_pick',
2835     {
2836     type => 'fixed',
2837     value => 1
2838     }
2839     ],
2840     [
2841     'attacktype',
2842     {
2843     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.',
2844     name => 'attacktype',
2845     type => 'bitmask',
2846     value => $BITMASK{attacktype}
2847     }
2848     ],
2849     [
2850     'dam',
2851     {
2852     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.',
2853     name => 'base damage',
2854     type => 'int'
2855     }
2856     ],
2857     [
2858     'wc',
2859     {
2860     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.',
2861     name => 'weaponclass',
2862     type => 'int'
2863     }
2864     ],
2865     [
2866     'level',
2867     {
2868     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.',
2869     name => 'attack level',
2870     type => 'int'
2871     }
2872     ],
2873     [
2874     'no_magic',
2875     {
2876     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2877     name => 'no spells',
2878     type => 'bool'
2879     }
2880     ],
2881     [
2882     'damned',
2883     {
2884     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2885     name => 'no prayers',
2886     type => 'bool'
2887     }
2888     ],
2889     [
2890     'unique',
2891     {
2892     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>.',
2893     name => 'unique map',
2894     type => 'bool'
2895     }
2896     ]
2897 root 1.3 ],
2898     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.',
2899     ignore => [
2900     $IGNORE_LIST{non_pickable}
2901     ],
2902 root 1.5 name => 'Hazard Floor',
2903 root 1.4 section => [
2904     [
2905     'terrain',
2906 root 1.7 [
2907     [
2908 root 1.14 'move_block',
2909     {
2910     desc => 'Objects using these movement types cannot move over this space.',
2911     name => 'blocked movement',
2912 elmex 1.26 type => 'movement_type'
2913 root 1.14 }
2914     ],
2915     [
2916     'move_allow',
2917 root 1.7 {
2918 root 1.14 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2919     name => 'allowed movement',
2920 elmex 1.26 type => 'movement_type'
2921 root 1.14 }
2922     ],
2923     [
2924     'move_slow',
2925     {
2926     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2927     name => 'slowed movement',
2928 elmex 1.26 type => 'movement_type'
2929 root 1.14 }
2930     ],
2931     [
2932     'move_slow_penalty',
2933     {
2934     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)',
2935     name => 'slow movement penalty',
2936 root 1.7 type => 'int'
2937     }
2938     ],
2939     [
2940     'is_wooded',
2941     {
2942     desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2943     name => 'wooded terrain',
2944     type => 'bool'
2945     }
2946     ],
2947     [
2948     'is_hilly',
2949     {
2950     desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2951     name => 'hilly terrain',
2952     type => 'bool'
2953     }
2954     ]
2955     ]
2956 root 1.4 ]
2957     ],
2958 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.'
2959     },
2960     Helmet => {
2961 root 1.7 attr => [
2962     [
2963     'magic',
2964     {
2965     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>.',
2966     name => 'magic bonus',
2967     type => 'int'
2968     }
2969     ]
2970     ],
2971 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.',
2972     import => [
2973 root 1.29 'Amulet'
2974 root 1.3 ],
2975 root 1.5 name => 'Helmet',
2976 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.'
2977     },
2978     'Holy Altar' => {
2979 root 1.7 attr => [
2980     [
2981     'no_pick',
2982     {
2983     type => 'fixed',
2984     value => 1
2985     }
2986     ],
2987     [
2988     'other_arch',
2989     {
2990     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.',
2991     name => 'god name',
2992     type => 'string'
2993     }
2994     ],
2995     [
2996     'level',
2997     {
2998 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.',
2999 root 1.7 name => 'reconsecrate level',
3000     type => 'int'
3001     }
3002     ]
3003     ],
3004 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.',
3005     ignore => [
3006     $IGNORE_LIST{non_pickable}
3007 root 1.5 ],
3008     name => 'Holy Altar'
3009 root 1.3 },
3010     Horn => {
3011 root 1.7 attr => [
3012     [
3013     'sp',
3014     {
3015     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!',
3016     name => 'spell',
3017     type => 'spell'
3018     }
3019     ],
3020     [
3021     'level',
3022     {
3023     desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should not be set too high.',
3024     name => 'casting level',
3025     type => 'int'
3026     }
3027     ],
3028     [
3029     'hp',
3030     {
3031     desc => 'This value represents the initial amount of spellpoints in the horn. Naturally, this is quite unimportant.',
3032     name => 'initial spellpoints',
3033     type => 'int'
3034     }
3035     ],
3036     [
3037     'maxhp',
3038     {
3039     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.',
3040     name => 'max. spellpoints',
3041     type => 'int'
3042     }
3043     ],
3044     [
3045     'startequip',
3046     {
3047     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3048     name => 'godgiven item',
3049     type => 'bool'
3050     }
3051     ],
3052     [
3053     'msg',
3054     {
3055     desc => 'This text may contain a description of the horn.',
3056     end => 'endmsg',
3057     name => 'description',
3058     type => 'text'
3059     }
3060     ]
3061     ],
3062 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.',
3063     ignore => [
3064     'title'
3065     ],
3066 root 1.5 name => 'Horn',
3067 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.'
3068     },
3069     Inorganic => {
3070 root 1.7 attr => [
3071     [
3072     'is_dust',
3073     {
3074     name => 'is dust',
3075     type => 'bool'
3076     }
3077     ]
3078     ],
3079 root 1.4 desc => 'Inorganic materials are generally used as ingredients for alchemical receipes. By themselves, they have no special functionalities.',
3080 root 1.5 name => 'Inorganic',
3081 root 1.4 section => [
3082     [
3083     'resistance',
3084 root 1.7 [
3085     [
3086     'resist_physical',
3087     {
3088     name => 'resist physical %',
3089     type => 'int'
3090     }
3091     ],
3092     [
3093     'resist_magic',
3094     {
3095     name => 'resist magic %',
3096     type => 'int'
3097     }
3098     ],
3099     [
3100     'resist_fire',
3101     {
3102     name => 'resist fire %',
3103     type => 'int'
3104     }
3105     ],
3106     [
3107     'resist_electricity',
3108     {
3109     name => 'resist electricity %',
3110     type => 'int'
3111     }
3112     ],
3113     [
3114     'resist_cold',
3115     {
3116     name => 'resist cold %',
3117     type => 'int'
3118     }
3119     ],
3120     [
3121     'resist_acid',
3122     {
3123     name => 'resist acid %',
3124     type => 'int'
3125     }
3126     ],
3127     [
3128     'resist_weaponmagic',
3129     {
3130     name => 'resist weaponmagic %',
3131     type => 'int'
3132     }
3133     ],
3134     [
3135     'resist_ghosthit',
3136     {
3137     name => 'resist ghosthit %',
3138     type => 'int'
3139     }
3140     ],
3141     [
3142     'resist_poison',
3143     {
3144     name => 'resist poison %',
3145     type => 'int'
3146     }
3147     ],
3148     [
3149     'resist_death',
3150     {
3151     name => 'resist death-attack %',
3152     type => 'int'
3153     }
3154     ],
3155     [
3156     'resist_chaos',
3157     {
3158     name => 'resist chaos %',
3159     type => 'int'
3160     }
3161     ],
3162     [
3163     'resist_holyword',
3164     {
3165     name => 'resist holy power %',
3166     type => 'int'
3167     }
3168     ]
3169     ]
3170 root 1.4 ]
3171     ]
3172 root 1.1 },
3173 root 1.3 'Inventory Checker' => {
3174 root 1.7 attr => [
3175     [
3176     'no_pick',
3177     {
3178     type => 'fixed',
3179     value => 1
3180     }
3181     ],
3182     [
3183     'slaying',
3184     {
3185     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.',
3186     name => 'match key string',
3187     type => 'string'
3188     }
3189     ],
3190     [
3191     'race',
3192     {
3193     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>.',
3194     name => 'match arch name',
3195     type => 'string'
3196     }
3197     ],
3198     [
3199     'hp',
3200     {
3201     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. ;)',
3202     name => 'match type',
3203     type => 'int'
3204     }
3205     ],
3206     [
3207     'last_sp',
3208     {
3209     desc => 'Enabled means having that object is a match. Disabled means not having that object is a match.',
3210     name => 'match = having',
3211     type => 'bool'
3212     }
3213     ],
3214     [
3215     'connected',
3216     {
3217     desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
3218     name => 'connection',
3219     type => 'int'
3220     }
3221     ],
3222     [
3223 root 1.14 'move_block',
3224 root 1.7 {
3225 root 1.14 desc => 'Objects using these movement types cannot move over this space.',
3226     name => 'blocked movement',
3227 elmex 1.26 type => 'movement_type'
3228 root 1.14 }
3229     ],
3230     [
3231     'move_allow',
3232     {
3233     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3234     name => 'allowed movement',
3235 elmex 1.26 type => 'movement_type'
3236 root 1.14 }
3237     ],
3238     [
3239     'move_slow',
3240     {
3241     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3242     name => 'slowed movement',
3243 elmex 1.26 type => 'movement_type'
3244 root 1.14 }
3245     ],
3246     [
3247     'move_slow_penalty',
3248     {
3249     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)',
3250     name => 'slow movement penalty',
3251     type => 'int'
3252 root 1.7 }
3253     ],
3254     [
3255     'last_heal',
3256     {
3257     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!',
3258     name => 'remove match',
3259     type => 'bool'
3260     }
3261     ]
3262     ],
3263 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.',
3264 root 1.3 ignore => [
3265     $IGNORE_LIST{system_object}
3266     ],
3267 root 1.5 name => 'Inventory Checker',
3268 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.'
3269     },
3270 root 1.8 'Item Transformer' => {
3271     attr => [
3272     [
3273     'food',
3274     {
3275     desc => '<number of uses> controls how many times the item transformer can be used. The value 0 means "unlimited"',
3276     name => 'number of uses',
3277     type => 'int'
3278     }
3279     ],
3280     [
3281     'slaying',
3282     {
3283     desc => 'Contains the verb that is used to construct a message to the player applying the item transformer.',
3284     name => 'verb',
3285     type => 'string'
3286     }
3287     ],
3288     [
3289     'startequip',
3290     {
3291     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3292     name => 'godgiven item',
3293     type => 'bool'
3294     }
3295     ],
3296     [
3297     'msg',
3298     {
3299     desc => 'This text may contain a description of the item transformer.',
3300     end => 'endmsg',
3301     name => 'description',
3302     type => 'text'
3303     }
3304     ]
3305     ],
3306     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.',
3307     name => 'Item Transformer',
3308     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\'.'
3309     },
3310 root 1.3 Jewel => {
3311 root 1.7 attr => [
3312     [
3313     'race',
3314     {
3315     type => 'fixed',
3316     value => 'gold and jewels'
3317     }
3318     ],
3319     [
3320     'msg',
3321     {
3322     desc => 'This text may describe the object.',
3323     end => 'endmsg',
3324     name => 'description',
3325     type => 'text'
3326     }
3327     ]
3328     ],
3329 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.',
3330     name => 'Jewel'
3331 root 1.1 },
3332 root 1.9 Key => {
3333     attr => [
3334     [
3335     'startequip',
3336     {
3337     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3338     name => 'godgiven item',
3339     type => 'bool'
3340     }
3341     ]
3342     ],
3343     desc => 'When carrying a key, a normal door can be opened. The key will disappear.',
3344     name => 'Key'
3345     },
3346 root 1.3 'Locked Door' => {
3347 root 1.7 attr => [
3348     [
3349 root 1.14 'move_type',
3350 root 1.7 {
3351     type => 'fixed',
3352 root 1.14 value => 0
3353 root 1.7 }
3354     ],
3355     [
3356     'no_pick',
3357     {
3358     type => 'fixed',
3359     value => 1
3360     }
3361     ],
3362     [
3363     'slaying',
3364     {
3365     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".',
3366     name => 'key string',
3367     type => 'string'
3368     }
3369     ],
3370     [
3371     'no_magic',
3372     {
3373     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).',
3374     name => 'restrict spells',
3375     type => 'bool'
3376     }
3377     ],
3378     [
3379     'damned',
3380     {
3381     desc => 'Restricting the use of prayers to pass this door. This should be set in most cases.',
3382     name => 'restrict prayers',
3383     type => 'bool'
3384     }
3385     ],
3386     [
3387     'msg',
3388     {
3389     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.',
3390     end => 'endmsg',
3391     name => 'lock message',
3392     type => 'text'
3393     }
3394     ]
3395     ],
3396     desc => 'A locked door can be opened only when carrying the appropriate special key.',
3397     ignore => [
3398     $IGNORE_LIST{non_pickable}
3399     ],
3400     name => 'Locked Door',
3401     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).'
3402     },
3403     'Magic Ear' => {
3404     attr => [
3405     [
3406     'no_pick',
3407     {
3408     type => 'fixed',
3409     value => 1
3410     }
3411     ],
3412     [
3413     'connected',
3414     {
3415     desc => 'The Magic_ear will trigger all objects with the same connection value, every time it is activated.',
3416     name => 'connection',
3417     type => 'int'
3418     }
3419     ],
3420     [
3421     'msg',
3422     {
3423     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!',
3424     end => 'endmsg',
3425     name => 'keyword-matching',
3426     type => 'text'
3427     }
3428     ]
3429     ],
3430     desc => 'Magic_ears trigger a connected value when the player speaks a specific keyword.',
3431     ignore => [
3432     $IGNORE_LIST{system_object}
3433     ],
3434     name => 'Magic Ear',
3435     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.'
3436     },
3437     'Magic Wall' => {
3438     attr => [
3439     [
3440     'dam',
3441     {
3442     desc => 'The magic wall will cast this <spell>.',
3443     name => 'spell',
3444     type => 'spell'
3445     }
3446     ],
3447     [
3448     'level',
3449     {
3450     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.',
3451     name => 'spell level',
3452     type => 'int'
3453     }
3454     ],
3455     [
3456     'connected',
3457     {
3458     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.',
3459     name => 'connection',
3460     type => 'int'
3461     }
3462     ],
3463     [
3464 elmex 1.21 'activate_on_push',
3465     {
3466     desc => 'Whether the teleporter should only be activated on push.',
3467     name => 'Activate on push',
3468     type => 'bool'
3469     }
3470     ],
3471     [
3472     'activate_on_release',
3473     {
3474     desc => 'Whether the teleporter should only be activated on release.',
3475     name => 'Activate on release',
3476     type => 'bool'
3477     }
3478     ],
3479     [
3480 root 1.7 'speed',
3481     {
3482     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".',
3483     name => 'casting speed',
3484     type => 'float'
3485     }
3486     ],
3487     [
3488 root 1.17 'speed_left',
3489     {
3490     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.',
3491     name => 'speed left',
3492     type => 'float'
3493     }
3494     ],
3495     [
3496 root 1.7 'sp',
3497     {
3498     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.',
3499     name => 'direction',
3500     type => 'list',
3501     value => $LIST{direction}
3502     }
3503     ],
3504     [
3505 root 1.14 'move_block',
3506     {
3507     desc => 'Objects using these movement types cannot move over this space.',
3508     name => 'blocked movement',
3509 elmex 1.26 type => 'movement_type'
3510 root 1.14 }
3511     ],
3512     [
3513     'move_allow',
3514     {
3515     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3516     name => 'allowed movement',
3517 elmex 1.26 type => 'movement_type'
3518 root 1.14 }
3519     ],
3520     [
3521     'move_slow',
3522 root 1.7 {
3523 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3524     name => 'slowed movement',
3525 elmex 1.26 type => 'movement_type'
3526 root 1.14 }
3527     ],
3528     [
3529     'move_slow_penalty',
3530     {
3531     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)',
3532     name => 'slow movement penalty',
3533     type => 'int'
3534 root 1.7 }
3535     ]
3536 root 1.3 ],
3537     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.',
3538     ignore => [
3539     $IGNORE_LIST{non_pickable}
3540     ],
3541 root 1.5 name => 'Magic Wall',
3542 root 1.4 section => [
3543     [
3544     'destroyable',
3545 root 1.7 [
3546     [
3547     'alive',
3548     {
3549     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.',
3550     name => 'is destroyable',
3551     type => 'bool'
3552     }
3553     ],
3554     [
3555     'hp',
3556     {
3557     desc => 'The more <hitpoints> the wall has, the longer it takes to be destroyed.',
3558     name => 'hitpoints',
3559     type => 'int'
3560     }
3561     ],
3562     [
3563     'maxhp',
3564     {
3565     desc => '<max hitpoints> are the maximum amount of hitpoints the wall can have. This only makes sense if the wall can regain health.',
3566     name => 'max hitpoints',
3567     type => 'int'
3568     }
3569     ],
3570     [
3571     'ac',
3572     {
3573     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>.',
3574     name => 'armour class',
3575     type => 'int'
3576     }
3577     ]
3578     ]
3579     ],
3580     [
3581     'resistance',
3582     [
3583     [
3584     'resist_physical',
3585     {
3586     name => 'resist physical %',
3587     type => 'int'
3588     }
3589     ],
3590     [
3591     'resist_magic',
3592     {
3593     name => 'resist magic %',
3594     type => 'int'
3595     }
3596     ],
3597     [
3598     'resist_fire',
3599     {
3600     name => 'resist fire %',
3601     type => 'int'
3602     }
3603     ],
3604     [
3605     'resist_electricity',
3606     {
3607     name => 'resist electricity %',
3608     type => 'int'
3609     }
3610     ],
3611     [
3612     'resist_cold',
3613     {
3614     name => 'resist cold %',
3615     type => 'int'
3616     }
3617     ],
3618     [
3619     'resist_confusion',
3620     {
3621     name => 'resist confusion %',
3622     type => 'int'
3623     }
3624     ],
3625     [
3626     'resist_acid',
3627     {
3628     name => 'resist acid %',
3629     type => 'int'
3630     }
3631     ],
3632     [
3633     'resist_drain',
3634     {
3635     name => 'resist draining %',
3636     type => 'int'
3637     }
3638     ],
3639     [
3640     'resist_weaponmagic',
3641     {
3642     name => 'resist weaponmagic %',
3643     type => 'int'
3644     }
3645     ],
3646     [
3647     'resist_ghosthit',
3648     {
3649     name => 'resist ghosthit %',
3650     type => 'int'
3651     }
3652     ],
3653     [
3654     'resist_poison',
3655     {
3656     name => 'resist poison %',
3657     type => 'int'
3658     }
3659     ],
3660     [
3661     'resist_slow',
3662     {
3663     name => 'resist slow %',
3664     type => 'int'
3665     }
3666     ],
3667     [
3668     'resist_paralyze',
3669     {
3670     name => 'resist paralyze %',
3671     type => 'int'
3672     }
3673     ],
3674     [
3675     'resist_fear',
3676     {
3677     name => 'resist fear %',
3678     type => 'int'
3679     }
3680     ],
3681     [
3682     'resist_deplete',
3683     {
3684     name => 'resist depletion %',
3685     type => 'int'
3686     }
3687     ],
3688     [
3689     'resist_turn_undead',
3690     {
3691     name => 'resist turn undead %',
3692     type => 'int'
3693     }
3694     ],
3695     [
3696     'resist_death',
3697     {
3698     name => 'resist death-attack %',
3699     type => 'int'
3700     }
3701     ],
3702     [
3703     'resist_chaos',
3704     {
3705     name => 'resist chaos %',
3706     type => 'int'
3707     }
3708     ],
3709     [
3710     'resist_blind',
3711     {
3712     name => 'resist blinding %',
3713     type => 'int'
3714     }
3715     ],
3716     [
3717     'resist_holyword',
3718     {
3719     name => 'resist holy power %',
3720     type => 'int'
3721     }
3722     ],
3723     [
3724     'resist_godpower',
3725     {
3726     name => 'resist godpower %',
3727     type => 'int'
3728     }
3729     ]
3730     ]
3731     ]
3732     ],
3733     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".'
3734     },
3735     Marker => {
3736     attr => [
3737     [
3738     'no_pick',
3739     {
3740     type => 'fixed',
3741     value => 1
3742     }
3743     ],
3744     [
3745     'slaying',
3746     {
3747     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.',
3748     name => 'key string',
3749     type => 'string'
3750     }
3751     ],
3752     [
3753     'connected',
3754     {
3755     desc => 'When the detector is triggered, all objects with the same connection value get activated.',
3756     name => 'connection',
3757     type => 'int'
3758     }
3759     ],
3760     [
3761     'speed',
3762 root 1.4 {
3763 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.',
3764     name => 'marking speed',
3765     type => 'float'
3766 root 1.4 }
3767     ],
3768     [
3769 root 1.17 'speed_left',
3770     {
3771     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.',
3772     name => 'speed left',
3773     type => 'float'
3774     }
3775     ],
3776     [
3777 root 1.7 'food',
3778     {
3779     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.',
3780     name => 'mark duration',
3781     type => 'int'
3782     }
3783     ],
3784     [
3785     'name',
3786     {
3787     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.',
3788     name => 'delete mark',
3789     type => 'string'
3790     }
3791     ],
3792     [
3793     'msg',
3794 root 1.4 {
3795 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.',
3796     end => 'endmsg',
3797     name => 'marking message',
3798     type => 'text'
3799 root 1.4 }
3800     ]
3801     ],
3802 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.',
3803     ignore => [
3804     $IGNORE_LIST{system_object}
3805     ],
3806 root 1.5 name => 'Marker',
3807 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.'
3808     },
3809     Misc => {
3810 root 1.7 attr => [
3811     [
3812 root 1.14 'move_block',
3813     {
3814     desc => 'Objects using these movement types cannot move over this space.',
3815     name => 'blocked movement',
3816 elmex 1.26 type => 'movement_type'
3817 root 1.14 }
3818     ],
3819     [
3820     'move_allow',
3821     {
3822     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3823     name => 'allowed movement',
3824 elmex 1.26 type => 'movement_type'
3825 root 1.14 }
3826     ],
3827     [
3828     'move_slow',
3829 root 1.7 {
3830 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3831     name => 'slowed movement',
3832 elmex 1.26 type => 'movement_type'
3833 root 1.14 }
3834     ],
3835     [
3836     'move_slow_penalty',
3837     {
3838     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)',
3839     name => 'slow movement penalty',
3840     type => 'int'
3841 root 1.7 }
3842     ],
3843     [
3844     'cursed',
3845     {
3846     desc => 'Curses can have various effects: On equipment and food, they generally harm the player in some way.',
3847     name => 'cursed',
3848     type => 'bool'
3849     }
3850     ],
3851     [
3852     'damned',
3853     {
3854     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.',
3855     name => 'damned',
3856     type => 'bool'
3857     }
3858     ],
3859     [
3860     'unique',
3861     {
3862     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
3863     name => 'unique item',
3864     type => 'bool'
3865     }
3866     ],
3867     [
3868     'startequip',
3869     {
3870     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3871     name => 'godgiven item',
3872     type => 'bool'
3873     }
3874     ],
3875     [
3876     'msg',
3877     {
3878     desc => 'This text may describe the object.',
3879     end => 'endmsg',
3880     name => 'description',
3881     type => 'text'
3882     }
3883     ]
3884     ],
3885 root 1.5 name => 'Misc'
3886 root 1.1 },
3887 root 1.3 Money => {
3888 root 1.7 attr => [
3889     [
3890     'race',
3891     {
3892     type => 'fixed',
3893     value => 'gold and jewels'
3894     }
3895     ]
3896     ],
3897 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.',
3898     ignore => [
3899     'unpaid'
3900 root 1.5 ],
3901     name => 'Money'
3902 root 1.3 },
3903     'Monster & NPC' => {
3904 root 1.7 attr => [
3905     [
3906     'alive',
3907     {
3908     type => 'fixed',
3909     value => 1
3910     }
3911     ],
3912     [
3913     'randomitems',
3914     {
3915     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>.',
3916     name => 'treasurelist',
3917     type => 'treasurelist'
3918     }
3919     ],
3920     [
3921 root 1.28 'treasure_env',
3922     {
3923     desc => 'Set this flag to move treasure items created into the environment (map) instead of putting them into the object.',
3924     name => 'treasure in env',
3925     type => 'bool'
3926     }
3927     ],
3928     [
3929 root 1.7 'level',
3930     {
3931     desc => 'A monster\'s <level> is the most important attribute. <level> affects the power of a monster in various ways.',
3932     name => 'level',
3933     type => 'int'
3934     }
3935     ],
3936     [
3937     'race',
3938     {
3939 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.',
3940 root 1.7 name => 'race',
3941     type => 'string'
3942     }
3943     ],
3944     [
3945     'exp',
3946     {
3947 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!',
3948 root 1.7 name => 'experience',
3949     type => 'int'
3950     }
3951     ],
3952     [
3953     'speed',
3954     {
3955     desc => 'The <speed> determines how fast a monster will both move and fight. High <speed> makes a monster considerably stronger.',
3956     name => 'speed',
3957     type => 'float'
3958     }
3959     ],
3960     [
3961 root 1.17 'speed_left',
3962     {
3963     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.',
3964     name => 'speed left',
3965     type => 'float'
3966     }
3967     ],
3968     [
3969 root 1.7 'other_arch',
3970     {
3971     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.',
3972     name => 'breed monster',
3973     type => 'string'
3974     }
3975     ],
3976     [
3977     'generator',
3978     {
3979     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.',
3980     name => 'multiply',
3981     type => 'bool'
3982     }
3983     ],
3984     [
3985     'use_content_on_gen',
3986     {
3987     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.',
3988     name => 'template generation',
3989     type => 'bool'
3990     }
3991     ],
3992     [
3993 root 1.14 'move_type',
3994 root 1.7 {
3995 root 1.14 desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
3996     name => 'movement type',
3997 elmex 1.26 type => 'movement_type'
3998 root 1.7 }
3999     ],
4000     [
4001     'undead',
4002     {
4003     desc => 'Several spells only affect undead monsters: turn undead, banish undead, holy word, etc.',
4004     name => 'undead',
4005     type => 'bool'
4006     }
4007     ],
4008     [
4009     'carrying',
4010     {
4011     desc => 'If a monster has something in the inventory, this value can be set to reflect the slowdown due to the carried weight.',
4012     name => 'carries weight',
4013     type => 'int'
4014     }
4015     ],
4016     [
4017 root 1.28 'precious',
4018     {
4019 root 1.30 desc => 'Set this flag to indicate that this monster is XML::Grove::Element=HASH(0xa22080), i.e. it should not be lightly destroyed. This is most useful on pets and keeps the server from destroying them on destroy_pets/monster floors and will try to save them when the player logs out.',
4020 root 1.28 name => 'precious',
4021     type => 'bool'
4022     }
4023     ],
4024     [
4025 root 1.7 'msg',
4026     {
4027     end => 'endmsg',
4028     name => 'npc message',
4029     type => 'text'
4030     }
4031     ]
4032     ],
4033 root 1.3 desc => 'Monsters can behave in various kinds of ways. They can be aggressive, attacking the player. Or peaceful, helping the player - maybe joining him as pet. The unagressive creatures who communicate with players are usually called "NPCs" (Non Player Character), a well-known term in role-play environments.',
4034     ignore => [
4035     'material',
4036     'name_pl',
4037     'nrof',
4038     'value',
4039     'unpaid'
4040     ],
4041 root 1.5 name => 'Monster & NPC',
4042 root 1.4 section => [
4043     [
4044     'melee',
4045 root 1.7 [
4046     [
4047     'attacktype',
4048     {
4049     desc => 'This number is a bitmask, specifying the monster\'s attacktypes for melee damage. Attacktypes are: physical, magical, fire, cold.. etc. Strong monsters often have more than just physical attacktype. When a monster with multiple attacktypes hits aan oponent, it will do as much damage as the "best" of it\'s attacktypes does. So, the more attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are somehow exceptions.',
4050     name => 'attacktype',
4051     type => 'bitmask',
4052     value => $BITMASK{attacktype}
4053     }
4054     ],
4055     [
4056     'dam',
4057     {
4058     desc => 'Among other parameters, <damage> affects how much melee damage a monster inflicts. <damage> is used as base value for damage per hit. <level>, <speed>, <weapon class> and resistances also take effect on the melee damage of a monster.',
4059     name => 'damage',
4060     type => 'int'
4061     }
4062     ],
4063     [
4064     'wc',
4065     {
4066     desc => 'Monsters of high <weapon class> are more likely to really hit their opponent. <weapon class> can be considered the "counterpiece" to <armour class>.',
4067     name => 'weapon class',
4068     type => 'int'
4069     }
4070     ],
4071     [
4072     'hp',
4073     {
4074     desc => 'The <health points> of a monster define how long it takes to kill it. With every successful hit from an opponent, <health points> get drained - The monster dies by zero <health points>.',
4075     name => 'health points',
4076     type => 'int'
4077     }
4078     ],
4079     [
4080     'maxhp',
4081     {
4082     desc => '<max health> is the maximum amount of <health points> this monster can have.',
4083     name => 'max health',
4084     type => 'int'
4085     }
4086     ],
4087     [
4088     'ac',
4089     {
4090     desc => 'Monsters of low <armour class> are less likely to get hit from their opponent. <armour class> can be considered the "counterpiece" to <weapon class>. Values typically range between +20 (very bad) to -20 (quite good).',
4091     name => 'armour class',
4092     type => 'int'
4093     }
4094     ],
4095     [
4096     'Con',
4097     {
4098 root 1.8 desc => 'Monsters regenerate this many health points each 4 ticks. Hence, the healing rate is independent of <speed>.',
4099 root 1.7 name => 'healing rate',
4100     type => 'int'
4101     }
4102     ],
4103     [
4104     'reflect_missile',
4105     {
4106     desc => 'A monster with this flag has the ability to <reflect missiles>, all kinds of projectiles (e.g. arrows, bolts, boulders) will bounce off.',
4107     name => 'reflect missiles',
4108     type => 'bool'
4109     }
4110     ],
4111     [
4112     'hitback',
4113     {
4114     desc => 'Monsters with <hitback> enabled hurt the attacker in proportion to the amount of damage the *attacker* inflicted. This damage is additional to the regular melee damage of the monster. As far as I know, hitback uses acid attacktype, and it only takes effect if the monster actually has acid attacktype at it\'s disposal. Acid spheres for example use this feature.',
4115     name => 'hitback',
4116     type => 'bool'
4117     }
4118     ],
4119     [
4120     'one_hit',
4121     {
4122     desc => 'Monsters with <one hit only> dissapear after one successful hit to a player.',
4123     name => 'one hit only',
4124     type => 'bool'
4125     }
4126     ]
4127     ]
4128     ],
4129     [
4130     'spellcraft',
4131     [
4132     [
4133     'can_cast_spell',
4134     {
4135     desc => 'If <can cast spell> is disabled, the monster cannot cast any spell. Only wands/rods/etc can be used, given the appropriate abilities.',
4136     name => 'can cast spell',
4137     type => 'bool'
4138     }
4139     ],
4140     [
4141     'reflect_spell',
4142     {
4143     desc => 'A monster with this flag has the ability to <reflect spells>, all kinds of spell-bullets and -beams will bounce off. Generally this flag should not be set because it puts wizard-type players at an unfair disadvantage.',
4144     name => 'reflect spells',
4145     type => 'bool'
4146     }
4147     ],
4148     [
4149     'sp',
4150     {
4151     desc => 'Like players, monsters need <spellpoints> to do magic. Monsters use them for both wizard- and prayer-spells. However, this value defines only the amount of *initial* spellpoints the monster starts with. When creating a spellcasting monster, remember that <max spellpoints> and <spellpoint regen.> are more important than just initial <spellpoints>.',
4152     name => 'spellpoints',
4153     type => 'int'
4154     }
4155     ],
4156     [
4157     'maxsp',
4158     {
4159     desc => '<max spellpoints> is the maximum number of spellpoints a monster can hold. Setting this to high values has little effect unless the monster has a decent <spellpoint regen.>, or the spell "regenerate mana" at it\'s disposal.',
4160     name => 'max spellpoints',
4161     type => 'int'
4162     }
4163     ],
4164     [
4165     'Pow',
4166     {
4167 root 1.8 desc => 'Monsters regenerate this many spellpoints each 16 ticks. Hence, the spellpoint regeneration rate is independent of <speed>. To make a real tough spellcasting monster, the rate of spellpoint regeneration is most important. If your monster is still not casting fast enough, give it the spell-ability of "regenerate mana". That, paired with high <max spellpoints>, is the ultimate thing.',
4168 root 1.7 name => 'spellpoint regen.',
4169     type => 'int'
4170     }
4171     ],
4172     [
4173     'path_attuned',
4174     {
4175     desc => 'Click on the <attuned paths> button to select spellpaths. The creature will get attuned to the specified spellpaths.',
4176     name => 'attuned paths',
4177     type => 'bitmask',
4178     value => $BITMASK{spellpath}
4179     }
4180     ],
4181     [
4182     'path_repelled',
4183     {
4184     desc => 'Click on the <repelled paths> button to select spellpaths. The creature will get repelled to the specified spellpaths.',
4185     name => 'repelled paths',
4186     type => 'bitmask',
4187     value => $BITMASK{spellpath}
4188     }
4189     ],
4190     [
4191     'path_denied',
4192     {
4193     desc => 'Click on the <denied paths> button to select spellpaths. The creature won\'t be able to cast spells of the specified paths.',
4194     name => 'denied paths',
4195     type => 'bitmask',
4196     value => $BITMASK{spellpath}
4197     }
4198     ]
4199     ]
4200     ],
4201     [
4202     'ability',
4203     [
4204     [
4205     'Int',
4206     {
4207     desc => 'The <detect hidden> value gives monsters the ablitity to find hidden/invisible creatures. Higher values make for better detection-skills. Enabling <see invisible> makes this value obsolete.',
4208     name => 'detect hidden',
4209     type => 'int'
4210     }
4211     ],
4212     [
4213     'see_invisible',
4214     {
4215     desc => 'A monster with the ability to <see invisible> cannot be fooled with by invisible or hiding players. This flag is a must-have for high-level monsters. When a monster is unable to detect invisible players, it can be killed without fighting back.',
4216     name => 'see invisible',
4217     type => 'bool'
4218     }
4219     ],
4220     [
4221     'can_see_in_dark',
4222     {
4223     desc => 'A monster with the ability to <see in darkness> cannot be fooled by spells of darkness or dark maps. This flag is a "should-have" for high-level monsters. When a monster is unable to see in darkness, players can cast darkness and sneak around it safely.',
4224     name => 'see in darkness',
4225     type => 'bool'
4226     }
4227     ],
4228     [
4229     'can_use_weapon',
4230     {
4231     desc => 'Monster is able to wield weapon type objects.',
4232     name => 'can use weapons',
4233     type => 'bool'
4234     }
4235     ],
4236     [
4237     'can_use_bow',
4238     {
4239     desc => 'Monster is able to use missile-weapon type objects.',
4240     name => 'can use bows',
4241     type => 'bool'
4242     }
4243     ],
4244     [
4245     'can_use_armour',
4246     {
4247     desc => 'Monster is able to wear protective equipment like brestplate armour, shields, helmets etc.',
4248     name => 'can use armour',
4249     type => 'bool'
4250     }
4251     ],
4252     [
4253     'can_use_ring',
4254     {
4255     desc => 'Monster is able to wear rings.',
4256     name => 'can use rings',
4257     type => 'bool'
4258     }
4259     ],
4260     [
4261     'can_use_wand',
4262     {
4263     desc => 'Monster is able to use wands and staves.',
4264     name => 'can use wands',
4265     type => 'bool'
4266     }
4267     ],
4268     [
4269     'can_use_rod',
4270     {
4271     desc => 'Monster is able to use rods.',
4272     name => 'can use rods',
4273     type => 'bool'
4274     }
4275     ],
4276     [
4277     'can_use_scroll',
4278     {
4279     desc => 'Monster is able to read scrolls.',
4280     name => 'can use scrolls',
4281     type => 'bool'
4282     }
4283     ],
4284     [
4285     'can_use_skill',
4286     {
4287     desc => 'Monster is able to use skills from it\'s inventory. For example, you can put a throwing skill object and some boulders into the monster\'s object and set <can use skills>.',
4288     name => 'can use skills',
4289     type => 'bool'
4290     }
4291     ]
4292     ]
4293     ],
4294     [
4295     'behave',
4296     [
4297     [
4298     'monster',
4299     {
4300     desc => 'When <monster behaviour> is enabled, this object will behave like a monster: It can move and attack enemies (which are typically players). This flag should be set for all monsters as-such. Monsters which don\'t move, like guards, should also have <monster behaviour>, but in combination with <stand still>. It should *not* be set for things like immobile generators.',
4301     name => 'monster behaviour',
4302     type => 'bool'
4303     }
4304     ],
4305     [
4306     'unaggressive',
4307     {
4308     desc => '<unaggressive> monsters do not attack players unless attacked first.',
4309     name => 'unaggressive',
4310     type => 'bool'
4311     }
4312     ],
4313     [
4314     'friendly',
4315     {
4316     desc => '<friendly> monsters help the player, attacking any non-friendly monsters in range.',
4317     name => 'friendly',
4318     type => 'bool'
4319     }
4320     ],
4321     [
4322     'stand_still',
4323     {
4324     desc => 'Monsters which <stand still> won\'t move to leave their position. When agressive, they will attack all enemies who get close to them. This behaviour is commonly known from castle guards. In older versions of Crossfire it was possible to eventually push a <stand still>-monster out of position by force. I believe this is no longer possible. Neverthless, you should still be cautious when lining up <stand still>-monster in order to "defend" something: Such monsters are rather easy to kill. It\'s good for low level maps, but not much more.',
4325     name => 'stand still',
4326     type => 'bool'
4327     }
4328     ],
4329     [
4330     'sleep',
4331     {
4332     desc => 'Being <asleep>, a monster won\'t move unless a player enters the <sensing range> of the monster. Usually the sensing range is larger than the players line of sight. Due to that, in most cases the player won\'t ever notice weither a monster was asleep or not.',
4333     name => 'asleep',
4334     type => 'bool'
4335     }
4336     ],
4337     [
4338     'will_apply',
4339     {
4340     desc => 'This entry defines which kinds of environment actions the creature is able to perform.',
4341     name => 'misc. actions',
4342     type => 'bitmask',
4343     value => $BITMASK{will_apply}
4344     }
4345     ],
4346     [
4347     'pick_up',
4348     {
4349     desc => 'Click on the <pick up> button and select which types of objects the creature should try to pick up. Note also that if <can use armor>, <can use weapon>, <can use ring>... etc are set, then the creature will pick up the matching items even if this is not set here.',
4350     name => 'pick up',
4351     type => 'bitmask',
4352     value => $BITMASK{pick_up}
4353     }
4354     ],
4355     [
4356     'Wis',
4357     {
4358     desc => '<sensing range> determines how close a player needs to be before the creature wakes up. This is done as a square, for reasons of speed. Thus, if the <sensing range> is 11, any player that moves within the 11x11 square of the monster will wake the monster up. If the player has stealth, the size of this square is reduced in half plus 1.',
4359     name => 'sensing range',
4360     type => 'int'
4361     }
4362     ],
4363     [
4364 root 1.15 'attack_movement_bits_0_3',
4365 root 1.7 {
4366 root 1.15 desc => 'If this is set to default, the standard mode of movement will be used.',
4367 root 1.7 name => 'attack movement',
4368 root 1.15 type => 'list',
4369     value => $LIST{attack_movement_bits_0_3}
4370     }
4371     ],
4372     [
4373     'attack_movement_bits_4_7',
4374     {
4375     desc => 'This movement is not in effect when the monster has an enemy and should only be used for non agressive monsters.',
4376     name => 'normal movement',
4377     type => 'list',
4378     value => $LIST{attack_movement_bits_4_7}
4379 root 1.7 }
4380     ],
4381     [
4382     'run_away',
4383     {
4384     desc => 'This is a percentage value in the range 0-100. When the monster\'s health points drop below this percentage (relative to max health), it attempts to run away from the attacker.',
4385     name => 'run at % health',
4386     type => 'int'
4387     }
4388     ]
4389     ]
4390     ],
4391     [
4392     'resistance',
4393     [
4394     [
4395     'resist_physical',
4396     {
4397     name => 'resist physical %',
4398     type => 'int'
4399     }
4400     ],
4401     [
4402     'resist_magic',
4403     {
4404     name => 'resist magic %',
4405     type => 'int'
4406     }
4407     ],
4408     [
4409     'resist_fire',
4410     {
4411     name => 'resist fire %',
4412     type => 'int'
4413     }
4414     ],
4415     [
4416     'resist_electricity',
4417     {
4418     name => 'resist electricity %',
4419     type => 'int'
4420     }
4421     ],
4422     [
4423     'resist_cold',
4424     {
4425     name => 'resist cold %',
4426     type => 'int'
4427     }
4428     ],
4429     [
4430     'resist_confusion',
4431     {
4432     name => 'resist confusion %',
4433     type => 'int'
4434     }
4435     ],
4436     [
4437     'resist_acid',
4438     {
4439     name => 'resist acid %',
4440     type => 'int'
4441     }
4442     ],
4443     [
4444     'resist_drain',
4445     {
4446     name => 'resist draining %',
4447     type => 'int'
4448     }
4449     ],
4450     [
4451     'resist_weaponmagic',
4452     {
4453     name => 'resist weaponmagic %',
4454     type => 'int'
4455     }
4456     ],
4457     [
4458     'resist_ghosthit',
4459     {
4460     name => 'resist ghosthit %',
4461     type => 'int'
4462     }
4463     ],
4464     [
4465     'resist_poison',
4466     {
4467     name => 'resist poison %',
4468     type => 'int'
4469     }
4470     ],
4471     [
4472     'resist_slow',
4473     {
4474     name => 'resist slow %',
4475     type => 'int'
4476     }
4477     ],
4478     [
4479     'resist_paralyze',
4480     {
4481     name => 'resist paralyze %',
4482     type => 'int'
4483     }
4484     ],
4485     [
4486     'resist_fear',
4487     {
4488     name => 'resist fear %',
4489     type => 'int'
4490     }
4491     ],
4492     [
4493     'resist_deplete',
4494     {
4495     name => 'resist depletion %',
4496     type => 'int'
4497     }
4498     ],
4499     [
4500     'resist_turn_undead',
4501     {
4502     name => 'resist turn undead %',
4503     type => 'int'
4504     }
4505     ],
4506     [
4507     'resist_death',
4508     {
4509     name => 'resist death-attack %',
4510     type => 'int'
4511     }
4512     ],
4513     [
4514     'resist_chaos',
4515     {
4516     name => 'resist chaos %',
4517     type => 'int'
4518     }
4519     ],
4520     [
4521     'resist_blind',
4522     {
4523     name => 'resist blinding %',
4524     type => 'int'
4525     }
4526     ],
4527     [
4528     'resist_holyword',
4529     {
4530     name => 'resist holy power %',
4531     type => 'int'
4532     }
4533     ],
4534     [
4535     'resist_godpower',
4536     {
4537     name => 'resist godpower %',
4538     type => 'int'
4539     }
4540     ]
4541     ]
4542     ]
4543     ],
4544     use => 'Monsters play a central role in most maps. Choosing the right combination of monsters for your map is vital: <UL> <LI> Place only monsters of slightly varying (increasing) strength. It\'s no fun to play for two hours just to find out the last monster is unbeatable. Similar, it\'s not exciting to fight orcs after passing a room of dragons.<br> This rule applies only for linear maps (one room after the other), with treasure at the end. You can sprinkle the treasure around, or make non-linear maps - That is often more entertaining. <LI> Places with high level monsters must not be easy to reach. Balrogs, Dragonmen and the likes should be at the end of a quest, not at the beginning. <LI> Don\'t stick monsters together that tend to kill each other. Fire- and cold dragons in one room for example is a bad idea. By weakening and killing each other they are easy prey for players, not worth the experience they hold. <LI> Create your own monsters, especially for "boss"-type monsters. Having stage-bosses guarding treasure is a lot of fun when done right. Avoid to create monsters with completely non-intuitive abilities: Don\'t give ice-spells to firedragons or vice versa. Don\'t add draining attack to trolls, etc. Additionally, you should inform the player before he bumps right into some very special/unusual monster. <LI> Last but not least: Always keep an eye on the experience your monsters hold. Design your maps in a way that high experience is always well-defended. Don\'t make large rooms full with only one kind of monster. Keep in mind the different abilities/techniques players can use. </UL> I know it\'s impossible to make the perfectly balanced map. There\'s always some part which is found too easy or too hard for a certain kind of player. Just give it your best shot. And listen to feedback from players if you receive some. :-)'
4545     },
4546 root 1.9 'Monster (Grimreaper)' => {
4547     desc => 'A grimreaper is a monster that vanishes after it did some number of draining attacks.',
4548     ignore => [
4549     'material',
4550     'name_pl',
4551     'nrof',
4552     'value',
4553     'unpaid'
4554     ],
4555     import => [
4556 root 1.29 'Monster & NPC'
4557 root 1.9 ],
4558     name => 'Monster (Grimreaper)',
4559     section => [
4560     [
4561     'grimreaper',
4562     [
4563     [
4564     'value',
4565     {
4566     desc => 'The object vanishes after this number of draining attacks.',
4567     name => 'attacks',
4568     type => 'int'
4569     }
4570     ]
4571     ]
4572     ]
4573     ]
4574     },
4575 root 1.7 'Mood Floor' => {
4576     attr => [
4577     [
4578     'no_pick',
4579 root 1.4 {
4580 root 1.7 type => 'fixed',
4581     value => 1
4582 root 1.4 }
4583     ],
4584     [
4585 root 1.7 'last_sp',
4586     {
4587     desc => '<mood> is used to determine what will happen to the monster when affected by the mood floor: <mood> \'furious\': Makes all monsters aggressive <mood> \'angry\': As above but pets are unaffected <mood> \'calm\': Makes all monsters unaggressive <mood> \'sleep\': Puts all monsters to sleep <mood> \'charm\': Turns monster into a pet of person who triggers the square. This setting is not enabled for continous operation, you need to insert a <connection> value!',
4588     name => 'mood',
4589     type => 'list',
4590     value => $LIST{mood}
4591     }
4592     ],
4593     [
4594     'connected',
4595     {
4596     desc => 'This should only be set in combination with <mood number> 4. Normally, monsters are affected by the mood floor as soon as they step on it. But charming (monster -> pet) is too powerful, so it needs to be activated. Typically it is connected to an altar, for buying a "hireling". But a powerful pet could as well be the reward for solving a quest. Or even better: It could be *part* of a quest!',
4597     name => 'connection',
4598     type => 'int'
4599     }
4600     ],
4601     [
4602     'no_magic',
4603     {
4604     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
4605     name => 'no spells',
4606     type => 'bool'
4607     }
4608     ],
4609     [
4610     'damned',
4611     {
4612     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
4613     name => 'no prayers',
4614     type => 'bool'
4615     }
4616     ]
4617     ],
4618     desc => 'As the name implies, mood floors can change the "mood" of a monsters/NPC. For example, an unagressive monster could be turned mad to start attacking. Similar, an agressive monster could be calmed.',
4619     ignore => [
4620     $IGNORE_LIST{system_object}
4621     ],
4622     name => 'Mood Floor',
4623     use => 'Mood floors are absolutely cool for NPC interaction. To make an unaggressive monster/NPC attack, put a creator with "other_arch furious_floor" under it. Connect the creator to a magic_ear, so the player speaks a keyword like "stupid sucker" - and the monster attacks. <br><br> To turn an NPC into a pet, put a charm_floor under it and connect it directly to a magic_ear. Then the player speaks a keyword like "help me" - and the NPC joins him as pet. <br><br> (Of course you must always give clear hints about keywords! And there is no reason why you couldn\'t use a button/lever/pedestal etc. instead of a magic_ear.)'
4624     },
4625     Mover => {
4626     attr => [
4627     [
4628     'attacktype',
4629     {
4630     desc => 'If forced movement is enabled, the mover "freezes" anyone it moves (so they are forced to move along a chain). For players there is no way to escape this forced movement, except being pushed by a second player.',
4631     name => 'forced movement',
4632     type => 'bool'
4633     }
4634     ],
4635     [
4636     'maxsp',
4637     {
4638     desc => 'The player will be "frozen" for that many moves. If <freeze duration> is zero, with <forced movement> enabled, then <freeze duration> gets assigned the "default value" 2 automatically.',
4639     name => 'freeze duration',
4640     type => 'int'
4641     }
4642     ],
4643     [
4644     'speed',
4645     {
4646     desc => 'The movement speed value determines how fast a chain of these movers will push a player along (default is -0.2).',
4647     name => 'movement speed',
4648     type => 'float'
4649     }
4650     ],
4651     [
4652 root 1.17 'speed_left',
4653     {
4654     desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
4655     name => 'speed left',
4656     type => 'float'
4657     }
4658     ],
4659     [
4660 root 1.7 'sp',
4661     {
4662     desc => 'The mover will push creatures in the specified <direction>. A mover with direction set to <none> will spin clockwise, thus pushing creatures in unpredictable directions.',
4663     name => 'direction',
4664     type => 'list',
4665     value => $LIST{direction}
4666     }
4667     ],
4668     [
4669     'lifesave',
4670     {
4671 root 1.9 desc => 'If enabled, the mover gets "used up" after a certain number of moves (specified by <number of uses>). If disabled, the mover works infinitely.',
4672 root 1.7 name => 'gets used up',
4673     type => 'bool'
4674     }
4675     ],
4676     [
4677     'hp',
4678     {
4679     desc => 'This value has only a meaning if <gets used up> is set: <number of uses> is the number of times minus one, that it will move a creature before disappearing. (It will move someone <number of uses>+1 times, then vanish).',
4680     name => 'number of uses',
4681     type => 'int'
4682     }
4683     ]
4684     ],
4685     desc => 'Movers move the objects above them. However, only living objects are affected (monsters/NPCs always, players optional). Movers have a direction, so players can be made to move in a pattern, and so can monsters. Motion is involuntary. Additionally, players or monsters can be "frozen" while ontop of movers so that they MUST move along a chain of them. <br><br> Multisquare monsters can be moved as well, given enough space. Movers are usually invisible.',
4686     ignore => [
4687     $IGNORE_LIST{non_pickable}
4688     ],
4689     name => 'Mover',
4690     section => [
4691     [
4692     'targets',
4693     [
4694     [
4695     'level',
4696     {
4697     desc => 'If <move players> is enabled, both players and monsters will be moved. In the arches\' default it is disabled - thus ONLY monsters get moved. Remember that "monsters" includes NPCs! This feature provides you with the possibility to make NPCs literally "come to life". Example: The player is talking with an NPC, speaking a certain keyword. This triggers a magic_ear and activates creators, creating (per default: monster-only) movers under the NPC\'s feet. The NPC starts "walking" on a predefined route! Note that it\'s useful to set this NPC immune to everything, preventing the player to push the NPC off his trace.',
4698     name => 'move players',
4699     type => 'bool'
4700     }
4701     ],
4702     [
4703 root 1.14 'move_on',
4704 root 1.7 {
4705 root 1.14 desc => 'Which movement types activate the mover.',
4706     name => 'movement type',
4707     type => 'movement_type'
4708 root 1.7 }
4709     ]
4710     ]
4711     ]
4712     ],
4713     use => 'NEVER EVER consider a mover being unpassable in the backwards direction. Setting "forced movement" makes it seemingly impossible but there is still a trick: One player can push a second player past the mover, in opposite to the mover\'s direction! The more movers, the more players needed. Hence, don\'t make a treasure room that is surrounded by movers instead of solid walls/gates. <br><br> Btw, it does not make a difference putting movers above or below the floor. Moreover, movers that are set to be invisible cannot be discovered with the show_invisible spell. <br><br> Note that Movers and Directors are seperate objects, even though they look and act similar. Directors only do spells/missiles, while movers only do living creatures (depending on how it is set: monsters and players).'
4714     },
4715     Pedestal => {
4716     attr => [
4717     [
4718     'no_pick',
4719 root 1.4 {
4720 root 1.7 type => 'fixed',
4721     value => 1
4722 root 1.4 }
4723     ],
4724     [
4725 root 1.7 'slaying',
4726 root 1.4 {
4727 root 1.7 desc => 'the <match race> defines the object we\'re looking for. If <match race> matches the monster\'s or the player\'s race, we have a match. Yes, pedestals can detect a player\'s race! E.g. you could create a place where only fireborns can enter, by setting "slaying unnatural". If it is set to "player", any player stepping on the pedestal is a match. Very useful if you want to open a gate for players but not for monsters.',
4728     name => 'match race',
4729     type => 'string'
4730 root 1.4 }
4731     ],
4732     [
4733 root 1.7 'connected',
4734 root 1.4 {
4735 root 1.7 desc => 'When the pedestal is triggered, all objects with the same connection value get activated.',
4736     name => 'connection',
4737     type => 'int'
4738 root 1.4 }
4739     ],
4740     [
4741 root 1.14 'move_on',
4742 root 1.4 {
4743 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
4744     name => 'movement type',
4745 elmex 1.26 type => 'movement_type'
4746 root 1.4 }
4747     ]
4748     ],
4749 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.',
4750     ignore => [
4751     $IGNORE_LIST{non_pickable}
4752     ],
4753 root 1.5 name => 'Pedestal',
4754 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.'
4755     },
4756     Pit => {
4757 root 1.7 attr => [
4758     [
4759     'no_pick',
4760     {
4761     type => 'fixed',
4762     value => 1
4763     }
4764     ],
4765     [
4766     'connected',
4767     {
4768     desc => 'When a <connection> value is set, the pit can be opened/closed by activating the connection.',
4769     name => 'connection',
4770     type => 'int'
4771     }
4772     ],
4773     [
4774 elmex 1.21 'activate_on_push',
4775     {
4776     desc => 'Whether the teleporter should only be activated on push.',
4777     name => 'Activate on push',
4778     type => 'bool'
4779     }
4780     ],
4781     [
4782     'activate_on_release',
4783     {
4784     desc => 'Whether the teleporter should only be activated on release.',
4785     name => 'Activate on release',
4786     type => 'bool'
4787     }
4788     ],
4789     [
4790 root 1.7 'hp',
4791     {
4792     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!',
4793     name => 'destination X',
4794     type => 'int'
4795     }
4796     ],
4797     [
4798     'sp',
4799     {
4800     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!',
4801     name => 'destination Y',
4802     type => 'int'
4803     }
4804     ],
4805     [
4806     'wc',
4807     {
4808     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.',
4809     name => 'position state',
4810     type => 'int'
4811     }
4812     ],
4813     [
4814 root 1.14 'move_on',
4815 root 1.7 {
4816 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
4817     name => 'movement type',
4818 elmex 1.26 type => 'movement_type'
4819 root 1.7 }
4820     ]
4821     ],
4822 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.',
4823     ignore => [
4824     $IGNORE_LIST{non_pickable}
4825     ],
4826 root 1.5 name => 'Pit',
4827 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.'
4828     },
4829     'Poison Food' => {
4830 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.',
4831     name => 'Poison Food'
4832 root 1.3 },
4833     Potion => {
4834 root 1.7 attr => [
4835     [
4836     'level',
4837     {
4838     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.',
4839     name => 'potion level',
4840     type => 'int'
4841     }
4842     ],
4843     [
4844     'sp',
4845     {
4846     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".',
4847     name => 'spell',
4848     type => 'spell'
4849     }
4850     ],
4851     [
4852     'attacktype',
4853     {
4854     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.',
4855     name => 'special effect',
4856     type => 'list',
4857     value => $LIST{potion_effect}
4858     }
4859     ],
4860     [
4861     'cursed',
4862     {
4863     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 >:)',
4864     name => 'cursed',
4865     type => 'bool'
4866     }
4867     ],
4868     [
4869     'startequip',
4870     {
4871     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4872     name => 'godgiven item',
4873     type => 'bool'
4874     }
4875     ]
4876     ],
4877 root 1.3 desc => 'The player can drink these and gain various kinds of benefits (/penalties) by doing so.',
4878 root 1.5 name => 'Potion',
4879 root 1.4 section => [
4880     [
4881     'stats',
4882 root 1.7 [
4883     [
4884     'Str',
4885     {
4886     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.',
4887     name => 'strength',
4888     type => 'int'
4889     }
4890     ],
4891     [
4892     'Dex',
4893     {
4894     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.',
4895     name => 'dexterity',
4896     type => 'int'
4897     }
4898     ],
4899     [
4900     'Con',
4901     {
4902     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.',
4903     name => 'constitution',
4904     type => 'int'
4905     }
4906     ],
4907     [
4908     'Int',
4909     {
4910     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.',
4911     name => 'intelligence',
4912     type => 'int'
4913     }
4914     ],
4915     [
4916     'Pow',
4917     {
4918     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.',
4919     name => 'power',
4920     type => 'int'
4921     }
4922     ],
4923     [
4924     'Wis',
4925     {
4926     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.',
4927     name => 'wisdom',
4928     type => 'int'
4929     }
4930     ],
4931     [
4932     'Cha',
4933     {
4934     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.',
4935     name => 'charisma',
4936     type => 'int'
4937     }
4938     ]
4939     ]
4940     ],
4941     [
4942     'resistance',
4943     [
4944     [
4945     'resist_physical',
4946     {
4947     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!',
4948     name => 'resist physical %',
4949     type => 'int'
4950     }
4951     ],
4952     [
4953     'resist_magic',
4954     {
4955     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!',
4956     name => 'resist magic %',
4957     type => 'int'
4958     }
4959     ],
4960     [
4961     'resist_fire',
4962     {
4963     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!',
4964     name => 'resist fire %',
4965     type => 'int'
4966     }
4967     ],
4968     [
4969     'resist_electricity',
4970     {
4971     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!',
4972     name => 'resist electricity %',
4973     type => 'int'
4974     }
4975     ],
4976     [
4977     'resist_cold',
4978     {
4979     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!',
4980     name => 'resist cold %',
4981     type => 'int'
4982     }
4983     ],
4984     [
4985     'resist_acid',
4986     {
4987     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!',
4988     name => 'resist acid %',
4989     type => 'int'
4990     }
4991     ],
4992     [
4993     'resist_confusion',
4994     {
4995     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!',
4996     name => 'resist confusion %',
4997     type => 'int'
4998     }
4999     ],
5000     [
5001     'resist_weaponmagic',
5002     {
5003     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!',
5004     name => 'resist weaponmagic %',
5005     type => 'int'
5006     }
5007     ],
5008     [
5009     'resist_paralyze',
5010     {
5011     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!',
5012     name => 'resist paralyze %',
5013     type => 'int'
5014     }
5015     ],
5016     [
5017     'resist_drain',
5018     {
5019     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!',
5020     name => 'resist draining %',
5021     type => 'int'
5022     }
5023     ],
5024     [
5025     'resist_deplete',
5026     {
5027     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!',
5028     name => 'resist depletion %',
5029     type => 'int'
5030     }
5031     ],
5032     [
5033     'resist_poison',
5034     {
5035     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!',
5036     name => 'resist poison %',
5037     type => 'int'
5038     }
5039     ]
5040     ]
5041     ]
5042     ],
5043     use => 'One potion should never give multiple benefits at once.'
5044     },
5045     'Power Crystal' => {
5046     attr => [
5047     [
5048     'sp',
5049 root 1.4 {
5050 root 1.7 desc => '<initial mana> is the amount of spellpoints that the crystal holds when the map is loaded.',
5051     name => 'initial mana',
5052     type => 'int'
5053 root 1.4 }
5054     ],
5055     [
5056 root 1.7 'maxsp',
5057 root 1.4 {
5058 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.',
5059     name => 'mana capacity',
5060     type => 'int'
5061 root 1.4 }
5062     ]
5063     ],
5064 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.',
5065     name => 'Power Crystal'
5066 root 1.1 },
5067 root 1.3 Projectile => {
5068 root 1.7 attr => [
5069     [
5070     'attacktype',
5071     {
5072     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.',
5073     name => 'attacktype',
5074     type => 'bitmask',
5075     value => $BITMASK{attacktype}
5076     }
5077     ],
5078     [
5079     'race',
5080     {
5081     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>.',
5082     name => 'ammunition class',
5083     type => 'string'
5084     }
5085     ],
5086     [
5087     'slaying',
5088     {
5089     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.',
5090     name => 'slaying race',
5091     type => 'string'
5092     }
5093     ],
5094     [
5095     'dam',
5096     {
5097     desc => 'The projectile <damage> significantly affects the damage done. Damage can be further increased by the shooting weapon\'s attributes.',
5098     name => 'damage',
5099     type => 'int'
5100     }
5101     ],
5102     [
5103     'wc',
5104     {
5105     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.',
5106     name => 'weaponclass',
5107     type => 'int'
5108     }
5109     ],
5110     [
5111     'food',
5112     {
5113     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).',
5114     name => 'chance to break',
5115     type => 'int'
5116     }
5117     ],
5118     [
5119     'magic',
5120     {
5121     desc => 'Magic bonus increases chance to hit and damage a little bit.',
5122     name => 'magic bonus',
5123     type => 'int'
5124     }
5125     ],
5126     [
5127     'unique',
5128     {
5129     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5130     name => 'unique item',
5131     type => 'bool'
5132     }
5133     ],
5134     [
5135     'startequip',
5136     {
5137     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5138     name => 'godgiven item',
5139     type => 'bool'
5140     }
5141     ],
5142     [
5143     'no_drop',
5144     {
5145     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.',
5146     name => 'don\'t drop',
5147     type => 'bool'
5148     }
5149     ],
5150     [
5151     'msg',
5152     {
5153     desc => 'This text may describe the projectile. This could be nice for very special ones.',
5154     end => 'endmsg',
5155     name => 'description',
5156     type => 'text'
5157     }
5158     ]
5159     ],
5160     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.',
5161     name => 'Projectile',
5162     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.'
5163     },
5164     Ring => {
5165     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.',
5166     import => [
5167 root 1.29 'Amulet'
5168 root 1.7 ],
5169     name => 'Ring',
5170     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.'
5171     },
5172     Rod => {
5173     attr => [
5174     [
5175     'sp',
5176     {
5177     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!',
5178     name => 'spell',
5179     type => 'spell'
5180     }
5181     ],
5182     [
5183     'level',
5184     {
5185     desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should be set to something reasonable.',
5186     name => 'casting level',
5187     type => 'int'
5188     }
5189     ],
5190     [
5191     'hp',
5192     {
5193     desc => 'This value represents the initial amount of spellpoints in the rod. Naturally, this is quite unimportant.',
5194     name => 'initial spellpoints',
5195     type => 'int'
5196     }
5197     ],
5198     [
5199     'maxhp',
5200     {
5201     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.',
5202     name => 'max. spellpoints',
5203     type => 'int'
5204     }
5205     ],
5206     [
5207     'startequip',
5208     {
5209     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5210     name => 'godgiven item',
5211     type => 'bool'
5212     }
5213     ],
5214     [
5215     'msg',
5216     {
5217     desc => 'This text may contain a description of the rod.',
5218     end => 'endmsg',
5219     name => 'description',
5220     type => 'text'
5221     }
5222     ]
5223     ],
5224     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.',
5225     ignore => [
5226     'title'
5227     ],
5228     name => 'Rod',
5229     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>'
5230     },
5231     Rune => {
5232     attr => [
5233     [
5234     'no_pick',
5235     {
5236     type => 'fixed',
5237     value => 1
5238     }
5239     ],
5240     [
5241 root 1.14 'move_on',
5242 root 1.7 {
5243 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5244     name => 'movement type',
5245 elmex 1.26 type => 'movement_type'
5246 root 1.7 }
5247     ],
5248     [
5249     'level',
5250     {
5251     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.',
5252     name => 'rune level',
5253     type => 'int'
5254     }
5255     ],
5256     [
5257     'Cha',
5258     {
5259     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.',
5260     name => 'visibility',
5261     type => 'int'
5262     }
5263     ],
5264     [
5265     'hp',
5266     {
5267     desc => 'The rune will detonate <number of charges> times before disappearing.',
5268     name => 'number of charges',
5269     type => 'int'
5270     }
5271     ],
5272     [
5273     'dam',
5274     {
5275     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.',
5276     name => 'direct damage',
5277     type => 'int'
5278     }
5279     ],
5280     [
5281     'attacktype',
5282     {
5283     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.',
5284     name => 'attacktype',
5285     type => 'bitmask',
5286     value => $BITMASK{attacktype}
5287     }
5288     ],
5289     [
5290     'msg',
5291     {
5292     desc => 'When the rune detonates, this text is displayed to the victim. For especially powerful runes, create an appropriate thrilling description. ;)',
5293     end => 'endmsg',
5294     name => 'detonation text',
5295     type => 'text'
5296     }
5297     ]
5298 root 1.3 ],
5299     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.',
5300     ignore => [
5301     'no_pick',
5302     'title',
5303     'name_pl',
5304     'weight',
5305     'value',
5306     'material',
5307     'unpaid'
5308     ],
5309 root 1.5 name => 'Rune',
5310 root 1.4 section => [
5311     [
5312     'spellcraft',
5313 root 1.7 [
5314     [
5315     'sp',
5316     {
5317     desc => 'The selected <spell> defines the spell in the rune, if any. (Many runes do direct damage).',
5318     name => 'spell',
5319     type => 'spell'
5320     }
5321     ],
5322     [
5323     'slaying',
5324     {
5325     desc => 'Name of the spell in the rune, if any. <spell name> is optional, but if present, overrides the <spell> setting.',
5326     name => 'spell name',
5327     type => 'string'
5328     }
5329     ],
5330     [
5331     'other_arch',
5332     {
5333     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.',
5334     name => 'spell arch',
5335     type => 'string'
5336     }
5337     ],
5338     [
5339     'maxsp',
5340     {
5341     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.',
5342     name => 'direction',
5343     type => 'list',
5344     value => $LIST{direction}
5345     }
5346     ],
5347     [
5348     'race',
5349     {
5350     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.',
5351     name => 'summon monster',
5352     type => 'string'
5353     }
5354     ],
5355     [
5356     'maxhp',
5357     {
5358     desc => 'This should only be set to a summoning rune. It will then summon that many creatures of the kind <summon monster>.',
5359     name => 'summon amount',
5360     type => 'int'
5361     }
5362     ]
5363     ]
5364 root 1.4 ]
5365     ],
5366 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.'
5367     },
5368 elmex 1.23 'Safe ground (CF+)' => {
5369     attr => [
5370     [
5371     'no_pick',
5372     {
5373     type => 'fixed',
5374     value => 1
5375     }
5376     ]
5377     ],
5378 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)',
5379 elmex 1.23 ignore => [
5380     $IGNORE_LIST{non_pickable}
5381     ],
5382     name => 'Safe ground (CF+)',
5383 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.'
5384 elmex 1.23 },
5385 root 1.3 Savebed => {
5386 root 1.7 attr => [
5387     [
5388     'no_pick',
5389     {
5390     type => 'fixed',
5391     value => 1
5392     }
5393     ],
5394     [
5395     'no_magic',
5396     {
5397     type => 'fixed',
5398     value => 1
5399     }
5400     ],
5401     [
5402     'damned',
5403     {
5404     type => 'fixed',
5405     value => 1
5406     }
5407     ]
5408     ],
5409 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.',
5410     ignore => [
5411     $IGNORE_LIST{non_pickable}
5412     ],
5413 root 1.5 name => 'Savebed',
5414 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>'
5415     },
5416     Scroll => {
5417 root 1.7 attr => [
5418     [
5419     'level',
5420     {
5421     desc => 'The spell of the scroll will be casted at this level. This value should always be set, at least to 1.',
5422     name => 'casting level',
5423     type => 'int'
5424     }
5425     ],
5426     [
5427     'sp',
5428     {
5429     desc => 'When a player/monster applies this scroll, the selected <spell> will be casted (once). This should work for any given spell.',
5430     name => 'spell',
5431     type => 'spell'
5432     }
5433     ],
5434     [
5435     'startequip',
5436     {
5437     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5438     name => 'godgiven item',
5439     type => 'bool'
5440     }
5441     ]
5442     ],
5443 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.',
5444     ignore => [
5445     'title'
5446     ],
5447 root 1.5 name => 'Scroll',
5448 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.'
5449     },
5450     Shield => {
5451 root 1.7 attr => [
5452     [
5453     'magic',
5454     {
5455     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.',
5456     name => 'magic bonus',
5457     type => 'int'
5458     }
5459     ]
5460     ],
5461 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.',
5462     import => [
5463 root 1.29 'Amulet'
5464 root 1.3 ],
5465 root 1.5 name => 'Shield',
5466 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.'
5467     },
5468     'Shooting Weapon' => {
5469 root 1.7 attr => [
5470     [
5471     'race',
5472     {
5473     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.',
5474     name => 'ammunition class',
5475     type => 'string'
5476     }
5477     ],
5478     [
5479     'sp',
5480     {
5481     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).',
5482     name => 'shooting speed',
5483     type => 'int'
5484     }
5485     ],
5486     [
5487     'dam',
5488     {
5489     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.',
5490     name => 'base damage',
5491     type => 'int'
5492     }
5493     ],
5494     [
5495     'wc',
5496     {
5497     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.',
5498     name => 'weaponclass',
5499     type => 'int'
5500     }
5501     ],
5502     [
5503     'item_power',
5504     {
5505     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>.',
5506     name => 'item power',
5507     type => 'int'
5508     }
5509     ],
5510     [
5511     'no_strength',
5512     {
5513     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.',
5514     name => 'ignore strength',
5515     type => 'bool'
5516     }
5517     ],
5518     [
5519     'damned',
5520     {
5521     desc => 'A damned shooting weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
5522     name => 'damnation',
5523     type => 'bool'
5524     }
5525     ],
5526     [
5527     'cursed',
5528     {
5529     desc => 'A cursed shooting weapon cannot be unwielded unless the curse is removed.',
5530     name => 'curse',
5531     type => 'bool'
5532     }
5533     ],
5534     [
5535     'unique',
5536     {
5537     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5538     name => 'unique item',
5539     type => 'bool'
5540     }
5541     ],
5542     [
5543     'startequip',
5544     {
5545     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5546     name => 'godgiven item',
5547     type => 'bool'
5548     }
5549     ],
5550     [
5551     'msg',
5552     {
5553     desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
5554     end => 'endmsg',
5555     name => 'description',
5556     type => 'text'
5557     }
5558     ]
5559     ],
5560 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.',
5561 root 1.5 name => 'Shooting Weapon',
5562 root 1.4 section => [
5563     [
5564     'stats',
5565 root 1.7 [
5566     [
5567     'Str',
5568     {
5569     desc => 'The player\'s strentgh will rise/fall by the given value while wearing this shooting weapon.',
5570     name => 'strength',
5571     type => 'int'
5572     }
5573     ],
5574     [
5575     'Dex',
5576     {
5577     desc => 'The player\'s dexterity will rise/fall by the given value while wearing this shooting weapon.',
5578     name => 'dexterity',
5579     type => 'int'
5580     }
5581     ],
5582     [
5583     'Con',
5584     {
5585     desc => 'The player\'s constitution will rise/fall by the given value while wearing this shooting weapon.',
5586     name => 'constitution',
5587     type => 'int'
5588     }
5589     ],
5590     [
5591     'Int',
5592     {
5593     desc => 'The player\'s intelligence will rise/fall by the given value while wearing this shooting weapon.',
5594     name => 'intelligence',
5595     type => 'int'
5596     }
5597     ],
5598     [
5599     'Pow',
5600     {
5601     desc => 'The player\'s power will rise/fall by the given value while wearing this shooting weapon.',
5602     name => 'power',
5603     type => 'int'
5604     }
5605     ],
5606     [
5607     'Wis',
5608     {
5609     desc => 'The player\'s wisdom will rise/fall by the given value while wearing this shooting weapon.',
5610     name => 'wisdom',
5611     type => 'int'
5612     }
5613     ],
5614     [
5615     'Cha',
5616     {
5617     desc => 'The player\'s charisma will rise/fall by the given value while wearing this shooting weapon.',
5618     name => 'charisma',
5619     type => 'int'
5620     }
5621     ]
5622     ]
5623     ],
5624     [
5625     'bonus',
5626     [
5627     [
5628     'luck',
5629     {
5630     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.',
5631     name => 'luck bonus',
5632     type => 'int'
5633     }
5634     ],
5635     [
5636     'magic',
5637     {
5638     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.',
5639     name => 'magic bonus',
5640     type => 'int'
5641     }
5642     ]
5643     ]
5644     ]
5645     ],
5646 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.'
5647 root 1.7 },
5648     'Shop Floor' => {
5649     attr => [
5650     [
5651     'is_floor',
5652     {
5653     type => 'fixed',
5654     value => 1
5655     }
5656     ],
5657     [
5658     'no_pick',
5659     {
5660     type => 'fixed',
5661     value => 1
5662     }
5663     ],
5664     [
5665     'no_magic',
5666     {
5667     type => 'fixed',
5668     value => 1
5669     }
5670     ],
5671     [
5672     'auto_apply',
5673 root 1.4 {
5674 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.',
5675     name => 'generate goods',
5676     type => 'bool'
5677 root 1.4 }
5678     ],
5679     [
5680 root 1.7 'randomitems',
5681     {
5682     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.',
5683     name => 'treasurelist',
5684     type => 'treasurelist'
5685     }
5686     ],
5687     [
5688     'exp',
5689     {
5690     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.',
5691     name => 'quality level',
5692     type => 'int'
5693     }
5694     ],
5695     [
5696     'damned',
5697 root 1.4 {
5698 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.)',
5699     name => 'no prayers',
5700     type => 'bool'
5701 root 1.4 }
5702     ]
5703     ],
5704 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).',
5705     ignore => [
5706     $IGNORE_LIST{non_pickable}
5707     ],
5708 root 1.5 name => 'Shop Floor',
5709 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.'
5710     },
5711 elmex 1.27 'Shop Inventory' => {
5712     attr => [
5713     [
5714     'shop_coords',
5715     {
5716     desc => 'The format of this field is: \'x1,y1,x2,y2\'. It defines a rectangle on the map that will be searched for unpaid items.',
5717     name => 'shop rectangle',
5718     type => 'string'
5719     }
5720     ]
5721     ],
5722     desc => 'The purpose of a sign is to display the contents of a shop.',
5723     ignore => [
5724     $IGNORE_LIST{non_pickable}
5725     ],
5726     name => 'Shop Inventory',
5727     use => 'Use these signs to present the player a list of the items in the shop'
5728     },
5729 root 1.3 'Shop Mat' => {
5730 root 1.7 attr => [
5731     [
5732     'no_pick',
5733     {
5734     type => 'fixed',
5735     value => 1
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 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).',
5748     ignore => [
5749     $IGNORE_LIST{non_pickable}
5750     ],
5751 root 1.5 name => 'Shop Mat',
5752 root 1.3 use => 'As stated above, always place TWO shop mats into your shop. Not more and not less than that.'
5753     },
5754     'Sign & MagicMouth' => {
5755 root 1.7 attr => [
5756     [
5757     'connected',
5758     {
5759     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.',
5760     name => 'connection',
5761     type => 'int'
5762     }
5763     ],
5764     [
5765 elmex 1.21 'activate_on_push',
5766     {
5767     desc => 'Whether the teleporter should only be activated on push.',
5768     name => 'Activate on push',
5769     type => 'bool'
5770     }
5771     ],
5772     [
5773     'activate_on_release',
5774     {
5775     desc => 'Whether the teleporter should only be activated on release.',
5776     name => 'Activate on release',
5777     type => 'bool'
5778     }
5779     ],
5780     [
5781 root 1.14 'move_on',
5782 root 1.7 {
5783 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5784     name => 'movement type',
5785 elmex 1.26 type => 'movement_type'
5786 root 1.7 }
5787     ],
5788     [
5789     'food',
5790     {
5791     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).',
5792     name => 'counter',
5793     type => 'int'
5794     }
5795     ],
5796     [
5797     'msg',
5798     {
5799     desc => 'This text will be displayed to the player.',
5800     end => 'endmsg',
5801     name => 'message',
5802     type => 'text'
5803     }
5804     ]
5805     ],
5806     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).',
5807     ignore => [
5808     $IGNORE_LIST{non_pickable}
5809     ],
5810     name => 'Sign & MagicMouth',
5811     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.'
5812     },
5813     Skill => {
5814     attr => [
5815     [
5816     'invisible',
5817     {
5818     type => 'fixed',
5819     value => 1
5820     }
5821     ],
5822     [
5823     'no_drop',
5824     {
5825     type => 'fixed',
5826     value => 1
5827     }
5828     ],
5829     [
5830     'skill',
5831     {
5832     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.',
5833     name => 'skill name',
5834     type => 'string'
5835     }
5836     ],
5837     [
5838     'expmul',
5839     {
5840     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.',
5841     name => 'exp multiplier',
5842     type => 'float'
5843     }
5844     ],
5845     [
5846     'subtype',
5847     {
5848     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.',
5849     name => 'skill type',
5850     type => 'list',
5851     value => $LIST{skill_type}
5852     }
5853     ],
5854     [
5855     'level',
5856     {
5857     name => 'level',
5858     type => 'int'
5859     }
5860     ],
5861     [
5862     'exp',
5863     {
5864     name => 'experience',
5865     type => 'int'
5866     }
5867     ],
5868     [
5869     'can_use_skill',
5870     {
5871     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.',
5872     name => 'is native skill',
5873     type => 'bool'
5874     }
5875     ]
5876 root 1.3 ],
5877     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.',
5878     ignore => [
5879     $IGNORE_LIST{system_object}
5880     ],
5881 root 1.5 name => 'Skill',
5882 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>'
5883     },
5884     'Skill Scroll' => {
5885 root 1.7 attr => [
5886     [
5887     'race',
5888     {
5889     type => 'fixed',
5890     value => 'scrolls'
5891     }
5892     ],
5893     [
5894     'skill',
5895     {
5896     desc => 'The <skill name> matches the skill object that can be learned from this scroll.',
5897     name => 'skill name',
5898     type => 'string'
5899     }
5900     ]
5901     ],
5902 root 1.3 desc => 'By reading a skill scroll, a player has a chance to learn the contained skill.',
5903 root 1.5 name => 'Skill Scroll',
5904 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.'
5905     },
5906     'Special Key' => {
5907 root 1.7 attr => [
5908     [
5909     'slaying',
5910     {
5911     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.',
5912     name => 'key string',
5913     type => 'string'
5914     }
5915     ],
5916     [
5917     'material',
5918     {
5919     desc => 'For Special Keys, material should always be unset or set to Adamantite. This prevents the key from getting burned or otherwise destroyed.',
5920     name => 'material',
5921     type => 'bitmask',
5922     value => $BITMASK{material}
5923     }
5924     ],
5925     [
5926     'unique',
5927     {
5928     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.',
5929     name => 'unique item',
5930     type => 'bool'
5931     }
5932     ],
5933     [
5934     'startequip',
5935     {
5936     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5937     name => 'godgiven item',
5938     type => 'bool'
5939     }
5940     ],
5941     [
5942     'msg',
5943     {
5944     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.',
5945     end => 'endmsg',
5946     name => 'description',
5947     type => 'text'
5948     }
5949     ]
5950     ],
5951 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.',
5952     ignore => [
5953     'material'
5954     ],
5955 root 1.5 name => 'Special Key',
5956 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".'
5957     },
5958     Spell => {
5959 root 1.7 attr => [
5960     [
5961     'no_drop',
5962     {
5963     type => 'fixed',
5964     value => 1
5965     }
5966     ],
5967     [
5968     'invisible',
5969     {
5970     type => 'fixed',
5971     value => 1
5972     }
5973     ],
5974     [
5975     'skill',
5976     {
5977     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.',
5978     name => 'skill name',
5979     type => 'string'
5980     }
5981     ],
5982     [
5983     'subtype',
5984     {
5985     desc => 'The <spell type> defines the basic type of spell. Some of these types are of a more generic nature than others.',
5986     name => 'spell type',
5987     type => 'list',
5988     value => $LIST{spell_type}
5989     }
5990     ],
5991     [
5992     'level',
5993     {
5994     name => 'spell level',
5995     type => 'int'
5996     }
5997     ],
5998     [
5999     'casting_time',
6000     {
6001     name => 'casting time',
6002     type => 'int'
6003     }
6004     ],
6005     [
6006     'duration',
6007     {
6008     name => 'duration',
6009     type => 'int'
6010     }
6011     ],
6012     [
6013     'other_arch',
6014     {
6015     name => 'create object',
6016     type => 'string'
6017     }
6018     ],
6019     [
6020     'sp',
6021     {
6022     name => 'cost spellpoints',
6023     type => 'int'
6024     }
6025     ],
6026     [
6027     'grace',
6028     {
6029     name => 'cost grace',
6030     type => 'int'
6031     }
6032     ],
6033     [
6034     'maxsp',
6035     {
6036     name => 'double cost per level',
6037     type => 'int'
6038     }
6039     ]
6040     ],
6041 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.',
6042     ignore => [
6043     $IGNORE_LIST{system_object}
6044     ],
6045 root 1.5 name => 'Spell',
6046 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.'
6047     },
6048     Spellbook => {
6049 root 1.7 attr => [
6050     [
6051     'skill',
6052     {
6053     type => 'fixed',
6054     value => 'literacy'
6055     }
6056     ],
6057     [
6058     'randomitems',
6059     {
6060     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.',
6061     name => 'treasurelist',
6062     type => 'treasurelist'
6063     }
6064     ],
6065     [
6066     'startequip',
6067     {
6068     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6069     name => 'godgiven item',
6070     type => 'bool'
6071     }
6072     ],
6073     [
6074     'msg',
6075     {
6076     desc => 'This text may contain a nice description of the spellbook\'s cover or something.',
6077     end => 'endmsg',
6078     name => 'description',
6079     type => 'text'
6080     }
6081     ]
6082     ],
6083 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.',
6084 root 1.5 name => 'Spellbook',
6085 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.'
6086     },
6087     Spinner => {
6088 root 1.7 attr => [
6089     [
6090     'sp',
6091     {
6092     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.',
6093     name => 'direction number',
6094     type => 'int'
6095     }
6096     ],
6097     [
6098 root 1.14 'move_on',
6099 root 1.7 {
6100 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6101     name => 'movement type',
6102 elmex 1.26 type => 'movement_type'
6103 root 1.7 }
6104     ]
6105     ],
6106 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.',
6107     ignore => [
6108     $IGNORE_LIST{non_pickable}
6109     ],
6110 root 1.5 name => 'Spinner',
6111 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.'
6112     },
6113     Swamp => {
6114 root 1.7 attr => [
6115     [
6116     'is_floor',
6117     {
6118     type => 'fixed',
6119     value => 1
6120     }
6121     ],
6122     [
6123     'is_wooded',
6124     {
6125     type => 'fixed',
6126     value => 1
6127     }
6128     ],
6129     [
6130     'speed',
6131     {
6132     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.',
6133     name => 'drowning speed',
6134     type => 'float'
6135     }
6136     ],
6137     [
6138 root 1.17 'speed_left',
6139     {
6140     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.',
6141     name => 'speed left',
6142     type => 'float'
6143     }
6144     ],
6145     [
6146 root 1.14 'move_on',
6147     {
6148     desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6149     name => 'movement type',
6150 elmex 1.26 type => 'movement_type'
6151 root 1.14 }
6152     ],
6153     [
6154     'move_block',
6155 root 1.7 {
6156 root 1.14 desc => 'Objects using these movement types cannot move over this space.',
6157     name => 'blocked movement',
6158 elmex 1.26 type => 'movement_type'
6159 root 1.14 }
6160     ],
6161     [
6162     'move_allow',
6163     {
6164     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6165     name => 'allowed movement',
6166 elmex 1.26 type => 'movement_type'
6167 root 1.14 }
6168     ],
6169     [
6170     'move_slow',
6171     {
6172     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6173     name => 'slowed movement',
6174 elmex 1.26 type => 'movement_type'
6175 root 1.14 }
6176     ],
6177     [
6178     'move_slow_penalty',
6179     {
6180     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)',
6181     name => 'slow movement penalty',
6182 root 1.7 type => 'int'
6183     }
6184     ],
6185     [
6186     'no_magic',
6187     {
6188     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
6189     name => 'no spells',
6190     type => 'bool'
6191     }
6192     ],
6193     [
6194     'damned',
6195     {
6196     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
6197     name => 'no prayers',
6198     type => 'bool'
6199     }
6200     ]
6201     ],
6202 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.',
6203     ignore => [
6204     $IGNORE_LIST{non_pickable}
6205 root 1.5 ],
6206     name => 'Swamp'
6207 root 1.3 },
6208     Teleporter => {
6209 root 1.7 attr => [
6210     [
6211     'slaying',
6212     {
6213     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.',
6214     name => 'exit path',
6215     type => 'string'
6216     }
6217     ],
6218     [
6219     'hp',
6220     {
6221     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.',
6222     name => 'destination X',
6223     type => 'int'
6224     }
6225     ],
6226     [
6227     'sp',
6228     {
6229     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.',
6230     name => 'destination Y',
6231     type => 'int'
6232     }
6233     ],
6234     [
6235     'connected',
6236     {
6237     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.',
6238     name => 'connection',
6239     type => 'int'
6240     }
6241     ],
6242     [
6243 elmex 1.21 'activate_on_push',
6244     {
6245     desc => 'Whether the teleporter should only be activated on push.',
6246     name => 'Activate on push',
6247     type => 'bool'
6248     }
6249     ],
6250     [
6251     'activate_on_release',
6252     {
6253     desc => 'Whether the teleporter should only be activated on release.',
6254     name => 'Activate on release',
6255     type => 'bool'
6256     }
6257     ],
6258     [
6259 root 1.7 'speed',
6260     {
6261     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!',
6262     name => 'activation speed',
6263     type => 'float'
6264     }
6265 root 1.17 ],
6266     [
6267     'speed_left',
6268     {
6269     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.',
6270     name => 'speed left',
6271     type => 'float'
6272     }
6273 root 1.7 ]
6274     ],
6275 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.',
6276     ignore => [
6277     $IGNORE_LIST{non_pickable}
6278     ],
6279 root 1.5 name => 'Teleporter',
6280 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.'
6281     },
6282 root 1.8 'Timed Gate' => {
6283     attr => [
6284     [
6285     'no_pick',
6286     {
6287     type => 'fixed',
6288     value => 1
6289     }
6290     ],
6291     [
6292     'connected',
6293     {
6294     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.',
6295     name => 'connection',
6296     type => 'int'
6297     }
6298     ],
6299     [
6300 elmex 1.21 'activate_on_push',
6301     {
6302     desc => 'Whether the teleporter should only be activated on push.',
6303     name => 'Activate on push',
6304     type => 'bool'
6305     }
6306     ],
6307     [
6308     'activate_on_release',
6309     {
6310     desc => 'Whether the teleporter should only be activated on release.',
6311     name => 'Activate on release',
6312     type => 'bool'
6313     }
6314     ],
6315     [
6316 root 1.8 'wc',
6317     {
6318     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.',
6319     name => 'position state',
6320     type => 'int'
6321     }
6322     ],
6323     [
6324 root 1.14 'move_block',
6325     {
6326     desc => 'Objects using these movement types cannot move over this space.',
6327     name => 'blocked movement',
6328 elmex 1.26 type => 'movement_type'
6329 root 1.14 }
6330     ],
6331     [
6332     'move_allow',
6333     {
6334     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6335     name => 'allowed movement',
6336 elmex 1.26 type => 'movement_type'
6337 root 1.14 }
6338     ],
6339     [
6340     'move_slow',
6341 root 1.8 {
6342 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6343     name => 'slowed movement',
6344 elmex 1.26 type => 'movement_type'
6345 root 1.14 }
6346     ],
6347     [
6348     'move_slow_penalty',
6349     {
6350     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)',
6351     name => 'slow movement penalty',
6352     type => 'int'
6353 root 1.8 }
6354     ],
6355     [
6356     'no_magic',
6357     {
6358     desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
6359     name => 'restrict spells',
6360     type => 'bool'
6361     }
6362     ],
6363     [
6364     'damned',
6365     {
6366     desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
6367     name => 'restrict prayers',
6368     type => 'bool'
6369     }
6370     ],
6371     [
6372     'hp',
6373     {
6374     desc => 'Defines the duration the gate remains closed. This only takes effect if the gate is not connected.',
6375     name => 'open duration',
6376     type => 'int'
6377     }
6378     ]
6379     ],
6380     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.',
6381     ignore => [
6382     $IGNORE_LIST{non_pickable}
6383     ],
6384     name => 'Timed Gate',
6385     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".'
6386     },
6387 root 1.3 Trap => {
6388 root 1.7 attr => [
6389     [
6390     'no_pick',
6391     {
6392     type => 'fixed',
6393     value => 1
6394     }
6395     ],
6396     [
6397 root 1.14 'move_on',
6398 root 1.7 {
6399 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6400     name => 'movement type',
6401 elmex 1.26 type => 'movement_type'
6402 root 1.7 }
6403     ],
6404     [
6405     'level',
6406     {
6407     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.',
6408     name => 'trap level',
6409     type => 'int'
6410     }
6411     ],
6412     [
6413     'Cha',
6414     {
6415     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.',
6416     name => 'visibility',
6417     type => 'int'
6418     }
6419     ],
6420     [
6421     'hp',
6422     {
6423     desc => 'The trap will detonate <number of charges> times before disappearing.',
6424     name => 'number of charges',
6425     type => 'int'
6426     }
6427     ],
6428     [
6429     'dam',
6430     {
6431     desc => '<direct damage> specifies how much damage is done by the trap. This should be set in reasonable relation to the trap\'s level.',
6432     name => 'direct damage',
6433     type => 'int'
6434     }
6435     ],
6436     [
6437     'attacktype',
6438     {
6439     desc => 'This attribute defines what attacktype to use for direct damage when the trap detonates.',
6440     name => 'attacktype',
6441     type => 'bitmask',
6442     value => $BITMASK{attacktype}
6443     }
6444     ],
6445     [
6446     'connected',
6447     {
6448     desc => 'When the trap is detonated, all objects with the same connection value get activated.',
6449     name => 'connection',
6450     type => 'int'
6451     }
6452     ],
6453     [
6454     'msg',
6455     {
6456     desc => 'When the trap detonates, this text is displayed to the victim. For especially powerful or complex traps, create an appropriate and thrilling description. ;)',
6457     end => 'endmsg',
6458     name => 'detonation text',
6459     type => 'text'
6460     }
6461     ]
6462     ],
6463 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.',
6464     ignore => [
6465     'no_pick',
6466     'title',
6467     'name_pl',
6468     'weight',
6469     'value',
6470     'material',
6471     'unpaid'
6472     ],
6473 root 1.5 name => 'Trap',
6474 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.'
6475     },
6476     Trapdoor => {
6477 root 1.7 attr => [
6478     [
6479     'no_pick',
6480     {
6481     type => 'fixed',
6482     value => 1
6483     }
6484     ],
6485     [
6486 root 1.14 'move_on',
6487 root 1.7 {
6488 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6489     name => 'movement type',
6490 elmex 1.26 type => 'movement_type'
6491 root 1.7 }
6492     ],
6493     [
6494     'weight',
6495     {
6496     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.',
6497     name => 'hold weight',
6498     type => 'int'
6499     }
6500     ],
6501     [
6502     'hp',
6503     {
6504     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!',
6505     name => 'destination X',
6506     type => 'int'
6507     }
6508     ],
6509     [
6510     'sp',
6511     {
6512     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!',
6513     name => 'destination Y',
6514     type => 'int'
6515     }
6516     ]
6517     ],
6518 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.',
6519     ignore => [
6520     $IGNORE_LIST{non_pickable}
6521     ],
6522 root 1.5 name => 'Trapdoor',
6523 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.'
6524     },
6525     Treasure => {
6526 root 1.7 attr => [
6527     [
6528     'randomitems',
6529     {
6530     desc => 'This entry determines what kind of treasure will appear. Look into /crossfire/share/crossfire/treasures for details about existing treasurelists.',
6531     name => 'treasurelist',
6532     type => 'treasurelist'
6533     }
6534     ],
6535     [
6536     'auto_apply',
6537     {
6538     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.',
6539     name => 'auto-generate',
6540     type => 'bool'
6541     }
6542     ],
6543     [
6544     'hp',
6545     {
6546     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.',
6547     name => 'create number',
6548     type => 'int'
6549     }
6550     ],
6551     [
6552     'exp',
6553     {
6554     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).',
6555     name => 'quality level',
6556     type => 'int'
6557     }
6558     ]
6559     ],
6560 root 1.3 desc => 'A treasure-object turns into certain randomitems when the map is loaded into the game.',
6561     ignore => [
6562     'nrof',
6563     'title',
6564     'name_pl',
6565     'weight',
6566     'value',
6567     'material'
6568     ],
6569 root 1.5 name => 'Treasure',
6570 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.'
6571     },
6572     'Trigger Marker' => {
6573 root 1.7 attr => [
6574     [
6575     'no_pick',
6576     {
6577     type => 'fixed',
6578     value => 1
6579     }
6580     ],
6581     [
6582     'slaying',
6583     {
6584     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.',
6585     name => 'key string',
6586     type => 'string'
6587     }
6588     ],
6589     [
6590     'connected',
6591     {
6592     desc => 'Unlike a regular marker this is the connection that triggers this marker to activate.',
6593     name => 'connection',
6594     type => 'int'
6595     }
6596     ],
6597     [
6598     'food',
6599     {
6600     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.',
6601     name => 'mark duration',
6602     type => 'int'
6603     }
6604     ],
6605     [
6606     'name',
6607     {
6608     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.',
6609     name => 'delete mark',
6610     type => 'string'
6611     }
6612     ],
6613     [
6614     'msg',
6615     {
6616     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.',
6617     end => 'endmsg',
6618     name => 'marking message',
6619     type => 'text'
6620     }
6621     ]
6622     ],
6623 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.',
6624     ignore => [
6625     $IGNORE_LIST{system_object}
6626     ],
6627 root 1.5 name => 'Trigger Marker',
6628 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.'
6629     },
6630     Wall => {
6631 root 1.7 attr => [
6632     [
6633 root 1.14 'move_block',
6634     {
6635     desc => 'Objects using these movement types cannot move over this space.',
6636     name => 'blocked movement',
6637 elmex 1.26 type => 'movement_type'
6638 root 1.14 }
6639     ],
6640     [
6641     'move_allow',
6642     {
6643     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6644     name => 'allowed movement',
6645 elmex 1.26 type => 'movement_type'
6646 root 1.14 }
6647     ],
6648     [
6649     'move_slow',
6650 root 1.7 {
6651 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6652     name => 'slowed movement',
6653 elmex 1.26 type => 'movement_type'
6654 root 1.14 }
6655     ],
6656     [
6657     'move_slow_penalty',
6658     {
6659     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)',
6660     name => 'slow movement penalty',
6661     type => 'int'
6662 root 1.7 }
6663     ],
6664     [
6665     'can_roll',
6666     {
6667     desc => 'If set, the object is able to "roll", so it can be pushed around. This setting is used for boulders and barrels.',
6668     name => 'moveable',
6669     type => 'bool'
6670     }
6671     ],
6672     [
6673     'no_magic',
6674     {
6675     desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
6676     name => 'restrict spells',
6677     type => 'bool'
6678     }
6679     ],
6680     [
6681     'damned',
6682     {
6683     desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
6684     name => 'restrict prayers',
6685     type => 'bool'
6686     }
6687     ]
6688     ],
6689 root 1.3 desc => 'Walls usually block passage and sight.',
6690     ignore => [
6691     'nrof',
6692     'title',
6693     'name_pl',
6694     'value',
6695     'unpaid'
6696     ],
6697 root 1.19 name => 'Wall'
6698 root 1.3 },
6699     'Wand & Staff' => {
6700 root 1.7 attr => [
6701     [
6702     'sp',
6703     {
6704     desc => 'The <spell> specifies the contained spell.',
6705     name => 'spell',
6706     type => 'spell'
6707     }
6708     ],
6709     [
6710     'level',
6711     {
6712     desc => 'The <casting level> of the wand determines it\'s power. An average level for wands in shops is about 10.',
6713     name => 'casting level',
6714     type => 'int'
6715     }
6716     ],
6717     [
6718     'food',
6719     {
6720     desc => 'The wand can be used <number of charges> times before it is used up. It can be recharged with scrolls of charging.',
6721     name => 'number of charges',
6722     type => 'int'
6723     }
6724     ],
6725     [
6726     'startequip',
6727     {
6728     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6729     name => 'godgiven item',
6730     type => 'bool'
6731     }
6732     ],
6733     [
6734     'msg',
6735     {
6736     desc => 'This text may contain a description of the wand.',
6737     end => 'endmsg',
6738     name => 'description',
6739     type => 'text'
6740     }
6741     ]
6742     ],
6743 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.',
6744 root 1.5 name => 'Wand & Staff',
6745 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.'
6746 root 1.3 },
6747     'Weak Wall' => {
6748 root 1.7 attr => [
6749     [
6750     'alive',
6751     {
6752     type => 'fixed',
6753     value => 1
6754     }
6755     ],
6756     [
6757     'no_pick',
6758     {
6759     type => 'fixed',
6760     value => 1
6761     }
6762     ],
6763     [
6764     'tear_down',
6765     {
6766     type => 'fixed',
6767     value => 1
6768     }
6769     ],
6770     [
6771     'race',
6772     {
6773     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.',
6774     name => 'race',
6775     type => 'string'
6776     }
6777     ],
6778     [
6779     'level',
6780     {
6781     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.',
6782     name => 'level',
6783     type => 'int'
6784     }
6785     ],
6786     [
6787     'hp',
6788     {
6789     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.',
6790     name => 'health points',
6791     type => 'int'
6792     }
6793     ],
6794     [
6795     'maxhp',
6796     {
6797     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.',
6798     name => 'max health',
6799     type => 'int'
6800     }
6801     ],
6802     [
6803     'ac',
6804     {
6805     desc => 'Weak walls of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
6806     name => 'armour class',
6807     type => 'int'
6808     }
6809     ]
6810     ],
6811 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.',
6812     ignore => [
6813     $IGNORE_LIST{non_pickable}
6814     ],
6815 root 1.5 name => 'Weak Wall',
6816 root 1.4 section => [
6817     [
6818     'resistance',
6819 root 1.7 [
6820     [
6821     'resist_physical',
6822     {
6823     name => 'resist physical %',
6824     type => 'int'
6825     }
6826     ],
6827     [
6828     'resist_magic',
6829     {
6830     name => 'resist magic %',
6831     type => 'int'
6832     }
6833     ],
6834     [
6835     'resist_fire',
6836     {
6837     name => 'resist fire %',
6838     type => 'int'
6839     }
6840     ],
6841     [
6842     'resist_electricity',
6843     {
6844     name => 'resist electricity %',
6845     type => 'int'
6846     }
6847     ],
6848     [
6849     'resist_cold',
6850     {
6851     name => 'resist cold %',
6852     type => 'int'
6853     }
6854     ],
6855     [
6856     'resist_confusion',
6857     {
6858     name => 'resist confusion %',
6859     type => 'int'
6860     }
6861     ],
6862     [
6863     'resist_acid',
6864     {
6865     name => 'resist acid %',
6866     type => 'int'
6867     }
6868     ],
6869     [
6870     'resist_drain',
6871     {
6872     name => 'resist draining %',
6873     type => 'int'
6874     }
6875     ],
6876     [
6877     'resist_weaponmagic',
6878     {
6879     name => 'resist weaponmagic %',
6880     type => 'int'
6881     }
6882     ],
6883     [
6884     'resist_ghosthit',
6885     {
6886     name => 'resist ghosthit %',
6887     type => 'int'
6888     }
6889     ],
6890     [
6891     'resist_poison',
6892     {
6893     name => 'resist poison %',
6894     type => 'int'
6895     }
6896     ],
6897     [
6898     'resist_slow',
6899     {
6900     name => 'resist slow %',
6901     type => 'int'
6902     }
6903     ],
6904     [
6905     'resist_paralyze',
6906     {
6907     name => 'resist paralyze %',
6908     type => 'int'
6909     }
6910     ],
6911     [
6912     'resist_fear',
6913     {
6914     name => 'resist fear %',
6915     type => 'int'
6916     }
6917     ],
6918     [
6919     'resist_deplete',
6920     {
6921     name => 'resist depletion %',
6922     type => 'int'
6923     }
6924     ],
6925     [
6926     'resist_turn_undead',
6927     {
6928     name => 'resist turn undead %',
6929     type => 'int'
6930     }
6931     ],
6932     [
6933     'resist_death',
6934     {
6935     name => 'resist death-attack %',
6936     type => 'int'
6937     }
6938     ],
6939     [
6940     'resist_chaos',
6941     {
6942     name => 'resist chaos %',
6943     type => 'int'
6944     }
6945     ],
6946     [
6947     'resist_blind',
6948     {
6949     name => 'resist blinding %',
6950     type => 'int'
6951     }
6952     ],
6953     [
6954     'resist_holyword',
6955     {
6956     name => 'resist holy power %',
6957     type => 'int'
6958     }
6959     ],
6960     [
6961     'resist_godpower',
6962     {
6963     name => 'resist godpower %',
6964     type => 'int'
6965     }
6966     ]
6967     ]
6968 root 1.4 ]
6969     ],
6970 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.'
6971     },
6972     Weapon => {
6973 root 1.7 attr => [
6974     [
6975     'attacktype',
6976     {
6977     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.',
6978     name => 'attacktype',
6979     type => 'bitmask',
6980     value => $BITMASK{attacktype}
6981     }
6982     ],
6983     [
6984     'weapontype',
6985     {
6986     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.',
6987     name => 'weapontype',
6988     type => 'list',
6989     value => $LIST{weapon_type}
6990     }
6991     ],
6992     [
6993     'skill',
6994     {
6995     desc => 'Matching <skill name> of the skill that is required to use this weapon.',
6996     name => 'skill name',
6997     type => 'string'
6998     }
6999     ],
7000     [
7001     'dam',
7002     {
7003     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.',
7004     name => 'damage',
7005     type => 'int'
7006     }
7007     ],
7008     [
7009     'slaying',
7010     {
7011     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.',
7012     name => 'slaying race',
7013     type => 'string'
7014     }
7015     ],
7016     [
7017     'last_sp',
7018     {
7019     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.',
7020     name => 'weapon speed',
7021     type => 'int'
7022     }
7023     ],
7024     [
7025     'wc',
7026     {
7027     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.',
7028     name => 'weapon class',
7029     type => 'int'
7030     }
7031     ],
7032     [
7033     'magic',
7034     {
7035     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.',
7036     name => 'magic bonus',
7037     type => 'int'
7038     }
7039     ],
7040     [
7041     'item_power',
7042     {
7043     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>.',
7044     name => 'item power',
7045     type => 'int'
7046     }
7047     ],
7048     [
7049     'damned',
7050     {
7051     desc => 'A damned weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
7052     name => 'damnation',
7053     type => 'bool'
7054     }
7055     ],
7056     [
7057     'cursed',
7058     {
7059     desc => 'A cursed weapon cannot be unwielded unless the curse is removed.',
7060     name => 'curse',
7061     type => 'bool'
7062     }
7063     ],
7064     [
7065     'lifesave',
7066     {
7067 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!',
7068 root 1.7 name => 'save life',
7069     type => 'bool'
7070     }
7071     ],
7072     [
7073     'unique',
7074     {
7075     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
7076     name => 'unique item',
7077     type => 'bool'
7078     }
7079     ],
7080     [
7081     'startequip',
7082     {
7083     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
7084     name => 'godgiven item',
7085     type => 'bool'
7086     }
7087     ],
7088     [
7089     'msg',
7090     {
7091     desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
7092     end => 'endmsg',
7093     name => 'description',
7094     type => 'text'
7095     }
7096     ]
7097     ],
7098 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.',
7099 root 1.5 name => 'Weapon',
7100 root 1.4 section => [
7101     [
7102     'resistance',
7103 root 1.7 [
7104     [
7105     'resist_physical',
7106     {
7107     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.',
7108     name => 'resist physical %',
7109     type => 'int'
7110     }
7111     ],
7112     [
7113     'resist_magic',
7114     {
7115     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.',
7116     name => 'resist magic %',
7117     type => 'int'
7118     }
7119     ],
7120     [
7121     'resist_fire',
7122     {
7123     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.',
7124     name => 'resist fire %',
7125     type => 'int'
7126     }
7127     ],
7128     [
7129     'resist_electricity',
7130     {
7131     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.',
7132     name => 'resist electricity %',
7133     type => 'int'
7134     }
7135     ],
7136     [
7137     'resist_cold',
7138     {
7139     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.',
7140     name => 'resist cold %',
7141     type => 'int'
7142     }
7143     ],
7144     [
7145     'resist_confusion',
7146     {
7147     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).',
7148     name => 'resist confusion %',
7149     type => 'int'
7150     }
7151     ],
7152     [
7153     'resist_acid',
7154     {
7155     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.',
7156     name => 'resist acid %',
7157     type => 'int'
7158     }
7159     ],
7160     [
7161     'resist_drain',
7162     {
7163     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).',
7164     name => 'resist draining %',
7165     type => 'int'
7166     }
7167     ],
7168     [
7169     'resist_weaponmagic',
7170     {
7171     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.',
7172     name => 'resist weaponmagic %',
7173     type => 'int'
7174     }
7175     ],
7176     [
7177     'resist_ghosthit',
7178     {
7179     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.',
7180     name => 'resist ghosthit %',
7181     type => 'int'
7182     }
7183     ],
7184     [
7185     'resist_poison',
7186     {
7187     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.',
7188     name => 'resist poison %',
7189     type => 'int'
7190     }
7191     ],
7192     [
7193     'resist_slow',
7194     {
7195     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.',
7196     name => 'resist slow %',
7197     type => 'int'
7198     }
7199     ],
7200     [
7201     'resist_paralyze',
7202     {
7203     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).',
7204     name => 'resist paralyze %',
7205     type => 'int'
7206     }
7207     ],
7208     [
7209     'resist_fear',
7210     {
7211     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.',
7212     name => 'resist fear %',
7213     type => 'int'
7214     }
7215     ],
7216     [
7217     'resist_deplete',
7218     {
7219     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).',
7220     name => 'resist depletion %',
7221     type => 'int'
7222     }
7223     ],
7224     [
7225     'resist_death',
7226     {
7227     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!',
7228     name => 'resist death-attack %',
7229     type => 'int'
7230     }
7231     ],
7232     [
7233     'resist_chaos',
7234     {
7235     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.',
7236     name => 'resist chaos %',
7237     type => 'int'
7238     }
7239     ],
7240     [
7241     'resist_blind',
7242     {
7243     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.',
7244     name => 'resist blinding %',
7245     type => 'int'
7246     }
7247     ],
7248     [
7249     'resist_holyword',
7250     {
7251     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.',
7252     name => 'resist holy power %',
7253     type => 'int'
7254     }
7255     ]
7256     ]
7257 root 1.4 ],
7258     [
7259     'stats',
7260 root 1.7 [
7261     [
7262     'Str',
7263     {
7264     desc => 'The player\'s strentgh will rise/fall by the given value while wearing this weapon.',
7265     name => 'strength',
7266     type => 'int'
7267     }
7268     ],
7269     [
7270     'Dex',
7271     {
7272     desc => 'The player\'s dexterity will rise/fall by the given value while wearing this weapon.',
7273     name => 'dexterity',
7274     type => 'int'
7275     }
7276     ],
7277     [
7278     'Con',
7279     {
7280     desc => 'The player\'s constitution will rise/fall by the given value while wearing this weapon.',
7281     name => 'constitution',
7282     type => 'int'
7283     }
7284     ],
7285     [
7286     'Int',
7287     {
7288     desc => 'The player\'s intelligence will rise/fall by the given value while wearing this weapon.',
7289     name => 'intelligence',
7290     type => 'int'
7291     }
7292     ],
7293     [
7294     'Pow',
7295     {
7296     desc => 'The player\'s power will rise/fall by the given value while wearing this weapon.',
7297     name => 'power',
7298     type => 'int'
7299     }
7300     ],
7301     [
7302     'Wis',
7303     {
7304     desc => 'The player\'s wisdom will rise/fall by the given value while wearing this weapon.',
7305     name => 'wisdom',
7306     type => 'int'
7307     }
7308     ],
7309     [
7310     'Cha',
7311     {
7312     desc => 'The player\'s charisma will rise/fall by the given value while wearing this weapon.',
7313     name => 'charisma',
7314     type => 'int'
7315     }
7316     ]
7317     ]
7318 root 1.4 ],
7319     [
7320     'misc',
7321 root 1.7 [
7322     [
7323     'luck',
7324     {
7325     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.',
7326     name => 'luck bonus',
7327     type => 'int'
7328     }
7329     ],
7330     [
7331     'hp',
7332     {
7333     desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
7334     name => 'health regen.',
7335     type => 'int'
7336     }
7337     ],
7338     [
7339     'sp',
7340     {
7341     desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
7342     name => 'mana regen.',
7343     type => 'int'
7344     }
7345     ],
7346     [
7347     'grace',
7348     {
7349     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!!',
7350     name => 'grace regen.',
7351     type => 'int'
7352     }
7353     ],
7354     [
7355     'food',
7356     {
7357     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.',
7358     name => 'food bonus',
7359     type => 'int'
7360     }
7361     ],
7362     [
7363     'xrays',
7364     {
7365 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.',
7366 root 1.7 name => 'xray vision',
7367     type => 'bool'
7368     }
7369     ],
7370     [
7371     'stealth',
7372     {
7373     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)',
7374     name => 'stealth',
7375     type => 'bool'
7376     }
7377     ],
7378     [
7379     'reflect_spell',
7380     {
7381     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!',
7382     name => 'reflect spells',
7383     type => 'bool'
7384     }
7385     ],
7386     [
7387     'reflect_missile',
7388     {
7389     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.',
7390     name => 'reflect missiles',
7391     type => 'bool'
7392     }
7393     ],
7394     [
7395     'path_attuned',
7396     {
7397     desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this weapon.',
7398     name => 'attuned paths',
7399     type => 'bitmask',
7400     value => $BITMASK{spellpath}
7401     }
7402     ],
7403     [
7404     'path_repelled',
7405     {
7406     desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this weapon.',
7407     name => 'repelled paths',
7408     type => 'bitmask',
7409     value => $BITMASK{spellpath}
7410     }
7411     ],
7412     [
7413     'path_denied',
7414     {
7415     desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this weapon.',
7416     name => 'denied paths',
7417     type => 'bitmask',
7418     value => $BITMASK{spellpath}
7419     }
7420     ]
7421     ]
7422 root 1.4 ]
7423     ],
7424 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.'
7425 root 1.1 }
7426     );
7427    
7428 root 1.3 our %ATTR = (
7429     3 => $TYPE{Rod},
7430     4 => $TYPE{Treasure},
7431     5 => $TYPE{Potion},
7432     6 => $TYPE{Food},
7433     7 => $TYPE{'Poison Food'},
7434     8 => $TYPE{Book},
7435     9 => $TYPE{Clock},
7436     13 => $TYPE{Projectile},
7437     14 => $TYPE{'Shooting Weapon'},
7438     15 => $TYPE{Weapon},
7439     16 => $TYPE{'Brestplate Armour'},
7440     17 => $TYPE{Pedestal},
7441     18 => $TYPE{Altar},
7442     20 => $TYPE{'Locked Door'},
7443     21 => $TYPE{'Special Key'},
7444 root 1.9 23 => $TYPE{Door},
7445     24 => $TYPE{Key},
7446 root 1.8 26 => $TYPE{'Timed Gate'},
7447 root 1.3 27 => $TYPE{'Handle Trigger'},
7448 root 1.9 28 => $TYPE{'Monster (Grimreaper)'},
7449 root 1.3 29 => $TYPE{'Magic Ear'},
7450 root 1.9 30 => $TYPE{'Button Trigger'},
7451 root 1.3 31 => $TYPE{'Altar Trigger'},
7452     33 => $TYPE{Shield},
7453     34 => $TYPE{Helmet},
7454     35 => $TYPE{Horn},
7455     36 => $TYPE{Money},
7456 root 1.9 37 => $TYPE{'Class Changer'},
7457 root 1.3 39 => $TYPE{Amulet},
7458     40 => $TYPE{Mover},
7459     41 => $TYPE{Teleporter},
7460     42 => $TYPE{Creator},
7461     43 => $TYPE{Skill},
7462     51 => $TYPE{Detector},
7463     52 => $TYPE{'Trigger Marker'},
7464     55 => $TYPE{Marker},
7465     56 => $TYPE{'Holy Altar'},
7466     58 => $TYPE{Battleground},
7467     60 => $TYPE{Jewel},
7468     62 => $TYPE{'Magic Wall'},
7469     64 => $TYPE{'Inventory Checker'},
7470     65 => $TYPE{'Mood Floor'},
7471     66 => $TYPE{Exit},
7472     67 => $TYPE{'Floor (Encounter)'},
7473     68 => $TYPE{'Shop Floor'},
7474     69 => $TYPE{'Shop Mat'},
7475     70 => $TYPE{Ring},
7476     72 => $TYPE{Flesh},
7477     73 => $TYPE{Inorganic},
7478     83 => $TYPE{Duplicator},
7479     85 => $TYPE{Spellbook},
7480     87 => $TYPE{Cloak},
7481     88 => $TYPE{'Hazard Floor'},
7482     90 => $TYPE{Spinner},
7483     91 => $TYPE{Gate},
7484     92 => $TYPE{Button},
7485     93 => $TYPE{Handle},
7486     94 => $TYPE{Pit},
7487     95 => $TYPE{Trapdoor},
7488     98 => $TYPE{'Sign & MagicMouth'},
7489     99 => $TYPE{Boots},
7490     100 => $TYPE{Gloves},
7491     101 => $TYPE{Spell},
7492     103 => $TYPE{Converter},
7493     104 => $TYPE{Bracers},
7494     106 => $TYPE{Savebed},
7495     109 => $TYPE{'Wand & Staff'},
7496     110 => $TYPE{Ability},
7497     111 => $TYPE{Scroll},
7498     112 => $TYPE{Director},
7499     113 => $TYPE{Girdle},
7500 root 1.10 116 => $TYPE{'Event Connector'},
7501 root 1.3 122 => $TYPE{Container},
7502     130 => $TYPE{'Skill Scroll'},
7503     138 => $TYPE{Swamp},
7504 elmex 1.27 150 => $TYPE{'Shop Inventory'},
7505 root 1.3 154 => $TYPE{Rune},
7506     155 => $TYPE{Trap},
7507     156 => $TYPE{'Power Crystal'},
7508 root 1.8 158 => $TYPE{Disease},
7509 elmex 1.23 163 => $TYPE{'Item Transformer'},
7510     165 => $TYPE{'Safe ground (CF+)'}
7511 root 1.1 );
7512    
7513 root 1.3 our %TYPENAME = (
7514     0 => '*NONE*',
7515     1 => 'PLAYER',
7516 root 1.9 2 => 'TRANSPORT',
7517 root 1.3 3 => 'ROD',
7518     4 => 'TREASURE',
7519     5 => 'POTION',
7520     6 => 'FOOD',
7521     7 => 'POISON',
7522     8 => 'BOOK',
7523     9 => 'CLOCK',
7524     12 => 'LIGHTNING',
7525     13 => 'ARROW',
7526     14 => 'BOW',
7527     15 => 'WEAPON',
7528     16 => 'ARMOUR',
7529     17 => 'PEDESTAL',
7530     18 => 'ALTAR',
7531     20 => 'LOCKED_DOOR',
7532     21 => 'SPECIAL_KEY',
7533     22 => 'MAP',
7534     23 => 'DOOR',
7535     24 => 'KEY',
7536     26 => 'TIMED_GATE',
7537     27 => 'TRIGGER',
7538     28 => 'GRIMREAPER',
7539     29 => 'MAGIC_EAR',
7540     30 => 'TRIGGER_BUTTON',
7541     31 => 'TRIGGER_ALTAR',
7542     32 => 'TRIGGER_PEDESTAL',
7543     33 => 'SHIELD',
7544     34 => 'HELMET',
7545     35 => 'HORN',
7546     36 => 'MONEY',
7547     37 => 'CLASS',
7548     38 => 'GRAVESTONE',
7549     39 => 'AMULET',
7550     40 => 'PLAYERMOVER',
7551     41 => 'TELEPORTER',
7552     42 => 'CREATOR',
7553     43 => 'SKILL',
7554     44 => 'EXPERIENCE',
7555     45 => 'EARTHWALL',
7556     46 => 'GOLEM',
7557     48 => 'THROWN_OBJ',
7558     49 => 'BLINDNESS',
7559     50 => 'GOD',
7560     51 => 'DETECTOR',
7561     52 => 'TRIGGER_MARKER',
7562     53 => 'DEAD_OBJECT',
7563     54 => 'DRINK',
7564     55 => 'MARKER',
7565     56 => 'HOLY_ALTAR',
7566     57 => 'PLAYER_CHANGER',
7567     58 => 'BATTLEGROUND',
7568     59 => 'PEACEMAKER',
7569     60 => 'GEM',
7570     62 => 'FIREWALL',
7571     63 => 'ANVIL',
7572     64 => 'CHECK_INV',
7573     65 => 'MOOD_FLOOR',
7574     66 => 'EXIT',
7575     67 => 'ENCOUNTER',
7576     68 => 'SHOP_FLOOR',
7577     69 => 'SHOP_MAT',
7578     70 => 'RING',
7579     71 => 'FLOOR',
7580     72 => 'FLESH',
7581     73 => 'INORGANIC',
7582     74 => 'SKILL_TOOL',
7583     75 => 'LIGHTER',
7584     76 => 'TRAP_PART',
7585     77 => 'WALL',
7586     78 => 'LIGHT_SOURCE',
7587     79 => 'MISC_OBJECT',
7588     80 => 'MONSTER',
7589     81 => 'SPAWN_GENERATOR',
7590     82 => 'LAMP',
7591     83 => 'DUPLICATOR',
7592     84 => 'TOOL',
7593     85 => 'SPELLBOOK',
7594     86 => 'BUILDFAC',
7595     87 => 'CLOAK',
7596     90 => 'SPINNER',
7597     91 => 'GATE',
7598     92 => 'BUTTON',
7599     93 => 'CF_HANDLE',
7600     94 => 'HOLE',
7601     95 => 'TRAPDOOR',
7602     98 => 'SIGN',
7603     99 => 'BOOTS',
7604     100 => 'GLOVES',
7605     101 => 'SPELL',
7606     102 => 'SPELL_EFFECT',
7607     103 => 'CONVERTER',
7608     104 => 'BRACERS',
7609     105 => 'POISONING',
7610     106 => 'SAVEBED',
7611     107 => 'POISONCLOUD',
7612     108 => 'FIREHOLES',
7613     109 => 'WAND',
7614     111 => 'SCROLL',
7615     112 => 'DIRECTOR',
7616     113 => 'GIRDLE',
7617     114 => 'FORCE',
7618     115 => 'POTION_EFFECT',
7619 root 1.11 116 => 'EVENT_CONNECTOR',
7620 root 1.3 121 => 'CLOSE_CON',
7621     122 => 'CONTAINER',
7622     123 => 'ARMOUR_IMPROVER',
7623     124 => 'WEAPON_IMPROVER',
7624     130 => 'SKILLSCROLL',
7625     138 => 'DEEP_SWAMP',
7626     139 => 'IDENTIFY_ALTAR',
7627     150 => 'MENU',
7628     154 => 'RUNE',
7629     155 => 'TRAP',
7630     156 => 'POWER_CRYSTAL',
7631     157 => 'CORPSE',
7632     158 => 'DISEASE',
7633     159 => 'SYMPTOM',
7634     160 => 'BUILDER',
7635 root 1.9 161 => 'MATERIAL',
7636     162 => 'GPS',
7637     163 => 'ITEM_TRANSFORMER',
7638     164 => 'QUEST'
7639 root 1.1 );
7640    
7641     our %SPELL = (
7642 root 1.3 0 => 'magic bullet',
7643     1 => 'small fireball',
7644     2 => 'medium fireball',
7645     3 => 'large fireball',
7646     4 => 'burning hands',
7647     5 => 'small lightning',
7648     6 => 'large lightning',
7649     7 => 'magic missile',
7650     8 => 'create bomb',
7651     9 => 'summon golem',
7652     10 => 'summon fire elemental',
7653     11 => 'summon earth elemental',
7654     12 => 'summon water elemental',
7655     13 => 'summon air elemental',
7656     14 => 'dimension door',
7657     15 => 'create earth wall',
7658     16 => 'paralyze',
7659     17 => 'icestorm',
7660     18 => 'magic mapping',
7661     19 => 'turn undead',
7662     20 => 'fear',
7663     21 => 'poison cloud',
7664     22 => 'wonder',
7665     23 => 'destruction',
7666     24 => 'perceive self',
7667     25 => 'word of recall',
7668     26 => 'invisible',
7669     27 => 'invisible to undead',
7670     28 => 'probe',
7671     29 => 'large bullet',
7672     30 => 'improved invisibility',
7673     31 => 'holy word',
7674     32 => 'minor healing',
7675     33 => 'medium healing',
7676     34 => 'major healing',
7677     35 => 'heal',
7678     36 => 'create food',
7679     37 => 'earth to dust',
7680     38 => 'armour',
7681     39 => 'strength',
7682     40 => 'dexterity',
7683     41 => 'constitution',
7684     42 => 'charisma',
7685     43 => 'create fire wall',
7686     44 => 'create frost wall',
7687     45 => 'protection from cold',
7688     46 => 'protection from electricity',
7689     47 => 'protection from fire',
7690     48 => 'protection from poison',
7691     49 => 'protection from slow',
7692     50 => 'protection from paralysis',
7693     51 => 'protection from draining',
7694     52 => 'protection from magic',
7695     53 => 'protection from attack',
7696     54 => 'levitate',
7697     55 => 'small speedball',
7698     56 => 'large speedball',
7699     57 => 'hellfire',
7700     58 => 'dragonbreath',
7701     59 => 'large icestorm',
7702     60 => 'charging',
7703     61 => 'polymorph',
7704     62 => 'cancellation',
7705     63 => 'confusion',
7706     64 => 'mass confusion',
7707     65 => 'summon pet monster',
7708     66 => 'slow',
7709     67 => 'regenerate spellpoints',
7710     68 => 'cure poison',
7711     69 => 'protection from confusion',
7712     70 => 'protection from cancellation',
7713     71 => 'protection from depletion',
7714     72 => 'alchemy',
7715     73 => 'remove curse',
7716     74 => 'remove damnation',
7717     75 => 'identify',
7718     76 => 'detect magic',
7719     77 => 'detect monster',
7720     78 => 'detect evil',
7721     79 => 'detect curse',
7722     80 => 'heroism',
7723     81 => 'aggravation',
7724     82 => 'firebolt',
7725     83 => 'frostbolt',
7726     84 => 'shockwave',
7727     85 => 'color spray',
7728     86 => 'haste',
7729     87 => 'face of death',
7730     88 => 'ball lightning',
7731     89 => 'meteor swarm',
7732     90 => 'comet',
7733     91 => 'mystic fist',
7734     92 => 'raise dead',
7735     93 => 'resurrection',
7736     94 => 'reincarnation',
7737     95 => 'immunity to cold',
7738     96 => 'immunity to electricity',
7739     97 => 'immunity to fire',
7740     98 => 'immunity to poison',
7741     99 => 'immunity to slow',
7742     100 => 'immunity to paralysis',
7743     101 => 'immunity to draining',
7744     102 => 'immunity to magic',
7745     103 => 'immunity to attack',
7746     104 => 'invulnerability',
7747     105 => 'defense',
7748     106 => 'rune of fire',
7749     107 => 'rune of frost',
7750     108 => 'rune of shocking',
7751     109 => 'rune of blasting',
7752     110 => 'rune of death',
7753     111 => 'marking rune',
7754     112 => 'build director',
7755     113 => 'create pool of chaos',
7756     114 => 'build bullet wall',
7757     115 => 'build lightning wall',
7758     116 => 'build fireball wall',
7759     117 => 'magic rune',
7760     118 => 'rune of magic drain',
7761     119 => 'antimagic rune',
7762     120 => 'rune of transferrence',
7763     121 => 'transferrence',
7764     122 => 'magic drain',
7765     123 => 'counterspell',
7766     124 => 'disarm',
7767     125 => 'cure confusion',
7768     126 => 'restoration',
7769     127 => 'summon evil monster',
7770     128 => 'counterwall',
7771     129 => 'cause light wounds',
7772     130 => 'cause medium wounds',
7773     131 => 'cause serious wounds',
7774     132 => 'charm monsters',
7775     133 => 'banishment',
7776     134 => 'create missile',
7777     135 => 'show invisible',
7778     136 => 'xray',
7779     137 => 'pacify',
7780     138 => 'summon fog',
7781     139 => 'steambolt',
7782     140 => 'command undead',
7783     141 => 'holy orb',
7784     142 => 'summon avatar',
7785     143 => 'holy possession',
7786     144 => 'bless',
7787     145 => 'curse',
7788     146 => 'regeneration',
7789     147 => 'consecrate',
7790     148 => 'summon cult monsters',
7791     149 => 'cause critical wounds',
7792     150 => 'holy wrath',
7793     151 => 'retributive strike',
7794     152 => 'finger of death',
7795     153 => 'insect plague',
7796     154 => 'call holy servant',
7797     155 => 'wall of thorns',
7798     156 => 'staff to snake',
7799     157 => 'light',
7800     158 => 'darkness',
7801     159 => 'nightfall',
7802     160 => 'daylight',
7803     161 => 'sunspear',
7804     162 => 'faery fire',
7805     163 => 'cure blindness',
7806     164 => 'dark vision',
7807     165 => 'bullet swarm',
7808     166 => 'bullet storm',
7809     167 => 'cause many wounds',
7810     168 => 'small snowstorm',
7811     169 => 'medium snowstorm',
7812     170 => 'large snowstorm',
7813     171 => 'cure disease',
7814     172 => 'cause red death',
7815     173 => 'cause flu',
7816     174 => 'cause black death',
7817     175 => 'cause leprosy',
7818     176 => 'cause smallpox',
7819     177 => 'cause white death',
7820     178 => 'cause anthrax',
7821     179 => 'cause typhoid',
7822     180 => 'mana blast',
7823     181 => 'small manaball',
7824     182 => 'medium manaball',
7825     183 => 'large manaball',
7826     184 => 'mana bolt',
7827     185 => 'dancing sword',
7828     186 => 'animate weapon',
7829     187 => 'cause cold',
7830     188 => 'divine shock',
7831     189 => 'windstorm',
7832     190 => 'sanctuary',
7833     191 => 'peace',
7834     192 => 'spiderweb',
7835     193 => 'conflict',
7836     194 => 'rage',
7837     195 => 'forked lightning',
7838     196 => 'poison fog',
7839     197 => 'flaming aura',
7840     198 => 'vitriol',
7841     199 => 'vitriol splash',
7842     200 => 'ironwood skin',
7843     201 => 'wrathful eye',
7844     202 => 'town portal',
7845     203 => 'missile swarm',
7846     204 => 'cause rabies',
7847     205 => 'glyph'
7848 root 1.1 );
7849    
7850    
7851     =head1 AUTHOR
7852    
7853     Marc Lehmann <schmorp.de>
7854     http://home.schmorp.de/
7855    
7856     The source files are part of the CFJavaEditor.
7857    
7858     =cut
7859    
7860     1