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Revision: 1.32
Committed: Fri Aug 10 12:13:35 2007 UTC (16 years, 9 months ago) by elmex
Branch: MAIN
Changes since 1.31: +17 -1 lines
Log Message:
added sound and sound_destroy fields

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 elmex 1.32 ],
418     [
419     'sound',
420     {
421     desc => 'The sound this objects makes on a map. Enter either a sound alias from arch/res/sound.conf.res or a path. If you enter <path> in this field it will point to sound/<path>.ext',
422     name => 'sound',
423     type => 'string'
424     }
425     ],
426     [
427     'sound_destroy',
428     {
429     desc => 'The sound this objects makes when it is destroyed. Enter either a sound alias from arch/res/sound.conf.res or a path. If you enter <path> in this field it will point to sound/<path>.ext',
430     name => 'destroy sound',
431     type => 'string'
432     }
433 root 1.7 ]
434     ]
435 root 1.3 );
436    
437     our %TYPE = (
438     Ability => {
439 root 1.7 attr => [
440     [
441     'invisible',
442     {
443     type => 'fixed',
444     value => 1
445     }
446     ],
447     [
448     'no_drop',
449     {
450     type => 'fixed',
451     value => 1
452     }
453     ],
454     [
455     'sp',
456     {
457     desc => 'The monster will use the specified <short range spell> when the player is within 6-square radius (of the monster\'s head).',
458     name => 'short range spell',
459     type => 'spell'
460     }
461     ],
462     [
463     'hp',
464     {
465     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.',
466     name => 'long range spell',
467     type => 'nz_spell'
468     }
469     ],
470     [
471     'maxsp',
472     {
473     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".',
474     name => 'importance',
475     type => 'int'
476     }
477     ],
478     [
479     'attacktype',
480     {
481 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.',
482 root 1.7 name => 'is magical',
483     type => 'bool',
484     value => [
485     0,
486     2
487     ]
488     }
489     ]
490     ],
491 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;.',
492     ignore => [
493     $IGNORE_LIST{system_object}
494     ],
495 root 1.5 name => 'Ability',
496 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?'
497     },
498     Altar => {
499 root 1.7 attr => [
500     [
501     'no_pick',
502     {
503     type => 'fixed',
504     value => 1
505     }
506     ],
507     [
508 root 1.14 'move_on',
509 root 1.7 {
510 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
511     name => 'movement type',
512 elmex 1.26 type => 'movement_type'
513 root 1.7 }
514     ],
515     [
516     'slaying',
517     {
518     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")',
519     name => 'match item name',
520     type => 'string'
521     }
522     ],
523     [
524     'food',
525     {
526     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.',
527     name => 'drop amount',
528     type => 'int'
529     }
530     ],
531     [
532     'connected',
533     {
534     desc => 'If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.',
535     name => 'connection',
536     type => 'int'
537     }
538     ],
539     [
540     'sp',
541     {
542 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.',
543 root 1.7 name => 'spell',
544     type => 'spell'
545     }
546     ],
547     [
548     'msg',
549     {
550     desc => 'This text will be displayed to the player in the exact moment when the altar is activated.',
551     end => 'endmsg',
552     name => 'message',
553     type => 'text'
554     }
555     ]
556     ],
557 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.',
558 root 1.3 ignore => [
559     $IGNORE_LIST{non_pickable}
560 root 1.5 ],
561     name => 'Altar'
562 root 1.3 },
563     'Altar Trigger' => {
564 root 1.7 attr => [
565     [
566     'no_pick',
567     {
568     type => 'fixed',
569     value => 1
570     }
571     ],
572     [
573     'slaying',
574     {
575     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")',
576     name => 'match item name',
577     type => 'string'
578     }
579     ],
580     [
581     'food',
582     {
583     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.',
584     name => 'drop amount',
585     type => 'int'
586     }
587     ],
588     [
589     'connected',
590     {
591     desc => 'If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.',
592     name => 'connection',
593     type => 'int'
594     }
595     ],
596     [
597     'sp',
598     {
599 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.',
600 root 1.7 name => 'spell',
601     type => 'spell'
602     }
603     ],
604     [
605     'exp',
606     {
607     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.',
608     name => 'reset time',
609     type => 'int'
610     }
611     ],
612     [
613     'last_sp',
614     {
615     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.',
616     name => 'ignore reset',
617     type => 'bool'
618     }
619     ],
620     [
621 root 1.14 'move_on',
622 root 1.7 {
623 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
624     name => 'movement type',
625 elmex 1.26 type => 'movement_type'
626 root 1.7 }
627     ],
628     [
629     'msg',
630     {
631     desc => 'This text will be displayed to the player in the exact moment when the altar is activated.',
632     end => 'endmsg',
633     name => 'message',
634     type => 'text'
635     }
636     ]
637     ],
638 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.',
639 root 1.3 ignore => [
640     $IGNORE_LIST{non_pickable}
641     ],
642 root 1.5 name => 'Altar Trigger',
643 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. =)'
644     },
645     Amulet => {
646 root 1.7 attr => [
647     [
648     'ac',
649     {
650     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.',
651     name => 'armour class',
652     type => 'int'
653     }
654     ],
655     [
656     'wc',
657     {
658     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.',
659     name => 'weapon class',
660     type => 'int'
661     }
662     ],
663     [
664     'item_power',
665     {
666     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>.',
667     name => 'item power',
668     type => 'int'
669     }
670     ],
671     [
672     'damned',
673     {
674     desc => 'A damned piece of equipment cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
675     name => 'damnation',
676     type => 'bool'
677     }
678     ],
679     [
680     'cursed',
681     {
682     desc => 'A cursed piece of equipment cannot be unwielded unless the curse is removed.',
683     name => 'curse',
684     type => 'bool'
685     }
686     ],
687     [
688     'lifesave',
689     {
690 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!',
691 root 1.7 name => 'save life',
692     type => 'bool'
693     }
694     ],
695     [
696     'unique',
697     {
698     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
699     name => 'unique item',
700     type => 'bool'
701     }
702     ],
703     [
704     'startequip',
705     {
706     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
707     name => 'godgiven item',
708     type => 'bool'
709     }
710     ],
711     [
712     'applied',
713     {
714     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.',
715     name => 'is applied',
716     type => 'bool'
717     }
718     ],
719     [
720     'msg',
721     {
722     desc => 'This text describes the item\'s "story". Every decent artifact should have such a description.',
723     end => 'endmsg',
724     name => 'description',
725     type => 'text'
726     }
727     ]
728     ],
729 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.',
730 root 1.5 name => 'Amulet',
731 root 1.4 section => [
732     [
733     'resistance',
734 root 1.7 [
735     [
736     'resist_physical',
737     {
738     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.',
739     name => 'resist physical %',
740     type => 'int'
741     }
742     ],
743     [
744     'resist_magic',
745     {
746     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.',
747     name => 'resist magic %',
748     type => 'int'
749     }
750     ],
751     [
752     'resist_fire',
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 fire %',
756     type => 'int'
757     }
758     ],
759     [
760     'resist_electricity',
761     {
762     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.',
763     name => 'resist electricity %',
764     type => 'int'
765     }
766     ],
767     [
768     'resist_cold',
769     {
770     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.',
771     name => 'resist cold %',
772     type => 'int'
773     }
774     ],
775     [
776     'resist_confusion',
777     {
778     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).',
779     name => 'resist confusion %',
780     type => 'int'
781     }
782     ],
783     [
784     'resist_acid',
785     {
786     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.',
787     name => 'resist acid %',
788     type => 'int'
789     }
790     ],
791     [
792     'resist_drain',
793     {
794     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).',
795     name => 'resist draining %',
796     type => 'int'
797     }
798     ],
799     [
800     'resist_weaponmagic',
801     {
802     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.',
803     name => 'resist weaponmagic %',
804     type => 'int'
805     }
806     ],
807     [
808     'resist_ghosthit',
809     {
810     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.',
811     name => 'resist ghosthit %',
812     type => 'int'
813     }
814     ],
815     [
816     'resist_poison',
817     {
818     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.',
819     name => 'resist poison %',
820     type => 'int'
821     }
822     ],
823     [
824     'resist_slow',
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 slow %',
828     type => 'int'
829     }
830     ],
831     [
832     'resist_paralyze',
833     {
834     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).',
835     name => 'resist paralyze %',
836     type => 'int'
837     }
838     ],
839     [
840     'resist_fear',
841     {
842     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.',
843     name => 'resist fear %',
844     type => 'int'
845     }
846     ],
847     [
848     'resist_deplete',
849     {
850     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).',
851     name => 'resist depletion %',
852     type => 'int'
853     }
854     ],
855     [
856     'resist_death',
857     {
858     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!',
859     name => 'resist death-attack %',
860     type => 'int'
861     }
862     ],
863     [
864     'resist_chaos',
865     {
866     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.',
867     name => 'resist chaos %',
868     type => 'int'
869     }
870     ],
871     [
872     'resist_blind',
873     {
874     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.',
875     name => 'resist blinding %',
876     type => 'int'
877     }
878     ],
879     [
880     'resist_holyword',
881     {
882     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.',
883     name => 'resist holy power %',
884     type => 'int'
885     }
886     ]
887     ]
888     ],
889     [
890     'stats',
891     [
892     [
893     'Str',
894     {
895     desc => 'The player\'s strentgh will rise/fall by the given value while wearing this piece of equipment.',
896     name => 'strength',
897     type => 'int'
898     }
899     ],
900     [
901     'Dex',
902     {
903     desc => 'The player\'s dexterity will rise/fall by the given value while wearing this piece of equipment.',
904     name => 'dexterity',
905     type => 'int'
906     }
907     ],
908     [
909     'Con',
910     {
911     desc => 'The player\'s constitution will rise/fall by the given value while wearing this piece of equipment.',
912     name => 'constitution',
913     type => 'int'
914     }
915     ],
916     [
917     'Int',
918     {
919     desc => 'The player\'s intelligence will rise/fall by the given value while wearing this piece of equipment.',
920     name => 'intelligence',
921     type => 'int'
922     }
923     ],
924     [
925     'Pow',
926     {
927     desc => 'The player\'s power will rise/fall by the given value while wearing this piece of equipment.',
928     name => 'power',
929     type => 'int'
930     }
931     ],
932     [
933     'Wis',
934     {
935     desc => 'The player\'s wisdom will rise/fall by the given value while wearing this piece of equipment.',
936     name => 'wisdom',
937     type => 'int'
938     }
939     ],
940     [
941     'Cha',
942     {
943     desc => 'The player\'s charisma will rise/fall by the given value while wearing this piece of equipment.',
944     name => 'charisma',
945     type => 'int'
946     }
947     ]
948     ]
949     ],
950     [
951     'misc',
952     [
953     [
954     'luck',
955     {
956     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.',
957     name => 'luck bonus',
958     type => 'int'
959     }
960     ],
961     [
962     'hp',
963     {
964     desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
965     name => 'health regen.',
966     type => 'int'
967     }
968     ],
969     [
970     'sp',
971     {
972     desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
973     name => 'mana regen.',
974     type => 'int'
975     }
976     ],
977     [
978     'grace',
979     {
980     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!!',
981     name => 'grace regen.',
982     type => 'int'
983     }
984     ],
985     [
986     'food',
987     {
988     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.',
989     name => 'food bonus',
990     type => 'int'
991     }
992     ],
993     [
994     'xrays',
995     {
996 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.',
997 root 1.7 name => 'xray vision',
998     type => 'bool'
999     }
1000     ],
1001     [
1002     'stealth',
1003     {
1004     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)',
1005     name => 'stealth',
1006     type => 'bool'
1007     }
1008     ],
1009     [
1010     'reflect_spell',
1011     {
1012     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!',
1013     name => 'reflect spells',
1014     type => 'bool'
1015     }
1016     ],
1017     [
1018     'reflect_missile',
1019     {
1020     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.',
1021     name => 'reflect missiles',
1022     type => 'bool'
1023     }
1024     ],
1025     [
1026 root 1.14 'move_type',
1027 root 1.7 {
1028 root 1.14 desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
1029     name => 'movement type',
1030 elmex 1.26 type => 'movement_type'
1031 root 1.7 }
1032     ],
1033     [
1034     'path_attuned',
1035     {
1036     desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this item.',
1037     name => 'attuned paths',
1038     type => 'bitmask',
1039     value => $BITMASK{spellpath}
1040     }
1041     ],
1042     [
1043     'path_repelled',
1044     {
1045     desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this item.',
1046     name => 'repelled paths',
1047     type => 'bitmask',
1048     value => $BITMASK{spellpath}
1049     }
1050     ],
1051     [
1052     'path_denied',
1053     {
1054     desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this item.',
1055     name => 'denied paths',
1056     type => 'bitmask',
1057     value => $BITMASK{spellpath}
1058     }
1059     ]
1060     ]
1061     ]
1062     ],
1063     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1064     },
1065     Battleground => {
1066     attr => [
1067     [
1068     'no_pick',
1069     {
1070     type => 'fixed',
1071     value => 1
1072     }
1073     ],
1074     [
1075     'is_floor',
1076 root 1.4 {
1077 root 1.7 type => 'fixed',
1078     value => 1
1079 root 1.4 }
1080     ],
1081     [
1082 root 1.7 'hp',
1083 root 1.4 {
1084 root 1.7 desc => 'The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.',
1085     name => 'destination X',
1086     type => 'int'
1087 root 1.4 }
1088     ],
1089     [
1090 root 1.7 'sp',
1091 root 1.4 {
1092 root 1.7 desc => 'The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.',
1093     name => 'destination Y',
1094     type => 'int'
1095 root 1.4 }
1096     ]
1097     ],
1098 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.',
1099     ignore => [
1100     $IGNORE_LIST{non_pickable}
1101     ],
1102 root 1.5 name => 'Battleground',
1103 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.)'
1104     },
1105     Book => {
1106 root 1.7 attr => [
1107     [
1108     'level',
1109     {
1110     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.',
1111     name => 'literacy level',
1112     type => 'int'
1113     }
1114     ],
1115     [
1116     'startequip',
1117     {
1118     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1119     name => 'godgiven item',
1120     type => 'bool'
1121     }
1122     ],
1123     [
1124     'unique',
1125     {
1126     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
1127     name => 'unique item',
1128     type => 'bool'
1129     }
1130     ],
1131     [
1132     'msg',
1133     {
1134     desc => 'This is the text that appears "written" in the book.',
1135     end => 'endmsg',
1136     name => 'book content',
1137     type => 'text'
1138     }
1139 root 1.14 ],
1140     [
1141     'slaying',
1142     {
1143     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)',
1144     name => 'key string',
1145     type => 'string'
1146     }
1147 root 1.7 ]
1148     ],
1149 root 1.5 desc => 'Applying a book, the containing message is displayed to the player.',
1150     name => 'Book'
1151 root 1.1 },
1152 root 1.3 Boots => {
1153 root 1.7 attr => [
1154     [
1155     'exp',
1156     {
1157     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.',
1158     name => 'speed bonus',
1159     type => 'int'
1160     }
1161     ],
1162     [
1163     'magic',
1164     {
1165     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>.',
1166     name => 'magic bonus',
1167     type => 'int'
1168     }
1169     ]
1170     ],
1171 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.',
1172     import => [
1173 root 1.29 'Amulet'
1174 root 1.3 ],
1175 root 1.5 name => 'Boots',
1176 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.'
1177     },
1178     Bracers => {
1179 root 1.7 attr => [
1180     [
1181     'magic',
1182     {
1183     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.',
1184     name => 'magic bonus',
1185     type => 'int'
1186     }
1187     ]
1188     ],
1189 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.',
1190     import => [
1191 root 1.29 'Amulet'
1192 root 1.3 ],
1193 root 1.5 name => 'Bracers',
1194 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.'
1195     },
1196     'Brestplate Armour' => {
1197 root 1.7 attr => [
1198     [
1199     'last_heal',
1200     {
1201     desc => 'This poses a penalty to spell regeneration speed, for wearing the armour. The bigger the spellpoint penalty, the worse.',
1202     name => 'spellpoint penalty',
1203     type => 'int'
1204     }
1205     ],
1206     [
1207     'last_sp',
1208     {
1209     desc => 'Slowdown penalty reduces the player\'s walking speed when wearing the armour. Bigger values are worse - zero is best.',
1210     name => 'slowdown penalty',
1211     type => 'int'
1212     }
1213     ],
1214     [
1215     'magic',
1216     {
1217     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.',
1218     name => 'magic bonus',
1219     type => 'int'
1220     }
1221     ]
1222     ],
1223 root 1.3 desc => 'Wearing an armour, the object\'s stats will directly be inherited to the player. Usually enhancing his defense.',
1224 root 1.7 import => [
1225 root 1.29 'Amulet'
1226 root 1.7 ],
1227     name => 'Brestplate Armour',
1228     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1229     },
1230     Button => {
1231     attr => [
1232     [
1233 root 1.14 'move_on',
1234 root 1.7 {
1235 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
1236     name => 'movement type',
1237 elmex 1.26 type => 'movement_type'
1238 root 1.7 }
1239     ],
1240     [
1241 root 1.14 'move_off',
1242 root 1.7 {
1243 root 1.14 desc => 'Which movement types deactivate this object (e.g. button).',
1244     name => 'movement type',
1245 elmex 1.26 type => 'movement_type'
1246 root 1.7 }
1247     ],
1248     [
1249     'no_pick',
1250     {
1251     type => 'fixed',
1252     value => 1
1253     }
1254     ],
1255     [
1256     'weight',
1257     {
1258     desc => 'The button is pressed (triggered), as soon as <press weigh> gram are placed ontop of it.',
1259     name => 'press weight',
1260 root 1.9 type => 'int'
1261 root 1.7 }
1262     ],
1263     [
1264     'connected',
1265     {
1266     desc => 'Every time the button is pressed or released, all objects with the same <connection> value are activated.',
1267     name => 'connection',
1268     type => 'int'
1269     }
1270     ],
1271     [
1272     'msg',
1273     {
1274     desc => 'This text may describe the item. You can use this message to explain the button\'s purpose to the player.',
1275     end => 'endmsg',
1276     name => 'description',
1277     type => 'text'
1278     }
1279     ]
1280 root 1.3 ],
1281     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.',
1282     ignore => [
1283     $IGNORE_LIST{non_pickable}
1284 root 1.5 ],
1285     name => 'Button'
1286 root 1.3 },
1287 root 1.9 'Button Trigger' => {
1288     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.',
1289     ignore => [
1290     $IGNORE_LIST{non_pickable}
1291     ],
1292     import => [
1293 root 1.29 'Button'
1294 root 1.9 ],
1295     name => 'Button Trigger'
1296     },
1297     'Class Changer' => {
1298     attr => [
1299     [
1300     'randomitems',
1301     {
1302     desc => 'This entry determines which initial items the character receives.',
1303     name => 'class items',
1304     type => 'treasurelist'
1305     }
1306     ]
1307     ],
1308     desc => 'Class changer are used while creating a character.',
1309     ignore => [
1310     $IGNORE_LIST{non_pickable}
1311     ],
1312     name => 'Class Changer',
1313     section => [
1314     [
1315     'stats',
1316     [
1317     [
1318     'Str',
1319     {
1320     desc => 'The player\'s strength will rise by the given value if he chooses this class. (Negative values make strength fall)',
1321     name => 'strength',
1322     type => 'int'
1323     }
1324     ],
1325     [
1326     'Dex',
1327     {
1328     desc => 'The player\'s dexterity will rise by the given value if he chooses this class. (Negative values make dexterity fall)',
1329     name => 'dexterity',
1330     type => 'int'
1331     }
1332     ],
1333     [
1334     'Con',
1335     {
1336     desc => 'The player\'s constitution will rise by the given value if he chooses this class. (Negative values make constitution fall)',
1337     name => 'constitution',
1338     type => 'int'
1339     }
1340     ],
1341     [
1342     'Int',
1343     {
1344     desc => 'The player\'s intelligence will rise by the given value if he chooses this class. (Negative values make intelligence fall)',
1345     name => 'intelligence',
1346     type => 'int'
1347     }
1348     ],
1349     [
1350     'Pow',
1351     {
1352     desc => 'The player\'s power will rise by the given value if he chooses this class. (Negative values make power fall)',
1353     name => 'power',
1354     type => 'int'
1355     }
1356     ],
1357     [
1358     'Wis',
1359     {
1360     desc => 'The player\'s wisdom will rise by the given value if he chooses this class. (Negative values make wisdom fall)',
1361     name => 'wisdom',
1362     type => 'int'
1363     }
1364     ],
1365     [
1366     'Cha',
1367     {
1368     desc => 'The player\'s charisma will rise by the given value if he chooses this class. (Negative values make charisma fall)',
1369     name => 'charisma',
1370     type => 'int'
1371     }
1372     ]
1373     ]
1374     ]
1375     ]
1376     },
1377 root 1.3 Cloak => {
1378 root 1.7 attr => [
1379     [
1380     'magic',
1381     {
1382     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>.',
1383     name => 'magic bonus',
1384     type => 'int'
1385     }
1386     ]
1387     ],
1388 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.',
1389     import => [
1390 root 1.29 'Amulet'
1391 root 1.3 ],
1392 root 1.5 name => 'Cloak',
1393 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.'
1394     },
1395     Clock => {
1396 root 1.7 attr => [
1397     [
1398     'msg',
1399     {
1400     desc => 'This text may describe the item',
1401     end => 'endmsg',
1402     name => 'description',
1403     type => 'text'
1404     }
1405     ]
1406     ],
1407 root 1.5 desc => 'Applying a clock, the time is displayed to the player.',
1408     name => 'Clock'
1409 root 1.1 },
1410 root 1.3 Container => {
1411 root 1.7 attr => [
1412     [
1413     'race',
1414     {
1415     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.',
1416     name => 'container class',
1417     type => 'string'
1418     }
1419     ],
1420     [
1421     'slaying',
1422     {
1423     desc => 'If <key string> is set, only players with a special key of matching <key string> are able to open the container.',
1424     name => 'key string',
1425     type => 'string'
1426     }
1427     ],
1428     [
1429     'container',
1430     {
1431     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.',
1432     name => 'maximum weight',
1433     type => 'int'
1434     }
1435     ],
1436     [
1437     'Str',
1438     {
1439     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.',
1440     name => 'reduce weight %',
1441     type => 'int'
1442     }
1443     ],
1444     [
1445     'is_cauldron',
1446     {
1447     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.',
1448     name => 'alchemy cauldron',
1449     type => 'bool'
1450     }
1451     ],
1452     [
1453     'unique',
1454     {
1455     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.',
1456     name => 'unique item',
1457     type => 'bool'
1458     }
1459     ],
1460     [
1461     'startequip',
1462     {
1463     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1464     name => 'godgiven item',
1465     type => 'bool'
1466     }
1467     ],
1468     [
1469     'other_arch',
1470     {
1471     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.',
1472     name => 'animation arch',
1473     type => 'string'
1474     }
1475     ],
1476     [
1477     'msg',
1478     {
1479     desc => 'This text may contain a description of the container.',
1480     end => 'endmsg',
1481     name => 'description',
1482     type => 'text'
1483     }
1484     ]
1485     ],
1486 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.',
1487 root 1.5 name => 'Container',
1488 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>'
1489     },
1490     Converter => {
1491 root 1.7 attr => [
1492     [
1493     'no_pick',
1494     {
1495     type => 'fixed',
1496     value => 1
1497     }
1498     ],
1499     [
1500     'slaying',
1501     {
1502     desc => '<cost arch> is the name of the archetype the player has to put on the converter, as payment.',
1503     name => 'cost arch',
1504     type => 'string'
1505     }
1506     ],
1507     [
1508     'food',
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 => 'cost number',
1512     type => 'int'
1513     }
1514     ],
1515     [
1516     'other_arch',
1517     {
1518 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.',
1519 root 1.7 name => 'receive arch',
1520     type => 'string'
1521     }
1522     ],
1523     [
1524     'sp',
1525     {
1526     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>.',
1527     name => 'receive number',
1528     type => 'int'
1529     }
1530     ],
1531     [
1532     'msg',
1533     {
1534     desc => 'This text may contain a description of the converter.',
1535     end => 'endmsg',
1536     name => 'description',
1537     type => 'text'
1538     }
1539     ]
1540     ],
1541 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.',
1542     ignore => [
1543     'value',
1544     'nrof',
1545     'name_pl',
1546     'no_pick',
1547     'unpaid',
1548     'title'
1549     ],
1550 root 1.5 name => 'Converter',
1551 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.'
1552     },
1553     Creator => {
1554 root 1.7 attr => [
1555     [
1556     'no_pick',
1557     {
1558     type => 'fixed',
1559     value => 1
1560     }
1561     ],
1562     [
1563     'other_arch',
1564     {
1565 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.',
1566 root 1.7 name => 'create arch',
1567     type => 'string'
1568     }
1569     ],
1570     [
1571     'connected',
1572     {
1573     desc => 'Whenever the connection value is activated, the creator gets triggered.',
1574     name => 'connection',
1575     type => 'int'
1576     }
1577     ],
1578     [
1579 elmex 1.21 'activate_on_push',
1580     {
1581     desc => 'Whether the teleporter should only be activated on push.',
1582     name => 'Activate on push',
1583     type => 'bool'
1584     }
1585     ],
1586     [
1587     'activate_on_release',
1588     {
1589     desc => 'Whether the teleporter should only be activated on release.',
1590     name => 'Activate on release',
1591     type => 'bool'
1592     }
1593     ],
1594     [
1595 root 1.7 'lifesave',
1596     {
1597 root 1.9 desc => 'If <infinit uses> is set, the creator will work infinitely, regardless of the value in <number of uses>.',
1598 root 1.7 name => 'infinit uses',
1599     type => 'bool'
1600     }
1601     ],
1602     [
1603 elmex 1.25 'speed',
1604     {
1605     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.',
1606     name => 'speed',
1607     type => 'float'
1608     }
1609     ],
1610     [
1611 root 1.7 'hp',
1612     {
1613     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).',
1614     name => 'number of uses',
1615     type => 'int'
1616     }
1617     ],
1618     [
1619     'slaying',
1620     {
1621 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.',
1622 root 1.7 name => 'name of creation',
1623     type => 'string'
1624     }
1625     ],
1626     [
1627     'level',
1628     {
1629     desc => 'The created object will be of that level. If zero/unset, the standard level of the archetype is used.',
1630     name => 'level of creation',
1631     type => 'int'
1632     }
1633     ]
1634     ],
1635 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.',
1636 root 1.3 ignore => [
1637     $IGNORE_LIST{system_object}
1638     ],
1639 root 1.5 name => 'Creator',
1640 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.'
1641     },
1642     Detector => {
1643 root 1.7 attr => [
1644     [
1645     'no_pick',
1646     {
1647     type => 'fixed',
1648     value => 1
1649     }
1650     ],
1651     [
1652     'slaying',
1653     {
1654     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.',
1655     name => 'match name',
1656     type => 'string'
1657     }
1658     ],
1659     [
1660     'connected',
1661     {
1662     desc => 'When the detector is triggered, all objects with the same connection value get activated.',
1663     name => 'connection',
1664     type => 'int'
1665     }
1666     ],
1667     [
1668     'speed',
1669     {
1670     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.',
1671     name => 'detection speed',
1672     type => 'float'
1673     }
1674 root 1.17 ],
1675     [
1676     'speed_left',
1677     {
1678     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.',
1679     name => 'speed left',
1680     type => 'float'
1681     }
1682     ],
1683     [
1684     'speed_left',
1685     {
1686     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.',
1687     name => 'speed left',
1688     type => 'float'
1689     }
1690 root 1.7 ]
1691     ],
1692 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.',
1693     ignore => [
1694     $IGNORE_LIST{system_object}
1695     ],
1696 root 1.5 name => 'Detector',
1697 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.'
1698     },
1699     Director => {
1700 root 1.7 attr => [
1701     [
1702     'sp',
1703     {
1704     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).',
1705     name => 'direction',
1706     type => 'list',
1707     value => $LIST{direction}
1708     }
1709     ],
1710     [
1711 root 1.14 'move_on',
1712 root 1.7 {
1713 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
1714     name => 'movement type',
1715 elmex 1.26 type => 'movement_type'
1716 root 1.7 }
1717     ]
1718     ],
1719 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.',
1720     ignore => [
1721     $IGNORE_LIST{non_pickable}
1722     ],
1723 root 1.5 name => 'Director',
1724 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.'
1725     },
1726     Disease => {
1727 root 1.7 attr => [
1728     [
1729     'invisible',
1730     {
1731     type => 'fixed',
1732     value => 1
1733     }
1734     ],
1735     [
1736     'level',
1737     {
1738     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.',
1739     name => 'plaque level',
1740     type => 'int'
1741     }
1742     ],
1743     [
1744     'race',
1745     {
1746     desc => 'The disease will only infect creatures of the specified <race>. "<race> *" means every creature can be infected.',
1747     name => 'infect race',
1748     type => 'string'
1749     }
1750     ],
1751     [
1752     'ac',
1753     {
1754     desc => 'Every time the disease "moves" the severity of the symptoms are increased by <progressiveness>/100. (severity = 1 + (accumlated progression)/100)',
1755     name => 'progressiveness',
1756     type => 'int'
1757     }
1758     ],
1759     [
1760     'msg',
1761     {
1762     desc => 'This text is displayed to the player every time the symptoms strike.',
1763     end => 'endmsg',
1764     name => 'message',
1765     type => 'text'
1766     }
1767     ]
1768     ],
1769 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.',
1770     ignore => [
1771     $IGNORE_LIST{system_object}
1772     ],
1773 root 1.5 name => 'Disease',
1774 root 1.4 section => [
1775     [
1776     'spreading',
1777 root 1.7 [
1778     [
1779     'wc',
1780     {
1781     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.',
1782     name => 'infectiosness',
1783     type => 'int'
1784     }
1785     ],
1786     [
1787     'last_grace',
1788     {
1789     desc => 'The <attenuation> value reduces the diseases\' <infectiosness> everytime it infects someone new. This limits how many generations a disease can propagate.',
1790     name => 'attenuation',
1791     type => 'int'
1792     }
1793     ],
1794     [
1795     'magic',
1796     {
1797     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.',
1798     name => 'infection range',
1799     type => 'int'
1800     }
1801     ],
1802     [
1803     'maxhp',
1804     {
1805     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).',
1806     name => 'persistence',
1807     type => 'int'
1808     }
1809     ],
1810     [
1811     'maxgrace',
1812     {
1813     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.',
1814     name => 'curing duration',
1815     type => 'int'
1816     }
1817     ],
1818     [
1819     'speed',
1820     {
1821     desc => 'The <speed> of the disease determines how fast the disease will "move", thus how fast the symptoms strike the host.',
1822     name => 'moving speed',
1823     type => 'float'
1824     }
1825 root 1.17 ],
1826     [
1827     'speed_left',
1828     {
1829     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.',
1830     name => 'speed left',
1831     type => 'float'
1832     }
1833 root 1.7 ]
1834     ]
1835     ],
1836     [
1837     'symptoms',
1838     [
1839     [
1840     'attacktype',
1841     {
1842     desc => 'The disease will attack the host with the given <attacktype>. Godpower attacktype is commonly used for "unresistable" diseases.',
1843     name => 'attacktype',
1844     type => 'bitmask',
1845     value => $BITMASK{attacktype}
1846     }
1847     ],
1848     [
1849     'dam',
1850     {
1851     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.',
1852     name => 'damage',
1853     type => 'int'
1854     }
1855     ],
1856     [
1857     'other_arch',
1858     {
1859     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.',
1860     name => 'create arch',
1861     type => 'string'
1862     }
1863     ],
1864     [
1865     'last_sp',
1866     {
1867     desc => 'If set, the disease imposes a <slowdown penalty> while being infected. The player\'s speed is reduced by <slowdown penalty> % of normal value.',
1868     name => 'slowdown penalty',
1869     type => 'int'
1870     }
1871     ],
1872     [
1873     'exp',
1874     {
1875     desc => 'When the player manages to cure this disease (with a curing spell), he is awarded with <exp. for curing> experience.',
1876     name => 'exp. for curing',
1877     type => 'int'
1878     }
1879     ],
1880     [
1881     'maxsp',
1882     {
1883     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.',
1884     name => 'mana depletion',
1885     type => 'int'
1886     }
1887     ],
1888     [
1889     'last_eat',
1890     {
1891     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.',
1892     name => 'food depletion',
1893     type => 'int'
1894     }
1895     ],
1896     [
1897     'hp',
1898     {
1899     desc => 'This value increases the player\'s healing rate. Negative values decrease it.',
1900     name => 'health regen.',
1901     type => 'int'
1902     }
1903     ],
1904     [
1905     'sp',
1906     {
1907     desc => 'This value increases the player\'s rate of mana regeneration. Negative values decrease it.',
1908     name => 'mana regen.',
1909     type => 'int'
1910     }
1911     ]
1912     ]
1913     ],
1914     [
1915     'disability',
1916     [
1917     [
1918     'Str',
1919     {
1920     desc => 'The player\'s strength will rise by the given value while being infected. (Negative values make strength fall)',
1921     name => 'strength',
1922     type => 'int'
1923     }
1924     ],
1925     [
1926     'Dex',
1927     {
1928     desc => 'The player\'s dexterity will rise by the given value while being infected. (Negative values make dexterity fall)',
1929     name => 'dexterity',
1930     type => 'int'
1931     }
1932     ],
1933     [
1934     'Con',
1935     {
1936     desc => 'The player\'s constitution will rise by the given value while being infected. (Negative values make constitution fall)',
1937     name => 'constitution',
1938     type => 'int'
1939     }
1940     ],
1941     [
1942     'Int',
1943     {
1944     desc => 'The player\'s intelligence will rise by the given value while being infected. (Negative values make intelligence fall)',
1945     name => 'intelligence',
1946     type => 'int'
1947     }
1948     ],
1949     [
1950     'Pow',
1951     {
1952     desc => 'The player\'s power will rise by the given value while being infected. (Negative values make power fall)',
1953     name => 'power',
1954     type => 'int'
1955     }
1956     ],
1957     [
1958     'Wis',
1959     {
1960     desc => 'The player\'s wisdom will rise by the given value while being infected. (Negative values make wisdom fall)',
1961     name => 'wisdom',
1962     type => 'int'
1963     }
1964     ],
1965     [
1966     'Cha',
1967     {
1968     desc => 'The player\'s charisma will rise by the given value while being infected. (Negative values make charisma fall)',
1969     name => 'charisma',
1970     type => 'int'
1971     }
1972     ]
1973     ]
1974     ]
1975     ],
1976     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.'
1977     },
1978 root 1.9 Door => {
1979     attr => [
1980     [
1981     'no_pick',
1982     {
1983     type => 'fixed',
1984     value => 1
1985     }
1986     ],
1987     [
1988     'alive',
1989     {
1990     type => 'fixed',
1991     value => 1
1992     }
1993     ],
1994     [
1995 root 1.14 'move_block',
1996 root 1.9 {
1997 root 1.14 desc => 'Objects using these movement types cannot move over this space.',
1998     name => 'blocked movement',
1999 elmex 1.26 type => 'movement_type'
2000 root 1.14 }
2001     ],
2002     [
2003     'move_allow',
2004     {
2005     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2006     name => 'allowed movement',
2007 elmex 1.26 type => 'movement_type'
2008 root 1.14 }
2009     ],
2010     [
2011     'move_slow',
2012     {
2013     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2014     name => 'slowed movement',
2015 elmex 1.26 type => 'movement_type'
2016 root 1.14 }
2017     ],
2018     [
2019     'move_slow_penalty',
2020     {
2021     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)',
2022     name => 'slow movement penalty',
2023     type => 'int'
2024 root 1.9 }
2025     ],
2026     [
2027     'hp',
2028     {
2029     desc => 'The more <hitpoints> the door has, the longer it takes to be broken.',
2030     name => 'hitpoints',
2031     type => 'int'
2032     }
2033     ],
2034     [
2035     'ac',
2036     {
2037     desc => 'Doors of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
2038     name => 'armour class',
2039     type => 'int'
2040     }
2041     ],
2042     [
2043     'other_arch',
2044     {
2045     desc => 'This string defines the object that will be created when the door was defeated.',
2046     name => 'drop arch',
2047     type => 'string'
2048     }
2049     ],
2050     [
2051     'randomitems',
2052     {
2053     desc => 'This entry determines what kind of traps will appear in the door.',
2054     name => 'treasurelist',
2055     type => 'treasurelist'
2056     }
2057 root 1.28 ],
2058     [
2059     'treasure_env',
2060     {
2061     desc => 'Set this flag to move treasure items created into the environment (map) instead of putting them into the object.',
2062     name => 'treasure in env',
2063     type => 'bool'
2064     }
2065 root 1.9 ]
2066     ],
2067     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.',
2068     ignore => [
2069     $IGNORE_LIST{non_pickable}
2070     ],
2071     name => 'Door'
2072     },
2073 root 1.7 Duplicator => {
2074     attr => [
2075     [
2076     'other_arch',
2077 root 1.4 {
2078 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.',
2079 root 1.7 name => 'target arch',
2080     type => 'string'
2081 root 1.4 }
2082     ],
2083     [
2084 root 1.7 'level',
2085 root 1.4 {
2086 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.',
2087     name => 'multiply factor',
2088     type => 'int'
2089 root 1.4 }
2090     ],
2091     [
2092 root 1.7 'connected',
2093 root 1.4 {
2094 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!',
2095     name => 'connection',
2096     type => 'int'
2097 root 1.4 }
2098 elmex 1.21 ],
2099     [
2100     'activate_on_push',
2101     {
2102     desc => 'Whether the teleporter should only be activated on push.',
2103     name => 'Activate on push',
2104     type => 'bool'
2105     }
2106     ],
2107     [
2108     'activate_on_release',
2109     {
2110     desc => 'Whether the teleporter should only be activated on release.',
2111     name => 'Activate on release',
2112     type => 'bool'
2113     }
2114 root 1.4 ]
2115     ],
2116 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.',
2117     ignore => [
2118     $IGNORE_LIST{system_object}
2119     ],
2120 root 1.5 name => 'Duplicator',
2121 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%.'
2122     },
2123 root 1.10 'Event Connector' => {
2124     attr => [
2125     [
2126     'subtype',
2127     {
2128     desc => 'The type of event that triggers a notify to the plug-in.',
2129     name => 'event type',
2130     type => 'list',
2131     value => $LIST{event_type}
2132     }
2133     ],
2134     [
2135     'title',
2136     {
2137     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.',
2138     name => 'plug-in',
2139 root 1.11 type => 'string'
2140 root 1.10 }
2141     ],
2142     [
2143     'slaying',
2144     {
2145     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.',
2146     name => 'extension',
2147 root 1.11 type => 'string'
2148 root 1.10 }
2149     ],
2150     [
2151     'name',
2152     {
2153     desc => 'A string that is passed unaltered to the extension above. Often used to pass options to the extension that alter its behaviour.',
2154     name => 'options',
2155 root 1.11 type => 'string'
2156 root 1.10 }
2157     ]
2158     ],
2159     desc => 'Event connectors link specific events that happen to objects to a crossfire plug-in.',
2160     name => 'Event Connector'
2161     },
2162 root 1.3 Exit => {
2163 root 1.7 attr => [
2164     [
2165     'slaying',
2166     {
2167     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".',
2168     name => 'exit path',
2169     type => 'string'
2170     }
2171     ],
2172     [
2173     'hp',
2174     {
2175     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.',
2176     name => 'destination X',
2177     type => 'int'
2178     }
2179     ],
2180     [
2181     'sp',
2182     {
2183     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.',
2184     name => 'destination Y',
2185     type => 'int'
2186     }
2187     ],
2188     [
2189 root 1.14 'move_on',
2190 root 1.7 {
2191 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2192     name => 'movement type',
2193 elmex 1.26 type => 'movement_type'
2194 root 1.7 }
2195     ],
2196     [
2197     'msg',
2198     {
2199     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. =)',
2200     end => 'endmsg',
2201     name => 'exit message',
2202     type => 'text'
2203     }
2204     ],
2205     [
2206 root 1.30 'damned',
2207 root 1.7 {
2208 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.',
2209 root 1.30 name => 'set savebed',
2210 root 1.7 type => 'bool'
2211     }
2212     ]
2213     ],
2214 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.',
2215     ignore => [
2216     $IGNORE_LIST{non_pickable}
2217     ],
2218 root 1.5 name => 'Exit',
2219 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.'
2220     },
2221     Flesh => {
2222 root 1.7 attr => [
2223     [
2224     'food',
2225     {
2226     desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2227     name => 'foodpoints',
2228     type => 'int'
2229     }
2230     ],
2231     [
2232     'level',
2233     {
2234     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.',
2235     name => 'flesh level',
2236     type => 'int'
2237     }
2238     ],
2239     [
2240     'startequip',
2241     {
2242     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2243     name => 'godgiven item',
2244     type => 'bool'
2245     }
2246     ],
2247     [
2248     'msg',
2249     {
2250     desc => 'This text may describe the item.',
2251     end => 'endmsg',
2252     name => 'description',
2253     type => 'text'
2254     }
2255     ]
2256     ],
2257 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.',
2258 root 1.5 name => 'Flesh',
2259 root 1.4 section => [
2260     [
2261     'resistance',
2262 root 1.7 [
2263     [
2264     'resist_physical',
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 physical %',
2268     type => 'int'
2269     }
2270     ],
2271     [
2272     'resist_magic',
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 magic %',
2276     type => 'int'
2277     }
2278     ],
2279     [
2280     'resist_fire',
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 fire %',
2284     type => 'int'
2285     }
2286     ],
2287     [
2288     'resist_electricity',
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 electricity %',
2292     type => 'int'
2293     }
2294     ],
2295     [
2296     'resist_cold',
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 cold %',
2300     type => 'int'
2301     }
2302     ],
2303     [
2304     'resist_confusion',
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 confusion %',
2308     type => 'int'
2309     }
2310     ],
2311     [
2312     'resist_acid',
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 acid %',
2316     type => 'int'
2317     }
2318     ],
2319     [
2320     'resist_drain',
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 draining %',
2324     type => 'int'
2325     }
2326     ],
2327     [
2328     'resist_weaponmagic',
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 weaponmagic %',
2332     type => 'int'
2333     }
2334     ],
2335     [
2336     'resist_ghosthit',
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 ghosthit %',
2340     type => 'int'
2341     }
2342     ],
2343     [
2344     'resist_poison',
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 poison %',
2348     type => 'int'
2349     }
2350     ],
2351     [
2352     'resist_slow',
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 slow %',
2356     type => 'int'
2357     }
2358     ],
2359     [
2360     'resist_paralyze',
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 paralyze %',
2364     type => 'int'
2365     }
2366     ],
2367     [
2368     'resist_fear',
2369     {
2370     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2371     name => 'resist fear %',
2372     type => 'int'
2373     }
2374     ],
2375     [
2376     'resist_deplete',
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 depletion %',
2380     type => 'int'
2381     }
2382     ],
2383     [
2384     'resist_death',
2385     {
2386     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.',
2387     name => 'resist death-attack %',
2388     type => 'int'
2389     }
2390     ],
2391     [
2392     'resist_chaos',
2393     {
2394     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.',
2395     name => 'resist chaos %',
2396     type => 'int'
2397     }
2398     ],
2399     [
2400     'resist_blind',
2401     {
2402     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.',
2403     name => 'resist blinding %',
2404     type => 'int'
2405     }
2406     ]
2407     ]
2408 root 1.4 ]
2409     ],
2410 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.'
2411     },
2412     Floor => {
2413 root 1.7 attr => [
2414     [
2415     'is_floor',
2416     {
2417     type => 'fixed',
2418     value => 1
2419     }
2420     ],
2421     [
2422     'no_pick',
2423     {
2424     type => 'fixed',
2425     value => 1
2426     }
2427     ],
2428     [
2429     'no_magic',
2430     {
2431     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2432     name => 'no spells',
2433     type => 'bool'
2434     }
2435     ],
2436     [
2437     'damned',
2438     {
2439     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2440     name => 'no prayers',
2441     type => 'bool'
2442     }
2443     ],
2444     [
2445     'unique',
2446     {
2447     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>.',
2448     name => 'unique map',
2449     type => 'bool'
2450     }
2451     ],
2452     [
2453     'msg',
2454     {
2455     desc => 'This text may describe the object.',
2456     end => 'endmsg',
2457     name => 'description',
2458     type => 'text'
2459     }
2460     ]
2461     ],
2462 root 1.3 desc => 'Floor is a very basic thing whithout too much functionality. It\'s a floor - you stand on it.',
2463     ignore => [
2464     $IGNORE_LIST{non_pickable}
2465     ],
2466 root 1.5 name => 'Floor',
2467 root 1.4 section => [
2468     [
2469     'terrain',
2470 root 1.7 [
2471     [
2472 root 1.14 'move_block',
2473     {
2474     desc => 'Objects using these movement types cannot move over this space.',
2475     name => 'blocked movement',
2476 elmex 1.26 type => 'movement_type'
2477 root 1.14 }
2478     ],
2479     [
2480     'move_allow',
2481     {
2482     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2483     name => 'allowed movement',
2484 elmex 1.26 type => 'movement_type'
2485 root 1.14 }
2486     ],
2487     [
2488     'move_slow',
2489     {
2490     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2491     name => 'slowed movement',
2492 elmex 1.26 type => 'movement_type'
2493 root 1.14 }
2494     ],
2495     [
2496     'move_slow_penalty',
2497 root 1.7 {
2498 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)',
2499     name => 'slow movement penalty',
2500 root 1.7 type => 'int'
2501     }
2502     ],
2503     [
2504     'is_wooded',
2505     {
2506     desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2507     name => 'wooded terrain',
2508     type => 'bool'
2509     }
2510     ],
2511     [
2512     'is_hilly',
2513     {
2514     desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2515     name => 'hilly terrain',
2516     type => 'bool'
2517     }
2518     ]
2519     ]
2520 root 1.4 ]
2521     ]
2522 root 1.3 },
2523     'Floor (Encounter)' => {
2524 root 1.7 attr => [
2525     [
2526     'is_floor',
2527     {
2528     type => 'fixed',
2529     value => 1
2530     }
2531     ],
2532     [
2533     'no_pick',
2534     {
2535     type => 'fixed',
2536     value => 1
2537     }
2538     ],
2539     [
2540     'no_magic',
2541     {
2542     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2543     name => 'no spells',
2544     type => 'bool'
2545     }
2546     ],
2547     [
2548     'damned',
2549     {
2550     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2551     name => 'no prayers',
2552     type => 'bool'
2553     }
2554     ],
2555     [
2556     'unique',
2557     {
2558     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>.',
2559     name => 'unique map',
2560     type => 'bool'
2561     }
2562     ],
2563     [
2564     'msg',
2565     {
2566     desc => 'This text may describe the object.',
2567     end => 'endmsg',
2568     name => 'description',
2569     type => 'text'
2570     }
2571     ]
2572     ],
2573 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.',
2574     ignore => [
2575     $IGNORE_LIST{non_pickable}
2576 root 1.4 ],
2577 root 1.5 name => 'Floor (Encounter)',
2578 root 1.4 section => [
2579     [
2580     'terrain',
2581 root 1.7 [
2582     [
2583 root 1.14 'move_block',
2584     {
2585     desc => 'Objects using these movement types cannot move over this space.',
2586     name => 'blocked movement',
2587 elmex 1.26 type => 'movement_type'
2588 root 1.14 }
2589     ],
2590     [
2591     'move_allow',
2592 root 1.7 {
2593 root 1.14 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2594     name => 'allowed movement',
2595 elmex 1.26 type => 'movement_type'
2596 root 1.14 }
2597     ],
2598     [
2599     'move_slow',
2600     {
2601     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2602     name => 'slowed movement',
2603 elmex 1.26 type => 'movement_type'
2604 root 1.14 }
2605     ],
2606     [
2607     'move_slow_penalty',
2608     {
2609     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)',
2610     name => 'slow movement penalty',
2611 root 1.7 type => 'int'
2612     }
2613     ],
2614     [
2615     'is_wooded',
2616     {
2617     desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2618     name => 'wooded terrain',
2619     type => 'bool'
2620     }
2621     ],
2622     [
2623     'is_hilly',
2624     {
2625     desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2626     name => 'hilly terrain',
2627     type => 'bool'
2628     }
2629     ]
2630     ]
2631 root 1.4 ]
2632 root 1.3 ]
2633     },
2634     Food => {
2635 root 1.7 attr => [
2636     [
2637     'food',
2638     {
2639     desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2640     name => 'foodpoints',
2641     type => 'int'
2642     }
2643     ],
2644     [
2645     'startequip',
2646     {
2647     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2648     name => 'godgiven item',
2649     type => 'bool'
2650     }
2651     ]
2652     ],
2653 root 1.5 desc => 'By eating/drinking food-objects, the player can fill his stomache and gain a little health.',
2654     name => 'Food'
2655 root 1.1 },
2656 root 1.3 Gate => {
2657 root 1.7 attr => [
2658     [
2659     'no_pick',
2660     {
2661     type => 'fixed',
2662     value => 1
2663     }
2664     ],
2665     [
2666 elmex 1.20 'speed',
2667     {
2668     desc => 'The speed of the gate affects how fast it is closing/opening.',
2669     type => 'float'
2670     }
2671     ],
2672     [
2673 root 1.7 'connected',
2674     {
2675     desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
2676     name => 'connection',
2677     type => 'int'
2678     }
2679     ],
2680     [
2681     'wc',
2682     {
2683     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.',
2684     name => 'position state',
2685     type => 'int'
2686     }
2687     ],
2688     [
2689 root 1.14 'move_block',
2690     {
2691     desc => 'Objects using these movement types cannot move over this space.',
2692     name => 'blocked movement',
2693 elmex 1.26 type => 'movement_type'
2694 root 1.14 }
2695     ],
2696     [
2697     'move_allow',
2698     {
2699     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2700     name => 'allowed movement',
2701 elmex 1.26 type => 'movement_type'
2702 root 1.14 }
2703     ],
2704     [
2705     'move_slow',
2706 root 1.7 {
2707 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2708     name => 'slowed movement',
2709 elmex 1.26 type => 'movement_type'
2710 root 1.14 }
2711     ],
2712     [
2713     'move_slow_penalty',
2714     {
2715     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)',
2716     name => 'slow movement penalty',
2717     type => 'int'
2718 root 1.7 }
2719     ],
2720     [
2721     'no_magic',
2722     {
2723     desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
2724     name => 'restrict spells',
2725     type => 'bool'
2726     }
2727     ],
2728     [
2729     'damned',
2730     {
2731     desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
2732     name => 'restrict prayers',
2733     type => 'bool'
2734     }
2735     ]
2736     ],
2737 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.',
2738     ignore => [
2739     $IGNORE_LIST{non_pickable}
2740     ],
2741 root 1.5 name => 'Gate',
2742 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".'
2743     },
2744     Girdle => {
2745 root 1.7 attr => [
2746     [
2747     'magic',
2748     {
2749     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.',
2750     name => 'magic bonus',
2751     type => 'int'
2752     }
2753     ]
2754     ],
2755     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.',
2756     import => [
2757 root 1.29 'Amulet'
2758 root 1.7 ],
2759     name => 'Girdle',
2760     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2761     },
2762     Gloves => {
2763     attr => [
2764     [
2765     'magic',
2766     {
2767     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.',
2768     name => 'magic bonus',
2769     type => 'int'
2770     }
2771     ]
2772     ],
2773     desc => 'Wearing gloves, the object\'s stats will directly be inherited to the player. Gloves can add defense or damage bonuses.',
2774     import => [
2775 root 1.29 'Amulet'
2776 root 1.7 ],
2777     name => 'Gloves',
2778     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2779     },
2780     Handle => {
2781     attr => [
2782     [
2783     'no_pick',
2784     {
2785     type => 'fixed',
2786     value => 1
2787     }
2788     ],
2789     [
2790     'connected',
2791     {
2792     desc => 'Every time the handle is applied, all objects with the same <connection> value are activated.',
2793     name => 'connection',
2794     type => 'int'
2795     }
2796     ],
2797     [
2798     'msg',
2799     {
2800     desc => 'This text may describe the item. You can use this message to explain the handle\'s purpose to the player.',
2801     end => 'endmsg',
2802     name => 'description',
2803     type => 'text'
2804     }
2805     ]
2806     ],
2807     desc => 'A handle can be applied by players and (certain) monsters. Every time it is applied, the &lt;connection&gt; value is triggered.',
2808     ignore => [
2809     $IGNORE_LIST{non_pickable}
2810     ],
2811     name => 'Handle',
2812     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.'
2813     },
2814     'Handle Trigger' => {
2815     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.',
2816     ignore => [
2817     $IGNORE_LIST{non_pickable}
2818     ],
2819     import => [
2820 root 1.29 'Handle'
2821 root 1.7 ],
2822     name => 'Handle Trigger',
2823     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.'
2824     },
2825     'Hazard Floor' => {
2826     attr => [
2827     [
2828     'is_floor',
2829     {
2830     type => 'fixed',
2831     value => 1
2832     }
2833     ],
2834     [
2835     'lifesave',
2836     {
2837     type => 'fixed',
2838     value => 1
2839     }
2840     ],
2841     [
2842 root 1.14 'move_on',
2843 root 1.7 {
2844 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2845     name => 'movement type',
2846 elmex 1.26 type => 'movement_type'
2847 root 1.7 }
2848     ],
2849     [
2850     'no_pick',
2851     {
2852     type => 'fixed',
2853     value => 1
2854     }
2855     ],
2856     [
2857     'attacktype',
2858     {
2859     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.',
2860     name => 'attacktype',
2861     type => 'bitmask',
2862     value => $BITMASK{attacktype}
2863     }
2864     ],
2865     [
2866     'dam',
2867     {
2868     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.',
2869     name => 'base damage',
2870     type => 'int'
2871     }
2872     ],
2873     [
2874     'wc',
2875     {
2876     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.',
2877     name => 'weaponclass',
2878     type => 'int'
2879     }
2880     ],
2881     [
2882     'level',
2883     {
2884     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.',
2885     name => 'attack level',
2886     type => 'int'
2887     }
2888     ],
2889     [
2890     'no_magic',
2891     {
2892     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2893     name => 'no spells',
2894     type => 'bool'
2895     }
2896     ],
2897     [
2898     'damned',
2899     {
2900     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2901     name => 'no prayers',
2902     type => 'bool'
2903     }
2904     ],
2905     [
2906     'unique',
2907     {
2908     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>.',
2909     name => 'unique map',
2910     type => 'bool'
2911     }
2912     ]
2913 root 1.3 ],
2914     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.',
2915     ignore => [
2916     $IGNORE_LIST{non_pickable}
2917     ],
2918 root 1.5 name => 'Hazard Floor',
2919 root 1.4 section => [
2920     [
2921     'terrain',
2922 root 1.7 [
2923     [
2924 root 1.14 'move_block',
2925     {
2926     desc => 'Objects using these movement types cannot move over this space.',
2927     name => 'blocked movement',
2928 elmex 1.26 type => 'movement_type'
2929 root 1.14 }
2930     ],
2931     [
2932     'move_allow',
2933 root 1.7 {
2934 root 1.14 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2935     name => 'allowed movement',
2936 elmex 1.26 type => 'movement_type'
2937 root 1.14 }
2938     ],
2939     [
2940     'move_slow',
2941     {
2942     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2943     name => 'slowed movement',
2944 elmex 1.26 type => 'movement_type'
2945 root 1.14 }
2946     ],
2947     [
2948     'move_slow_penalty',
2949     {
2950     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)',
2951     name => 'slow movement penalty',
2952 root 1.7 type => 'int'
2953     }
2954     ],
2955     [
2956     'is_wooded',
2957     {
2958     desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2959     name => 'wooded terrain',
2960     type => 'bool'
2961     }
2962     ],
2963     [
2964     'is_hilly',
2965     {
2966     desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2967     name => 'hilly terrain',
2968     type => 'bool'
2969     }
2970     ]
2971     ]
2972 root 1.4 ]
2973     ],
2974 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.'
2975     },
2976     Helmet => {
2977 root 1.7 attr => [
2978     [
2979     'magic',
2980     {
2981     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>.',
2982     name => 'magic bonus',
2983     type => 'int'
2984     }
2985     ]
2986     ],
2987 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.',
2988     import => [
2989 root 1.29 'Amulet'
2990 root 1.3 ],
2991 root 1.5 name => 'Helmet',
2992 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.'
2993     },
2994     'Holy Altar' => {
2995 root 1.7 attr => [
2996     [
2997     'no_pick',
2998     {
2999     type => 'fixed',
3000     value => 1
3001     }
3002     ],
3003     [
3004     'other_arch',
3005     {
3006     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.',
3007     name => 'god name',
3008     type => 'string'
3009     }
3010     ],
3011     [
3012     'level',
3013     {
3014 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.',
3015 root 1.7 name => 'reconsecrate level',
3016     type => 'int'
3017     }
3018     ]
3019     ],
3020 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.',
3021     ignore => [
3022     $IGNORE_LIST{non_pickable}
3023 root 1.5 ],
3024     name => 'Holy Altar'
3025 root 1.3 },
3026     Horn => {
3027 root 1.7 attr => [
3028     [
3029     'sp',
3030     {
3031     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!',
3032     name => 'spell',
3033     type => 'spell'
3034     }
3035     ],
3036     [
3037     'level',
3038     {
3039     desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should not be set too high.',
3040     name => 'casting level',
3041     type => 'int'
3042     }
3043     ],
3044     [
3045     'hp',
3046     {
3047     desc => 'This value represents the initial amount of spellpoints in the horn. Naturally, this is quite unimportant.',
3048     name => 'initial spellpoints',
3049     type => 'int'
3050     }
3051     ],
3052     [
3053     'maxhp',
3054     {
3055     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.',
3056     name => 'max. spellpoints',
3057     type => 'int'
3058     }
3059     ],
3060     [
3061     'startequip',
3062     {
3063     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3064     name => 'godgiven item',
3065     type => 'bool'
3066     }
3067     ],
3068     [
3069     'msg',
3070     {
3071     desc => 'This text may contain a description of the horn.',
3072     end => 'endmsg',
3073     name => 'description',
3074     type => 'text'
3075     }
3076     ]
3077     ],
3078 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.',
3079     ignore => [
3080     'title'
3081     ],
3082 root 1.5 name => 'Horn',
3083 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.'
3084     },
3085     Inorganic => {
3086 root 1.7 attr => [
3087     [
3088     'is_dust',
3089     {
3090     name => 'is dust',
3091     type => 'bool'
3092     }
3093     ]
3094     ],
3095 root 1.4 desc => 'Inorganic materials are generally used as ingredients for alchemical receipes. By themselves, they have no special functionalities.',
3096 root 1.5 name => 'Inorganic',
3097 root 1.4 section => [
3098     [
3099     'resistance',
3100 root 1.7 [
3101     [
3102     'resist_physical',
3103     {
3104     name => 'resist physical %',
3105     type => 'int'
3106     }
3107     ],
3108     [
3109     'resist_magic',
3110     {
3111     name => 'resist magic %',
3112     type => 'int'
3113     }
3114     ],
3115     [
3116     'resist_fire',
3117     {
3118     name => 'resist fire %',
3119     type => 'int'
3120     }
3121     ],
3122     [
3123     'resist_electricity',
3124     {
3125     name => 'resist electricity %',
3126     type => 'int'
3127     }
3128     ],
3129     [
3130     'resist_cold',
3131     {
3132     name => 'resist cold %',
3133     type => 'int'
3134     }
3135     ],
3136     [
3137     'resist_acid',
3138     {
3139     name => 'resist acid %',
3140     type => 'int'
3141     }
3142     ],
3143     [
3144     'resist_weaponmagic',
3145     {
3146     name => 'resist weaponmagic %',
3147     type => 'int'
3148     }
3149     ],
3150     [
3151     'resist_ghosthit',
3152     {
3153     name => 'resist ghosthit %',
3154     type => 'int'
3155     }
3156     ],
3157     [
3158     'resist_poison',
3159     {
3160     name => 'resist poison %',
3161     type => 'int'
3162     }
3163     ],
3164     [
3165     'resist_death',
3166     {
3167     name => 'resist death-attack %',
3168     type => 'int'
3169     }
3170     ],
3171     [
3172     'resist_chaos',
3173     {
3174     name => 'resist chaos %',
3175     type => 'int'
3176     }
3177     ],
3178     [
3179     'resist_holyword',
3180     {
3181     name => 'resist holy power %',
3182     type => 'int'
3183     }
3184     ]
3185     ]
3186 root 1.4 ]
3187     ]
3188 root 1.1 },
3189 root 1.3 'Inventory Checker' => {
3190 root 1.7 attr => [
3191     [
3192     'no_pick',
3193     {
3194     type => 'fixed',
3195     value => 1
3196     }
3197     ],
3198     [
3199     'slaying',
3200     {
3201     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.',
3202     name => 'match key string',
3203     type => 'string'
3204     }
3205     ],
3206     [
3207     'race',
3208     {
3209     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>.',
3210     name => 'match arch name',
3211     type => 'string'
3212     }
3213     ],
3214     [
3215     'hp',
3216     {
3217     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. ;)',
3218     name => 'match type',
3219     type => 'int'
3220     }
3221     ],
3222     [
3223     'last_sp',
3224     {
3225     desc => 'Enabled means having that object is a match. Disabled means not having that object is a match.',
3226     name => 'match = having',
3227     type => 'bool'
3228     }
3229     ],
3230     [
3231     'connected',
3232     {
3233     desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
3234     name => 'connection',
3235     type => 'int'
3236     }
3237     ],
3238     [
3239 root 1.14 'move_block',
3240 root 1.7 {
3241 root 1.14 desc => 'Objects using these movement types cannot move over this space.',
3242     name => 'blocked movement',
3243 elmex 1.26 type => 'movement_type'
3244 root 1.14 }
3245     ],
3246     [
3247     'move_allow',
3248     {
3249     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3250     name => 'allowed movement',
3251 elmex 1.26 type => 'movement_type'
3252 root 1.14 }
3253     ],
3254     [
3255     'move_slow',
3256     {
3257     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3258     name => 'slowed movement',
3259 elmex 1.26 type => 'movement_type'
3260 root 1.14 }
3261     ],
3262     [
3263     'move_slow_penalty',
3264     {
3265     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)',
3266     name => 'slow movement penalty',
3267     type => 'int'
3268 root 1.7 }
3269     ],
3270     [
3271     'last_heal',
3272     {
3273     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!',
3274     name => 'remove match',
3275     type => 'bool'
3276     }
3277     ]
3278     ],
3279 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.',
3280 root 1.3 ignore => [
3281     $IGNORE_LIST{system_object}
3282     ],
3283 root 1.5 name => 'Inventory Checker',
3284 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.'
3285     },
3286 root 1.8 'Item Transformer' => {
3287     attr => [
3288     [
3289     'food',
3290     {
3291     desc => '<number of uses> controls how many times the item transformer can be used. The value 0 means "unlimited"',
3292     name => 'number of uses',
3293     type => 'int'
3294     }
3295     ],
3296     [
3297     'slaying',
3298     {
3299     desc => 'Contains the verb that is used to construct a message to the player applying the item transformer.',
3300     name => 'verb',
3301     type => 'string'
3302     }
3303     ],
3304     [
3305     'startequip',
3306     {
3307     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3308     name => 'godgiven item',
3309     type => 'bool'
3310     }
3311     ],
3312     [
3313     'msg',
3314     {
3315     desc => 'This text may contain a description of the item transformer.',
3316     end => 'endmsg',
3317     name => 'description',
3318     type => 'text'
3319     }
3320     ]
3321     ],
3322     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.',
3323     name => 'Item Transformer',
3324     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\'.'
3325     },
3326 root 1.3 Jewel => {
3327 root 1.7 attr => [
3328     [
3329     'race',
3330     {
3331     type => 'fixed',
3332     value => 'gold and jewels'
3333     }
3334     ],
3335     [
3336     'msg',
3337     {
3338     desc => 'This text may describe the object.',
3339     end => 'endmsg',
3340     name => 'description',
3341     type => 'text'
3342     }
3343     ]
3344     ],
3345 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.',
3346     name => 'Jewel'
3347 root 1.1 },
3348 root 1.9 Key => {
3349     attr => [
3350     [
3351     'startequip',
3352     {
3353     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3354     name => 'godgiven item',
3355     type => 'bool'
3356     }
3357     ]
3358     ],
3359     desc => 'When carrying a key, a normal door can be opened. The key will disappear.',
3360     name => 'Key'
3361     },
3362 root 1.3 'Locked Door' => {
3363 root 1.7 attr => [
3364     [
3365 root 1.14 'move_type',
3366 root 1.7 {
3367     type => 'fixed',
3368 root 1.14 value => 0
3369 root 1.7 }
3370     ],
3371     [
3372     'no_pick',
3373     {
3374     type => 'fixed',
3375     value => 1
3376     }
3377     ],
3378     [
3379     'slaying',
3380     {
3381     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".',
3382     name => 'key string',
3383     type => 'string'
3384     }
3385     ],
3386     [
3387     'no_magic',
3388     {
3389     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).',
3390     name => 'restrict spells',
3391     type => 'bool'
3392     }
3393     ],
3394     [
3395     'damned',
3396     {
3397     desc => 'Restricting the use of prayers to pass this door. This should be set in most cases.',
3398     name => 'restrict prayers',
3399     type => 'bool'
3400     }
3401     ],
3402     [
3403     'msg',
3404     {
3405     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.',
3406     end => 'endmsg',
3407     name => 'lock message',
3408     type => 'text'
3409     }
3410     ]
3411     ],
3412     desc => 'A locked door can be opened only when carrying the appropriate special key.',
3413     ignore => [
3414     $IGNORE_LIST{non_pickable}
3415     ],
3416     name => 'Locked Door',
3417     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).'
3418     },
3419     'Magic Ear' => {
3420     attr => [
3421     [
3422     'no_pick',
3423     {
3424     type => 'fixed',
3425     value => 1
3426     }
3427     ],
3428     [
3429     'connected',
3430     {
3431     desc => 'The Magic_ear will trigger all objects with the same connection value, every time it is activated.',
3432     name => 'connection',
3433     type => 'int'
3434     }
3435     ],
3436     [
3437     'msg',
3438     {
3439     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!',
3440     end => 'endmsg',
3441     name => 'keyword-matching',
3442     type => 'text'
3443     }
3444     ]
3445     ],
3446     desc => 'Magic_ears trigger a connected value when the player speaks a specific keyword.',
3447     ignore => [
3448     $IGNORE_LIST{system_object}
3449     ],
3450     name => 'Magic Ear',
3451     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.'
3452     },
3453     'Magic Wall' => {
3454     attr => [
3455     [
3456     'dam',
3457     {
3458     desc => 'The magic wall will cast this <spell>.',
3459     name => 'spell',
3460     type => 'spell'
3461     }
3462     ],
3463     [
3464     'level',
3465     {
3466     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.',
3467     name => 'spell level',
3468     type => 'int'
3469     }
3470     ],
3471     [
3472     'connected',
3473     {
3474     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.',
3475     name => 'connection',
3476     type => 'int'
3477     }
3478     ],
3479     [
3480 elmex 1.21 'activate_on_push',
3481     {
3482     desc => 'Whether the teleporter should only be activated on push.',
3483     name => 'Activate on push',
3484     type => 'bool'
3485     }
3486     ],
3487     [
3488     'activate_on_release',
3489     {
3490     desc => 'Whether the teleporter should only be activated on release.',
3491     name => 'Activate on release',
3492     type => 'bool'
3493     }
3494     ],
3495     [
3496 root 1.7 'speed',
3497     {
3498     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".',
3499     name => 'casting speed',
3500     type => 'float'
3501     }
3502     ],
3503     [
3504 root 1.17 'speed_left',
3505     {
3506     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.',
3507     name => 'speed left',
3508     type => 'float'
3509     }
3510     ],
3511     [
3512 root 1.7 'sp',
3513     {
3514     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.',
3515     name => 'direction',
3516     type => 'list',
3517     value => $LIST{direction}
3518     }
3519     ],
3520     [
3521 root 1.14 'move_block',
3522     {
3523     desc => 'Objects using these movement types cannot move over this space.',
3524     name => 'blocked movement',
3525 elmex 1.26 type => 'movement_type'
3526 root 1.14 }
3527     ],
3528     [
3529     'move_allow',
3530     {
3531     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3532     name => 'allowed movement',
3533 elmex 1.26 type => 'movement_type'
3534 root 1.14 }
3535     ],
3536     [
3537     'move_slow',
3538 root 1.7 {
3539 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3540     name => 'slowed movement',
3541 elmex 1.26 type => 'movement_type'
3542 root 1.14 }
3543     ],
3544     [
3545     'move_slow_penalty',
3546     {
3547     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)',
3548     name => 'slow movement penalty',
3549     type => 'int'
3550 root 1.7 }
3551     ]
3552 root 1.3 ],
3553     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.',
3554     ignore => [
3555     $IGNORE_LIST{non_pickable}
3556     ],
3557 root 1.5 name => 'Magic Wall',
3558 root 1.4 section => [
3559     [
3560     'destroyable',
3561 root 1.7 [
3562     [
3563     'alive',
3564     {
3565     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.',
3566     name => 'is destroyable',
3567     type => 'bool'
3568     }
3569     ],
3570     [
3571     'hp',
3572     {
3573     desc => 'The more <hitpoints> the wall has, the longer it takes to be destroyed.',
3574     name => 'hitpoints',
3575     type => 'int'
3576     }
3577     ],
3578     [
3579     'maxhp',
3580     {
3581     desc => '<max hitpoints> are the maximum amount of hitpoints the wall can have. This only makes sense if the wall can regain health.',
3582     name => 'max hitpoints',
3583     type => 'int'
3584     }
3585     ],
3586     [
3587     'ac',
3588     {
3589     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>.',
3590     name => 'armour class',
3591     type => 'int'
3592     }
3593     ]
3594     ]
3595     ],
3596     [
3597     'resistance',
3598     [
3599     [
3600     'resist_physical',
3601     {
3602     name => 'resist physical %',
3603     type => 'int'
3604     }
3605     ],
3606     [
3607     'resist_magic',
3608     {
3609     name => 'resist magic %',
3610     type => 'int'
3611     }
3612     ],
3613     [
3614     'resist_fire',
3615     {
3616     name => 'resist fire %',
3617     type => 'int'
3618     }
3619     ],
3620     [
3621     'resist_electricity',
3622     {
3623     name => 'resist electricity %',
3624     type => 'int'
3625     }
3626     ],
3627     [
3628     'resist_cold',
3629     {
3630     name => 'resist cold %',
3631     type => 'int'
3632     }
3633     ],
3634     [
3635     'resist_confusion',
3636     {
3637     name => 'resist confusion %',
3638     type => 'int'
3639     }
3640     ],
3641     [
3642     'resist_acid',
3643     {
3644     name => 'resist acid %',
3645     type => 'int'
3646     }
3647     ],
3648     [
3649     'resist_drain',
3650     {
3651     name => 'resist draining %',
3652     type => 'int'
3653     }
3654     ],
3655     [
3656     'resist_weaponmagic',
3657     {
3658     name => 'resist weaponmagic %',
3659     type => 'int'
3660     }
3661     ],
3662     [
3663     'resist_ghosthit',
3664     {
3665     name => 'resist ghosthit %',
3666     type => 'int'
3667     }
3668     ],
3669     [
3670     'resist_poison',
3671     {
3672     name => 'resist poison %',
3673     type => 'int'
3674     }
3675     ],
3676     [
3677     'resist_slow',
3678     {
3679     name => 'resist slow %',
3680     type => 'int'
3681     }
3682     ],
3683     [
3684     'resist_paralyze',
3685     {
3686     name => 'resist paralyze %',
3687     type => 'int'
3688     }
3689     ],
3690     [
3691     'resist_fear',
3692     {
3693     name => 'resist fear %',
3694     type => 'int'
3695     }
3696     ],
3697     [
3698     'resist_deplete',
3699     {
3700     name => 'resist depletion %',
3701     type => 'int'
3702     }
3703     ],
3704     [
3705     'resist_turn_undead',
3706     {
3707     name => 'resist turn undead %',
3708     type => 'int'
3709     }
3710     ],
3711     [
3712     'resist_death',
3713     {
3714     name => 'resist death-attack %',
3715     type => 'int'
3716     }
3717     ],
3718     [
3719     'resist_chaos',
3720     {
3721     name => 'resist chaos %',
3722     type => 'int'
3723     }
3724     ],
3725     [
3726     'resist_blind',
3727     {
3728     name => 'resist blinding %',
3729     type => 'int'
3730     }
3731     ],
3732     [
3733     'resist_holyword',
3734     {
3735     name => 'resist holy power %',
3736     type => 'int'
3737     }
3738     ],
3739     [
3740     'resist_godpower',
3741     {
3742     name => 'resist godpower %',
3743     type => 'int'
3744     }
3745     ]
3746     ]
3747     ]
3748     ],
3749     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".'
3750     },
3751     Marker => {
3752     attr => [
3753     [
3754     'no_pick',
3755     {
3756     type => 'fixed',
3757     value => 1
3758     }
3759     ],
3760     [
3761     'slaying',
3762     {
3763     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.',
3764     name => 'key string',
3765     type => 'string'
3766     }
3767     ],
3768     [
3769     'connected',
3770     {
3771     desc => 'When the detector is triggered, all objects with the same connection value get activated.',
3772     name => 'connection',
3773     type => 'int'
3774     }
3775     ],
3776     [
3777     'speed',
3778 root 1.4 {
3779 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.',
3780     name => 'marking speed',
3781     type => 'float'
3782 root 1.4 }
3783     ],
3784     [
3785 root 1.17 'speed_left',
3786     {
3787     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.',
3788     name => 'speed left',
3789     type => 'float'
3790     }
3791     ],
3792     [
3793 root 1.7 'food',
3794     {
3795     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.',
3796     name => 'mark duration',
3797     type => 'int'
3798     }
3799     ],
3800     [
3801     'name',
3802     {
3803     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.',
3804     name => 'delete mark',
3805     type => 'string'
3806     }
3807     ],
3808     [
3809     'msg',
3810 root 1.4 {
3811 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.',
3812     end => 'endmsg',
3813     name => 'marking message',
3814     type => 'text'
3815 root 1.4 }
3816     ]
3817     ],
3818 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.',
3819     ignore => [
3820     $IGNORE_LIST{system_object}
3821     ],
3822 root 1.5 name => 'Marker',
3823 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.'
3824     },
3825     Misc => {
3826 root 1.7 attr => [
3827     [
3828 root 1.14 'move_block',
3829     {
3830     desc => 'Objects using these movement types cannot move over this space.',
3831     name => 'blocked movement',
3832 elmex 1.26 type => 'movement_type'
3833 root 1.14 }
3834     ],
3835     [
3836     'move_allow',
3837     {
3838     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3839     name => 'allowed movement',
3840 elmex 1.26 type => 'movement_type'
3841 root 1.14 }
3842     ],
3843     [
3844     'move_slow',
3845 root 1.7 {
3846 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3847     name => 'slowed movement',
3848 elmex 1.26 type => 'movement_type'
3849 root 1.14 }
3850     ],
3851     [
3852     'move_slow_penalty',
3853     {
3854     desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
3855     name => 'slow movement penalty',
3856     type => 'int'
3857 root 1.7 }
3858     ],
3859     [
3860     'cursed',
3861     {
3862     desc => 'Curses can have various effects: On equipment and food, they generally harm the player in some way.',
3863     name => 'cursed',
3864     type => 'bool'
3865     }
3866     ],
3867     [
3868     'damned',
3869     {
3870     desc => 'A damned item/floor on the ground makes it impossible for players to use prayers on that spot. It also prevents players from saving. Damnation on equipment works similar to a curse.',
3871     name => 'damned',
3872     type => 'bool'
3873     }
3874     ],
3875     [
3876     'unique',
3877     {
3878     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
3879     name => 'unique item',
3880     type => 'bool'
3881     }
3882     ],
3883     [
3884     'startequip',
3885     {
3886     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3887     name => 'godgiven item',
3888     type => 'bool'
3889     }
3890     ],
3891     [
3892     'msg',
3893     {
3894     desc => 'This text may describe the object.',
3895     end => 'endmsg',
3896     name => 'description',
3897     type => 'text'
3898     }
3899     ]
3900     ],
3901 root 1.5 name => 'Misc'
3902 root 1.1 },
3903 root 1.3 Money => {
3904 root 1.7 attr => [
3905     [
3906     'race',
3907     {
3908     type => 'fixed',
3909     value => 'gold and jewels'
3910     }
3911     ]
3912     ],
3913 root 1.3 desc => 'Items of the type Money are handled as currency. Money cannot be sold/bought in shops. When money is dropped in a shop, it stays the same.<br> When a player picks an item from a shop and attempts to walk over the shop mat, the item\'s selling-price is automatically subtracted from the player\'s money. <br><br> For money, always use the default arches. Don\'t modify them.',
3914     ignore => [
3915     'unpaid'
3916 root 1.5 ],
3917     name => 'Money'
3918 root 1.3 },
3919     'Monster & NPC' => {
3920 root 1.7 attr => [
3921     [
3922     'alive',
3923     {
3924     type => 'fixed',
3925     value => 1
3926     }
3927     ],
3928     [
3929     'randomitems',
3930     {
3931     desc => 'When the monster is killed, items from the treasurelist will drop to the ground. This is a common way to reward players for killing (masses of) monsters. Note that you can always put items into the monster\'s inventory. Those will drop-at-kill just like the stuff from the <treasurelist>.',
3932     name => 'treasurelist',
3933     type => 'treasurelist'
3934     }
3935     ],
3936     [
3937 root 1.28 'treasure_env',
3938     {
3939     desc => 'Set this flag to move treasure items created into the environment (map) instead of putting them into the object.',
3940     name => 'treasure in env',
3941     type => 'bool'
3942     }
3943     ],
3944     [
3945 root 1.7 'level',
3946     {
3947     desc => 'A monster\'s <level> is the most important attribute. <level> affects the power of a monster in various ways.',
3948     name => 'level',
3949     type => 'int'
3950     }
3951     ],
3952     [
3953     'race',
3954     {
3955 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.',
3956 root 1.7 name => 'race',
3957     type => 'string'
3958     }
3959     ],
3960     [
3961     'exp',
3962     {
3963 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!',
3964 root 1.7 name => 'experience',
3965     type => 'int'
3966     }
3967     ],
3968     [
3969     'speed',
3970     {
3971     desc => 'The <speed> determines how fast a monster will both move and fight. High <speed> makes a monster considerably stronger.',
3972     name => 'speed',
3973     type => 'float'
3974     }
3975     ],
3976     [
3977 root 1.17 'speed_left',
3978     {
3979     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.',
3980     name => 'speed left',
3981     type => 'float'
3982     }
3983     ],
3984     [
3985 root 1.7 'other_arch',
3986     {
3987     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.',
3988     name => 'breed monster',
3989     type => 'string'
3990     }
3991     ],
3992     [
3993     'generator',
3994     {
3995     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.',
3996     name => 'multiply',
3997     type => 'bool'
3998     }
3999     ],
4000     [
4001     'use_content_on_gen',
4002     {
4003     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.',
4004     name => 'template generation',
4005     type => 'bool'
4006     }
4007     ],
4008     [
4009 root 1.14 'move_type',
4010 root 1.7 {
4011 root 1.14 desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
4012     name => 'movement type',
4013 elmex 1.26 type => 'movement_type'
4014 root 1.7 }
4015     ],
4016     [
4017     'undead',
4018     {
4019     desc => 'Several spells only affect undead monsters: turn undead, banish undead, holy word, etc.',
4020     name => 'undead',
4021     type => 'bool'
4022     }
4023     ],
4024     [
4025     'carrying',
4026     {
4027     desc => 'If a monster has something in the inventory, this value can be set to reflect the slowdown due to the carried weight.',
4028     name => 'carries weight',
4029     type => 'int'
4030     }
4031     ],
4032     [
4033 root 1.28 'precious',
4034     {
4035 elmex 1.32 desc => 'Set this flag to indicate that this monster is precious, 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.',
4036 root 1.28 name => 'precious',
4037     type => 'bool'
4038     }
4039     ],
4040     [
4041 root 1.7 'msg',
4042     {
4043     end => 'endmsg',
4044     name => 'npc message',
4045     type => 'text'
4046     }
4047     ]
4048     ],
4049 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.',
4050     ignore => [
4051     'material',
4052     'name_pl',
4053     'nrof',
4054     'value',
4055     'unpaid'
4056     ],
4057 root 1.5 name => 'Monster & NPC',
4058 root 1.4 section => [
4059     [
4060     'melee',
4061 root 1.7 [
4062     [
4063     'attacktype',
4064     {
4065     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.',
4066     name => 'attacktype',
4067     type => 'bitmask',
4068     value => $BITMASK{attacktype}
4069     }
4070     ],
4071     [
4072     'dam',
4073     {
4074     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.',
4075     name => 'damage',
4076     type => 'int'
4077     }
4078     ],
4079     [
4080     'wc',
4081     {
4082     desc => 'Monsters of high <weapon class> are more likely to really hit their opponent. <weapon class> can be considered the "counterpiece" to <armour class>.',
4083     name => 'weapon class',
4084     type => 'int'
4085     }
4086     ],
4087     [
4088     'hp',
4089     {
4090     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>.',
4091     name => 'health points',
4092     type => 'int'
4093     }
4094     ],
4095     [
4096     'maxhp',
4097     {
4098     desc => '<max health> is the maximum amount of <health points> this monster can have.',
4099     name => 'max health',
4100     type => 'int'
4101     }
4102     ],
4103     [
4104     'ac',
4105     {
4106     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).',
4107     name => 'armour class',
4108     type => 'int'
4109     }
4110     ],
4111     [
4112     'Con',
4113     {
4114 root 1.8 desc => 'Monsters regenerate this many health points each 4 ticks. Hence, the healing rate is independent of <speed>.',
4115 root 1.7 name => 'healing rate',
4116     type => 'int'
4117     }
4118     ],
4119     [
4120     'reflect_missile',
4121     {
4122     desc => 'A monster with this flag has the ability to <reflect missiles>, all kinds of projectiles (e.g. arrows, bolts, boulders) will bounce off.',
4123     name => 'reflect missiles',
4124     type => 'bool'
4125     }
4126     ],
4127     [
4128     'hitback',
4129     {
4130     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.',
4131     name => 'hitback',
4132     type => 'bool'
4133     }
4134     ],
4135     [
4136     'one_hit',
4137     {
4138     desc => 'Monsters with <one hit only> dissapear after one successful hit to a player.',
4139     name => 'one hit only',
4140     type => 'bool'
4141     }
4142     ]
4143     ]
4144     ],
4145     [
4146     'spellcraft',
4147     [
4148     [
4149     'can_cast_spell',
4150     {
4151     desc => 'If <can cast spell> is disabled, the monster cannot cast any spell. Only wands/rods/etc can be used, given the appropriate abilities.',
4152     name => 'can cast spell',
4153     type => 'bool'
4154     }
4155     ],
4156     [
4157     'reflect_spell',
4158     {
4159     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.',
4160     name => 'reflect spells',
4161     type => 'bool'
4162     }
4163     ],
4164     [
4165     'sp',
4166     {
4167     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>.',
4168     name => 'spellpoints',
4169     type => 'int'
4170     }
4171     ],
4172     [
4173     'maxsp',
4174     {
4175     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.',
4176     name => 'max spellpoints',
4177     type => 'int'
4178     }
4179     ],
4180     [
4181     'Pow',
4182     {
4183 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.',
4184 root 1.7 name => 'spellpoint regen.',
4185     type => 'int'
4186     }
4187     ],
4188     [
4189     'path_attuned',
4190     {
4191     desc => 'Click on the <attuned paths> button to select spellpaths. The creature will get attuned to the specified spellpaths.',
4192     name => 'attuned paths',
4193     type => 'bitmask',
4194     value => $BITMASK{spellpath}
4195     }
4196     ],
4197     [
4198     'path_repelled',
4199     {
4200     desc => 'Click on the <repelled paths> button to select spellpaths. The creature will get repelled to the specified spellpaths.',
4201     name => 'repelled paths',
4202     type => 'bitmask',
4203     value => $BITMASK{spellpath}
4204     }
4205     ],
4206     [
4207     'path_denied',
4208     {
4209     desc => 'Click on the <denied paths> button to select spellpaths. The creature won\'t be able to cast spells of the specified paths.',
4210     name => 'denied paths',
4211     type => 'bitmask',
4212     value => $BITMASK{spellpath}
4213     }
4214     ]
4215     ]
4216     ],
4217     [
4218     'ability',
4219     [
4220     [
4221     'Int',
4222     {
4223     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.',
4224     name => 'detect hidden',
4225     type => 'int'
4226     }
4227     ],
4228     [
4229     'see_invisible',
4230     {
4231     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.',
4232     name => 'see invisible',
4233     type => 'bool'
4234     }
4235     ],
4236     [
4237     'can_see_in_dark',
4238     {
4239     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.',
4240     name => 'see in darkness',
4241     type => 'bool'
4242     }
4243     ],
4244     [
4245     'can_use_weapon',
4246     {
4247     desc => 'Monster is able to wield weapon type objects.',
4248     name => 'can use weapons',
4249     type => 'bool'
4250     }
4251     ],
4252     [
4253     'can_use_bow',
4254     {
4255     desc => 'Monster is able to use missile-weapon type objects.',
4256     name => 'can use bows',
4257     type => 'bool'
4258     }
4259     ],
4260     [
4261     'can_use_armour',
4262     {
4263     desc => 'Monster is able to wear protective equipment like brestplate armour, shields, helmets etc.',
4264     name => 'can use armour',
4265     type => 'bool'
4266     }
4267     ],
4268     [
4269     'can_use_ring',
4270     {
4271     desc => 'Monster is able to wear rings.',
4272     name => 'can use rings',
4273     type => 'bool'
4274     }
4275     ],
4276     [
4277     'can_use_wand',
4278     {
4279     desc => 'Monster is able to use wands and staves.',
4280     name => 'can use wands',
4281     type => 'bool'
4282     }
4283     ],
4284     [
4285     'can_use_rod',
4286     {
4287     desc => 'Monster is able to use rods.',
4288     name => 'can use rods',
4289     type => 'bool'
4290     }
4291     ],
4292     [
4293     'can_use_scroll',
4294     {
4295     desc => 'Monster is able to read scrolls.',
4296     name => 'can use scrolls',
4297     type => 'bool'
4298     }
4299     ],
4300     [
4301     'can_use_skill',
4302     {
4303     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>.',
4304     name => 'can use skills',
4305     type => 'bool'
4306     }
4307     ]
4308     ]
4309     ],
4310     [
4311     'behave',
4312     [
4313     [
4314     'monster',
4315     {
4316     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.',
4317     name => 'monster behaviour',
4318     type => 'bool'
4319     }
4320     ],
4321     [
4322     'unaggressive',
4323     {
4324     desc => '<unaggressive> monsters do not attack players unless attacked first.',
4325     name => 'unaggressive',
4326     type => 'bool'
4327     }
4328     ],
4329     [
4330     'friendly',
4331     {
4332     desc => '<friendly> monsters help the player, attacking any non-friendly monsters in range.',
4333     name => 'friendly',
4334     type => 'bool'
4335     }
4336     ],
4337     [
4338     'stand_still',
4339     {
4340     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.',
4341     name => 'stand still',
4342     type => 'bool'
4343     }
4344     ],
4345     [
4346     'sleep',
4347     {
4348     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.',
4349     name => 'asleep',
4350     type => 'bool'
4351     }
4352     ],
4353     [
4354     'will_apply',
4355     {
4356     desc => 'This entry defines which kinds of environment actions the creature is able to perform.',
4357     name => 'misc. actions',
4358     type => 'bitmask',
4359     value => $BITMASK{will_apply}
4360     }
4361     ],
4362     [
4363     'pick_up',
4364     {
4365     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.',
4366     name => 'pick up',
4367     type => 'bitmask',
4368     value => $BITMASK{pick_up}
4369     }
4370     ],
4371     [
4372     'Wis',
4373     {
4374     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.',
4375     name => 'sensing range',
4376     type => 'int'
4377     }
4378     ],
4379     [
4380 root 1.15 'attack_movement_bits_0_3',
4381 root 1.7 {
4382 root 1.15 desc => 'If this is set to default, the standard mode of movement will be used.',
4383 root 1.7 name => 'attack movement',
4384 root 1.15 type => 'list',
4385     value => $LIST{attack_movement_bits_0_3}
4386     }
4387     ],
4388     [
4389     'attack_movement_bits_4_7',
4390     {
4391     desc => 'This movement is not in effect when the monster has an enemy and should only be used for non agressive monsters.',
4392     name => 'normal movement',
4393     type => 'list',
4394     value => $LIST{attack_movement_bits_4_7}
4395 root 1.7 }
4396     ],
4397     [
4398     'run_away',
4399     {
4400     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.',
4401     name => 'run at % health',
4402     type => 'int'
4403     }
4404     ]
4405     ]
4406     ],
4407     [
4408     'resistance',
4409     [
4410     [
4411     'resist_physical',
4412     {
4413     name => 'resist physical %',
4414     type => 'int'
4415     }
4416     ],
4417     [
4418     'resist_magic',
4419     {
4420     name => 'resist magic %',
4421     type => 'int'
4422     }
4423     ],
4424     [
4425     'resist_fire',
4426     {
4427     name => 'resist fire %',
4428     type => 'int'
4429     }
4430     ],
4431     [
4432     'resist_electricity',
4433     {
4434     name => 'resist electricity %',
4435     type => 'int'
4436     }
4437     ],
4438     [
4439     'resist_cold',
4440     {
4441     name => 'resist cold %',
4442     type => 'int'
4443     }
4444     ],
4445     [
4446     'resist_confusion',
4447     {
4448     name => 'resist confusion %',
4449     type => 'int'
4450     }
4451     ],
4452     [
4453     'resist_acid',
4454     {
4455     name => 'resist acid %',
4456     type => 'int'
4457     }
4458     ],
4459     [
4460     'resist_drain',
4461     {
4462     name => 'resist draining %',
4463     type => 'int'
4464     }
4465     ],
4466     [
4467     'resist_weaponmagic',
4468     {
4469     name => 'resist weaponmagic %',
4470     type => 'int'
4471     }
4472     ],
4473     [
4474     'resist_ghosthit',
4475     {
4476     name => 'resist ghosthit %',
4477     type => 'int'
4478     }
4479     ],
4480     [
4481     'resist_poison',
4482     {
4483     name => 'resist poison %',
4484     type => 'int'
4485     }
4486     ],
4487     [
4488     'resist_slow',
4489     {
4490     name => 'resist slow %',
4491     type => 'int'
4492     }
4493     ],
4494     [
4495     'resist_paralyze',
4496     {
4497     name => 'resist paralyze %',
4498     type => 'int'
4499     }
4500     ],
4501     [
4502     'resist_fear',
4503     {
4504     name => 'resist fear %',
4505     type => 'int'
4506     }
4507     ],
4508     [
4509     'resist_deplete',
4510     {
4511     name => 'resist depletion %',
4512     type => 'int'
4513     }
4514     ],
4515     [
4516     'resist_turn_undead',
4517     {
4518     name => 'resist turn undead %',
4519     type => 'int'
4520     }
4521     ],
4522     [
4523     'resist_death',
4524     {
4525     name => 'resist death-attack %',
4526     type => 'int'
4527     }
4528     ],
4529     [
4530     'resist_chaos',
4531     {
4532     name => 'resist chaos %',
4533     type => 'int'
4534     }
4535     ],
4536     [
4537     'resist_blind',
4538     {
4539     name => 'resist blinding %',
4540     type => 'int'
4541     }
4542     ],
4543     [
4544     'resist_holyword',
4545     {
4546     name => 'resist holy power %',
4547     type => 'int'
4548     }
4549     ],
4550     [
4551     'resist_godpower',
4552     {
4553     name => 'resist godpower %',
4554     type => 'int'
4555     }
4556     ]
4557     ]
4558     ]
4559     ],
4560     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. :-)'
4561     },
4562 root 1.9 'Monster (Grimreaper)' => {
4563     desc => 'A grimreaper is a monster that vanishes after it did some number of draining attacks.',
4564     ignore => [
4565     'material',
4566     'name_pl',
4567     'nrof',
4568     'value',
4569     'unpaid'
4570     ],
4571     import => [
4572 root 1.29 'Monster & NPC'
4573 root 1.9 ],
4574     name => 'Monster (Grimreaper)',
4575     section => [
4576     [
4577     'grimreaper',
4578     [
4579     [
4580     'value',
4581     {
4582     desc => 'The object vanishes after this number of draining attacks.',
4583     name => 'attacks',
4584     type => 'int'
4585     }
4586     ]
4587     ]
4588     ]
4589     ]
4590     },
4591 root 1.7 'Mood Floor' => {
4592     attr => [
4593     [
4594     'no_pick',
4595 root 1.4 {
4596 root 1.7 type => 'fixed',
4597     value => 1
4598 root 1.4 }
4599     ],
4600     [
4601 root 1.7 'last_sp',
4602     {
4603     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!',
4604     name => 'mood',
4605     type => 'list',
4606     value => $LIST{mood}
4607     }
4608     ],
4609     [
4610     'connected',
4611     {
4612     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!',
4613     name => 'connection',
4614     type => 'int'
4615     }
4616     ],
4617     [
4618     'no_magic',
4619     {
4620     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
4621     name => 'no spells',
4622     type => 'bool'
4623     }
4624     ],
4625     [
4626     'damned',
4627     {
4628     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
4629     name => 'no prayers',
4630     type => 'bool'
4631     }
4632     ]
4633     ],
4634     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.',
4635     ignore => [
4636     $IGNORE_LIST{system_object}
4637     ],
4638     name => 'Mood Floor',
4639     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.)'
4640     },
4641     Mover => {
4642     attr => [
4643     [
4644     'attacktype',
4645     {
4646     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.',
4647     name => 'forced movement',
4648     type => 'bool'
4649     }
4650     ],
4651     [
4652     'maxsp',
4653     {
4654     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.',
4655     name => 'freeze duration',
4656     type => 'int'
4657     }
4658     ],
4659     [
4660     'speed',
4661     {
4662     desc => 'The movement speed value determines how fast a chain of these movers will push a player along (default is -0.2).',
4663     name => 'movement speed',
4664     type => 'float'
4665     }
4666     ],
4667     [
4668 root 1.17 'speed_left',
4669     {
4670     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.',
4671     name => 'speed left',
4672     type => 'float'
4673     }
4674     ],
4675     [
4676 root 1.7 'sp',
4677     {
4678     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.',
4679     name => 'direction',
4680     type => 'list',
4681     value => $LIST{direction}
4682     }
4683     ],
4684     [
4685     'lifesave',
4686     {
4687 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.',
4688 root 1.7 name => 'gets used up',
4689     type => 'bool'
4690     }
4691     ],
4692     [
4693     'hp',
4694     {
4695     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).',
4696     name => 'number of uses',
4697     type => 'int'
4698     }
4699     ]
4700     ],
4701     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.',
4702     ignore => [
4703     $IGNORE_LIST{non_pickable}
4704     ],
4705     name => 'Mover',
4706     section => [
4707     [
4708     'targets',
4709     [
4710     [
4711     'level',
4712     {
4713     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.',
4714     name => 'move players',
4715     type => 'bool'
4716     }
4717     ],
4718     [
4719 root 1.14 'move_on',
4720 root 1.7 {
4721 root 1.14 desc => 'Which movement types activate the mover.',
4722     name => 'movement type',
4723     type => 'movement_type'
4724 root 1.7 }
4725     ]
4726     ]
4727     ]
4728     ],
4729     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).'
4730     },
4731     Pedestal => {
4732     attr => [
4733     [
4734     'no_pick',
4735 root 1.4 {
4736 root 1.7 type => 'fixed',
4737     value => 1
4738 root 1.4 }
4739     ],
4740     [
4741 root 1.7 'slaying',
4742 root 1.4 {
4743 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.',
4744     name => 'match race',
4745     type => 'string'
4746 root 1.4 }
4747     ],
4748     [
4749 root 1.7 'connected',
4750 root 1.4 {
4751 root 1.7 desc => 'When the pedestal is triggered, all objects with the same connection value get activated.',
4752     name => 'connection',
4753     type => 'int'
4754 root 1.4 }
4755     ],
4756     [
4757 root 1.14 'move_on',
4758 root 1.4 {
4759 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
4760     name => 'movement type',
4761 elmex 1.26 type => 'movement_type'
4762 root 1.4 }
4763     ]
4764     ],
4765 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.',
4766     ignore => [
4767     $IGNORE_LIST{non_pickable}
4768     ],
4769 root 1.5 name => 'Pedestal',
4770 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.'
4771     },
4772     Pit => {
4773 root 1.7 attr => [
4774     [
4775     'no_pick',
4776     {
4777     type => 'fixed',
4778     value => 1
4779     }
4780     ],
4781     [
4782     'connected',
4783     {
4784     desc => 'When a <connection> value is set, the pit can be opened/closed by activating the connection.',
4785     name => 'connection',
4786     type => 'int'
4787     }
4788     ],
4789     [
4790 elmex 1.21 'activate_on_push',
4791     {
4792     desc => 'Whether the teleporter should only be activated on push.',
4793     name => 'Activate on push',
4794     type => 'bool'
4795     }
4796     ],
4797     [
4798     'activate_on_release',
4799     {
4800     desc => 'Whether the teleporter should only be activated on release.',
4801     name => 'Activate on release',
4802     type => 'bool'
4803     }
4804     ],
4805     [
4806 root 1.7 'hp',
4807     {
4808     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!',
4809     name => 'destination X',
4810     type => 'int'
4811     }
4812     ],
4813     [
4814     'sp',
4815     {
4816     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!',
4817     name => 'destination Y',
4818     type => 'int'
4819     }
4820     ],
4821     [
4822     'wc',
4823     {
4824     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.',
4825     name => 'position state',
4826     type => 'int'
4827     }
4828     ],
4829     [
4830 root 1.14 'move_on',
4831 root 1.7 {
4832 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
4833     name => 'movement type',
4834 elmex 1.26 type => 'movement_type'
4835 root 1.7 }
4836     ]
4837     ],
4838 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.',
4839     ignore => [
4840     $IGNORE_LIST{non_pickable}
4841     ],
4842 root 1.5 name => 'Pit',
4843 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.'
4844     },
4845     'Poison Food' => {
4846 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.',
4847     name => 'Poison Food'
4848 root 1.3 },
4849     Potion => {
4850 root 1.7 attr => [
4851     [
4852     'level',
4853     {
4854     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.',
4855     name => 'potion level',
4856     type => 'int'
4857     }
4858     ],
4859     [
4860     'sp',
4861     {
4862     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".',
4863     name => 'spell',
4864     type => 'spell'
4865     }
4866     ],
4867     [
4868     'attacktype',
4869     {
4870     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.',
4871     name => 'special effect',
4872     type => 'list',
4873     value => $LIST{potion_effect}
4874     }
4875     ],
4876     [
4877     'cursed',
4878     {
4879     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 >:)',
4880     name => 'cursed',
4881     type => 'bool'
4882     }
4883     ],
4884     [
4885     'startequip',
4886     {
4887     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4888     name => 'godgiven item',
4889     type => 'bool'
4890     }
4891     ]
4892     ],
4893 root 1.3 desc => 'The player can drink these and gain various kinds of benefits (/penalties) by doing so.',
4894 root 1.5 name => 'Potion',
4895 root 1.4 section => [
4896     [
4897     'stats',
4898 root 1.7 [
4899     [
4900     'Str',
4901     {
4902     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.',
4903     name => 'strength',
4904     type => 'int'
4905     }
4906     ],
4907     [
4908     'Dex',
4909     {
4910     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.',
4911     name => 'dexterity',
4912     type => 'int'
4913     }
4914     ],
4915     [
4916     'Con',
4917     {
4918     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.',
4919     name => 'constitution',
4920     type => 'int'
4921     }
4922     ],
4923     [
4924     'Int',
4925     {
4926     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.',
4927     name => 'intelligence',
4928     type => 'int'
4929     }
4930     ],
4931     [
4932     'Pow',
4933     {
4934     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.',
4935     name => 'power',
4936     type => 'int'
4937     }
4938     ],
4939     [
4940     'Wis',
4941     {
4942     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.',
4943     name => 'wisdom',
4944     type => 'int'
4945     }
4946     ],
4947     [
4948     'Cha',
4949     {
4950     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.',
4951     name => 'charisma',
4952     type => 'int'
4953     }
4954     ]
4955     ]
4956     ],
4957     [
4958     'resistance',
4959     [
4960     [
4961     'resist_physical',
4962     {
4963     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!',
4964     name => 'resist physical %',
4965     type => 'int'
4966     }
4967     ],
4968     [
4969     'resist_magic',
4970     {
4971     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!',
4972     name => 'resist magic %',
4973     type => 'int'
4974     }
4975     ],
4976     [
4977     'resist_fire',
4978     {
4979     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!',
4980     name => 'resist fire %',
4981     type => 'int'
4982     }
4983     ],
4984     [
4985     'resist_electricity',
4986     {
4987     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!',
4988     name => 'resist electricity %',
4989     type => 'int'
4990     }
4991     ],
4992     [
4993     'resist_cold',
4994     {
4995     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!',
4996     name => 'resist cold %',
4997     type => 'int'
4998     }
4999     ],
5000     [
5001     'resist_acid',
5002     {
5003     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!',
5004     name => 'resist acid %',
5005     type => 'int'
5006     }
5007     ],
5008     [
5009     'resist_confusion',
5010     {
5011     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!',
5012     name => 'resist confusion %',
5013     type => 'int'
5014     }
5015     ],
5016     [
5017     'resist_weaponmagic',
5018     {
5019     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!',
5020     name => 'resist weaponmagic %',
5021     type => 'int'
5022     }
5023     ],
5024     [
5025     'resist_paralyze',
5026     {
5027     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!',
5028     name => 'resist paralyze %',
5029     type => 'int'
5030     }
5031     ],
5032     [
5033     'resist_drain',
5034     {
5035     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!',
5036     name => 'resist draining %',
5037     type => 'int'
5038     }
5039     ],
5040     [
5041     'resist_deplete',
5042     {
5043     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!',
5044     name => 'resist depletion %',
5045     type => 'int'
5046     }
5047     ],
5048     [
5049     'resist_poison',
5050     {
5051     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!',
5052     name => 'resist poison %',
5053     type => 'int'
5054     }
5055     ]
5056     ]
5057     ]
5058     ],
5059     use => 'One potion should never give multiple benefits at once.'
5060     },
5061     'Power Crystal' => {
5062     attr => [
5063     [
5064     'sp',
5065 root 1.4 {
5066 root 1.7 desc => '<initial mana> is the amount of spellpoints that the crystal holds when the map is loaded.',
5067     name => 'initial mana',
5068     type => 'int'
5069 root 1.4 }
5070     ],
5071     [
5072 root 1.7 'maxsp',
5073 root 1.4 {
5074 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.',
5075     name => 'mana capacity',
5076     type => 'int'
5077 root 1.4 }
5078     ]
5079     ],
5080 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.',
5081     name => 'Power Crystal'
5082 root 1.1 },
5083 root 1.3 Projectile => {
5084 root 1.7 attr => [
5085     [
5086     'attacktype',
5087     {
5088     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.',
5089     name => 'attacktype',
5090     type => 'bitmask',
5091     value => $BITMASK{attacktype}
5092     }
5093     ],
5094     [
5095     'race',
5096     {
5097     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>.',
5098     name => 'ammunition class',
5099     type => 'string'
5100     }
5101     ],
5102     [
5103     'slaying',
5104     {
5105     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.',
5106     name => 'slaying race',
5107     type => 'string'
5108     }
5109     ],
5110     [
5111     'dam',
5112     {
5113     desc => 'The projectile <damage> significantly affects the damage done. Damage can be further increased by the shooting weapon\'s attributes.',
5114     name => 'damage',
5115     type => 'int'
5116     }
5117     ],
5118     [
5119     'wc',
5120     {
5121     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.',
5122     name => 'weaponclass',
5123     type => 'int'
5124     }
5125     ],
5126     [
5127     'food',
5128     {
5129     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).',
5130     name => 'chance to break',
5131     type => 'int'
5132     }
5133     ],
5134     [
5135     'magic',
5136     {
5137     desc => 'Magic bonus increases chance to hit and damage a little bit.',
5138     name => 'magic bonus',
5139     type => 'int'
5140     }
5141     ],
5142     [
5143     'unique',
5144     {
5145     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5146     name => 'unique item',
5147     type => 'bool'
5148     }
5149     ],
5150     [
5151     'startequip',
5152     {
5153     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5154     name => 'godgiven item',
5155     type => 'bool'
5156     }
5157     ],
5158     [
5159     'no_drop',
5160     {
5161     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.',
5162     name => 'don\'t drop',
5163     type => 'bool'
5164     }
5165     ],
5166     [
5167     'msg',
5168     {
5169     desc => 'This text may describe the projectile. This could be nice for very special ones.',
5170     end => 'endmsg',
5171     name => 'description',
5172     type => 'text'
5173     }
5174     ]
5175     ],
5176     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.',
5177     name => 'Projectile',
5178     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.'
5179     },
5180     Ring => {
5181     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.',
5182     import => [
5183 root 1.29 'Amulet'
5184 root 1.7 ],
5185     name => 'Ring',
5186     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.'
5187     },
5188     Rod => {
5189     attr => [
5190     [
5191     'sp',
5192     {
5193     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!',
5194     name => 'spell',
5195     type => 'spell'
5196     }
5197     ],
5198     [
5199     'level',
5200     {
5201     desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should be set to something reasonable.',
5202     name => 'casting level',
5203     type => 'int'
5204     }
5205     ],
5206     [
5207     'hp',
5208     {
5209     desc => 'This value represents the initial amount of spellpoints in the rod. Naturally, this is quite unimportant.',
5210     name => 'initial spellpoints',
5211     type => 'int'
5212     }
5213     ],
5214     [
5215     'maxhp',
5216     {
5217     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.',
5218     name => 'max. spellpoints',
5219     type => 'int'
5220     }
5221     ],
5222     [
5223     'startequip',
5224     {
5225     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5226     name => 'godgiven item',
5227     type => 'bool'
5228     }
5229     ],
5230     [
5231     'msg',
5232     {
5233     desc => 'This text may contain a description of the rod.',
5234     end => 'endmsg',
5235     name => 'description',
5236     type => 'text'
5237     }
5238     ]
5239     ],
5240     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.',
5241     ignore => [
5242     'title'
5243     ],
5244     name => 'Rod',
5245     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>'
5246     },
5247     Rune => {
5248     attr => [
5249     [
5250     'no_pick',
5251     {
5252     type => 'fixed',
5253     value => 1
5254     }
5255     ],
5256     [
5257 root 1.14 'move_on',
5258 root 1.7 {
5259 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5260     name => 'movement type',
5261 elmex 1.26 type => 'movement_type'
5262 root 1.7 }
5263     ],
5264     [
5265     'level',
5266     {
5267     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.',
5268     name => 'rune level',
5269     type => 'int'
5270     }
5271     ],
5272     [
5273     'Cha',
5274     {
5275     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.',
5276     name => 'visibility',
5277     type => 'int'
5278     }
5279     ],
5280     [
5281     'hp',
5282     {
5283     desc => 'The rune will detonate <number of charges> times before disappearing.',
5284     name => 'number of charges',
5285     type => 'int'
5286     }
5287     ],
5288     [
5289     'dam',
5290     {
5291     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.',
5292     name => 'direct damage',
5293     type => 'int'
5294     }
5295     ],
5296     [
5297     'attacktype',
5298     {
5299     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.',
5300     name => 'attacktype',
5301     type => 'bitmask',
5302     value => $BITMASK{attacktype}
5303     }
5304     ],
5305     [
5306     'msg',
5307     {
5308     desc => 'When the rune detonates, this text is displayed to the victim. For especially powerful runes, create an appropriate thrilling description. ;)',
5309     end => 'endmsg',
5310     name => 'detonation text',
5311     type => 'text'
5312     }
5313     ]
5314 root 1.3 ],
5315     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.',
5316     ignore => [
5317     'no_pick',
5318     'title',
5319     'name_pl',
5320     'weight',
5321     'value',
5322     'material',
5323     'unpaid'
5324     ],
5325 root 1.5 name => 'Rune',
5326 root 1.4 section => [
5327     [
5328     'spellcraft',
5329 root 1.7 [
5330     [
5331     'sp',
5332     {
5333     desc => 'The selected <spell> defines the spell in the rune, if any. (Many runes do direct damage).',
5334     name => 'spell',
5335     type => 'spell'
5336     }
5337     ],
5338     [
5339     'slaying',
5340     {
5341     desc => 'Name of the spell in the rune, if any. <spell name> is optional, but if present, overrides the <spell> setting.',
5342     name => 'spell name',
5343     type => 'string'
5344     }
5345     ],
5346     [
5347     'other_arch',
5348     {
5349     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.',
5350     name => 'spell arch',
5351     type => 'string'
5352     }
5353     ],
5354     [
5355     'maxsp',
5356     {
5357     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.',
5358     name => 'direction',
5359     type => 'list',
5360     value => $LIST{direction}
5361     }
5362     ],
5363     [
5364     'race',
5365     {
5366     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.',
5367     name => 'summon monster',
5368     type => 'string'
5369     }
5370     ],
5371     [
5372     'maxhp',
5373     {
5374     desc => 'This should only be set to a summoning rune. It will then summon that many creatures of the kind <summon monster>.',
5375     name => 'summon amount',
5376     type => 'int'
5377     }
5378     ]
5379     ]
5380 root 1.4 ]
5381     ],
5382 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.'
5383     },
5384 elmex 1.23 'Safe ground (CF+)' => {
5385     attr => [
5386     [
5387     'no_pick',
5388     {
5389     type => 'fixed',
5390     value => 1
5391     }
5392     ]
5393     ],
5394 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)',
5395 elmex 1.23 ignore => [
5396     $IGNORE_LIST{non_pickable}
5397     ],
5398     name => 'Safe ground (CF+)',
5399 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.'
5400 elmex 1.23 },
5401 root 1.3 Savebed => {
5402 root 1.7 attr => [
5403     [
5404     'no_pick',
5405     {
5406     type => 'fixed',
5407     value => 1
5408     }
5409     ],
5410     [
5411     'no_magic',
5412     {
5413     type => 'fixed',
5414     value => 1
5415     }
5416     ],
5417     [
5418     'damned',
5419     {
5420     type => 'fixed',
5421     value => 1
5422     }
5423     ]
5424     ],
5425 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.',
5426     ignore => [
5427     $IGNORE_LIST{non_pickable}
5428     ],
5429 root 1.5 name => 'Savebed',
5430 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>'
5431     },
5432     Scroll => {
5433 root 1.7 attr => [
5434     [
5435     'level',
5436     {
5437     desc => 'The spell of the scroll will be casted at this level. This value should always be set, at least to 1.',
5438     name => 'casting level',
5439     type => 'int'
5440     }
5441     ],
5442     [
5443     'sp',
5444     {
5445     desc => 'When a player/monster applies this scroll, the selected <spell> will be casted (once). This should work for any given spell.',
5446     name => 'spell',
5447     type => 'spell'
5448     }
5449     ],
5450     [
5451     'startequip',
5452     {
5453     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5454     name => 'godgiven item',
5455     type => 'bool'
5456     }
5457     ]
5458     ],
5459 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.',
5460     ignore => [
5461     'title'
5462     ],
5463 root 1.5 name => 'Scroll',
5464 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.'
5465     },
5466     Shield => {
5467 root 1.7 attr => [
5468     [
5469     'magic',
5470     {
5471     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.',
5472     name => 'magic bonus',
5473     type => 'int'
5474     }
5475     ]
5476     ],
5477 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.',
5478     import => [
5479 root 1.29 'Amulet'
5480 root 1.3 ],
5481 root 1.5 name => 'Shield',
5482 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.'
5483     },
5484     'Shooting Weapon' => {
5485 root 1.7 attr => [
5486     [
5487     'race',
5488     {
5489     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.',
5490     name => 'ammunition class',
5491     type => 'string'
5492     }
5493     ],
5494     [
5495     'sp',
5496     {
5497     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).',
5498     name => 'shooting speed',
5499     type => 'int'
5500     }
5501     ],
5502     [
5503     'dam',
5504     {
5505     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.',
5506     name => 'base damage',
5507     type => 'int'
5508     }
5509     ],
5510     [
5511     'wc',
5512     {
5513     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.',
5514     name => 'weaponclass',
5515     type => 'int'
5516     }
5517     ],
5518     [
5519     'item_power',
5520     {
5521     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>.',
5522     name => 'item power',
5523     type => 'int'
5524     }
5525     ],
5526     [
5527     'no_strength',
5528     {
5529     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.',
5530     name => 'ignore strength',
5531     type => 'bool'
5532     }
5533     ],
5534     [
5535     'damned',
5536     {
5537     desc => 'A damned shooting weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
5538     name => 'damnation',
5539     type => 'bool'
5540     }
5541     ],
5542     [
5543     'cursed',
5544     {
5545     desc => 'A cursed shooting weapon cannot be unwielded unless the curse is removed.',
5546     name => 'curse',
5547     type => 'bool'
5548     }
5549     ],
5550     [
5551     'unique',
5552     {
5553     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5554     name => 'unique item',
5555     type => 'bool'
5556     }
5557     ],
5558     [
5559     'startequip',
5560     {
5561     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5562     name => 'godgiven item',
5563     type => 'bool'
5564     }
5565     ],
5566     [
5567     'msg',
5568     {
5569     desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
5570     end => 'endmsg',
5571     name => 'description',
5572     type => 'text'
5573     }
5574     ]
5575     ],
5576 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.',
5577 root 1.5 name => 'Shooting Weapon',
5578 root 1.4 section => [
5579     [
5580     'stats',
5581 root 1.7 [
5582     [
5583     'Str',
5584     {
5585     desc => 'The player\'s strentgh will rise/fall by the given value while wearing this shooting weapon.',
5586     name => 'strength',
5587     type => 'int'
5588     }
5589     ],
5590     [
5591     'Dex',
5592     {
5593     desc => 'The player\'s dexterity will rise/fall by the given value while wearing this shooting weapon.',
5594     name => 'dexterity',
5595     type => 'int'
5596     }
5597     ],
5598     [
5599     'Con',
5600     {
5601     desc => 'The player\'s constitution will rise/fall by the given value while wearing this shooting weapon.',
5602     name => 'constitution',
5603     type => 'int'
5604     }
5605     ],
5606     [
5607     'Int',
5608     {
5609     desc => 'The player\'s intelligence will rise/fall by the given value while wearing this shooting weapon.',
5610     name => 'intelligence',
5611     type => 'int'
5612     }
5613     ],
5614     [
5615     'Pow',
5616     {
5617     desc => 'The player\'s power will rise/fall by the given value while wearing this shooting weapon.',
5618     name => 'power',
5619     type => 'int'
5620     }
5621     ],
5622     [
5623     'Wis',
5624     {
5625     desc => 'The player\'s wisdom will rise/fall by the given value while wearing this shooting weapon.',
5626     name => 'wisdom',
5627     type => 'int'
5628     }
5629     ],
5630     [
5631     'Cha',
5632     {
5633     desc => 'The player\'s charisma will rise/fall by the given value while wearing this shooting weapon.',
5634     name => 'charisma',
5635     type => 'int'
5636     }
5637     ]
5638     ]
5639     ],
5640     [
5641     'bonus',
5642     [
5643     [
5644     'luck',
5645     {
5646     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.',
5647     name => 'luck bonus',
5648     type => 'int'
5649     }
5650     ],
5651     [
5652     'magic',
5653     {
5654     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.',
5655     name => 'magic bonus',
5656     type => 'int'
5657     }
5658     ]
5659     ]
5660     ]
5661     ],
5662 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.'
5663 root 1.7 },
5664     'Shop Floor' => {
5665     attr => [
5666     [
5667     'is_floor',
5668     {
5669     type => 'fixed',
5670     value => 1
5671     }
5672     ],
5673     [
5674     'no_pick',
5675     {
5676     type => 'fixed',
5677     value => 1
5678     }
5679     ],
5680     [
5681     'no_magic',
5682     {
5683     type => 'fixed',
5684     value => 1
5685     }
5686     ],
5687     [
5688     'auto_apply',
5689 root 1.4 {
5690 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.',
5691     name => 'generate goods',
5692     type => 'bool'
5693 root 1.4 }
5694     ],
5695     [
5696 root 1.7 'randomitems',
5697     {
5698     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.',
5699     name => 'treasurelist',
5700     type => 'treasurelist'
5701     }
5702     ],
5703     [
5704     'exp',
5705     {
5706     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.',
5707     name => 'quality level',
5708     type => 'int'
5709     }
5710     ],
5711     [
5712     'damned',
5713 root 1.4 {
5714 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.)',
5715     name => 'no prayers',
5716     type => 'bool'
5717 root 1.4 }
5718     ]
5719     ],
5720 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).',
5721     ignore => [
5722     $IGNORE_LIST{non_pickable}
5723     ],
5724 root 1.5 name => 'Shop Floor',
5725 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.'
5726     },
5727 elmex 1.27 'Shop Inventory' => {
5728     attr => [
5729     [
5730     'shop_coords',
5731     {
5732     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.',
5733     name => 'shop rectangle',
5734     type => 'string'
5735     }
5736     ]
5737     ],
5738     desc => 'The purpose of a sign is to display the contents of a shop.',
5739     ignore => [
5740     $IGNORE_LIST{non_pickable}
5741     ],
5742     name => 'Shop Inventory',
5743     use => 'Use these signs to present the player a list of the items in the shop'
5744     },
5745 root 1.3 'Shop Mat' => {
5746 root 1.7 attr => [
5747     [
5748     'no_pick',
5749     {
5750     type => 'fixed',
5751     value => 1
5752     }
5753     ],
5754     [
5755 root 1.14 'move_on',
5756 root 1.7 {
5757 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5758     name => 'movement type',
5759 elmex 1.26 type => 'movement_type'
5760 root 1.7 }
5761     ]
5762     ],
5763 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).',
5764     ignore => [
5765     $IGNORE_LIST{non_pickable}
5766     ],
5767 root 1.5 name => 'Shop Mat',
5768 root 1.3 use => 'As stated above, always place TWO shop mats into your shop. Not more and not less than that.'
5769     },
5770     'Sign & MagicMouth' => {
5771 root 1.7 attr => [
5772     [
5773     'connected',
5774     {
5775     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.',
5776     name => 'connection',
5777     type => 'int'
5778     }
5779     ],
5780     [
5781 elmex 1.21 'activate_on_push',
5782     {
5783     desc => 'Whether the teleporter should only be activated on push.',
5784     name => 'Activate on push',
5785     type => 'bool'
5786     }
5787     ],
5788     [
5789     'activate_on_release',
5790     {
5791     desc => 'Whether the teleporter should only be activated on release.',
5792     name => 'Activate on release',
5793     type => 'bool'
5794     }
5795     ],
5796     [
5797 root 1.14 'move_on',
5798 root 1.7 {
5799 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5800     name => 'movement type',
5801 elmex 1.26 type => 'movement_type'
5802 root 1.7 }
5803     ],
5804     [
5805     'food',
5806     {
5807     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).',
5808     name => 'counter',
5809     type => 'int'
5810     }
5811     ],
5812     [
5813     'msg',
5814     {
5815     desc => 'This text will be displayed to the player.',
5816     end => 'endmsg',
5817     name => 'message',
5818     type => 'text'
5819     }
5820     ]
5821     ],
5822     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).',
5823     ignore => [
5824     $IGNORE_LIST{non_pickable}
5825     ],
5826     name => 'Sign & MagicMouth',
5827     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.'
5828     },
5829     Skill => {
5830     attr => [
5831     [
5832     'invisible',
5833     {
5834     type => 'fixed',
5835     value => 1
5836     }
5837     ],
5838     [
5839     'no_drop',
5840     {
5841     type => 'fixed',
5842     value => 1
5843     }
5844     ],
5845     [
5846     'skill',
5847     {
5848     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.',
5849     name => 'skill name',
5850     type => 'string'
5851     }
5852     ],
5853     [
5854     'expmul',
5855     {
5856     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.',
5857     name => 'exp multiplier',
5858     type => 'float'
5859     }
5860     ],
5861     [
5862     'subtype',
5863     {
5864     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.',
5865     name => 'skill type',
5866     type => 'list',
5867     value => $LIST{skill_type}
5868     }
5869     ],
5870     [
5871     'level',
5872     {
5873     name => 'level',
5874     type => 'int'
5875     }
5876     ],
5877     [
5878     'exp',
5879     {
5880     name => 'experience',
5881     type => 'int'
5882     }
5883     ],
5884     [
5885     'can_use_skill',
5886     {
5887     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.',
5888     name => 'is native skill',
5889     type => 'bool'
5890     }
5891     ]
5892 root 1.3 ],
5893     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.',
5894     ignore => [
5895     $IGNORE_LIST{system_object}
5896     ],
5897 root 1.5 name => 'Skill',
5898 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>'
5899     },
5900     'Skill Scroll' => {
5901 root 1.7 attr => [
5902     [
5903     'race',
5904     {
5905     type => 'fixed',
5906     value => 'scrolls'
5907     }
5908     ],
5909     [
5910     'skill',
5911     {
5912     desc => 'The <skill name> matches the skill object that can be learned from this scroll.',
5913     name => 'skill name',
5914     type => 'string'
5915     }
5916     ]
5917     ],
5918 root 1.3 desc => 'By reading a skill scroll, a player has a chance to learn the contained skill.',
5919 root 1.5 name => 'Skill Scroll',
5920 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.'
5921     },
5922     'Special Key' => {
5923 root 1.7 attr => [
5924     [
5925     'slaying',
5926     {
5927     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.',
5928     name => 'key string',
5929     type => 'string'
5930     }
5931     ],
5932     [
5933     'material',
5934     {
5935     desc => 'For Special Keys, material should always be unset or set to Adamantite. This prevents the key from getting burned or otherwise destroyed.',
5936     name => 'material',
5937     type => 'bitmask',
5938     value => $BITMASK{material}
5939     }
5940     ],
5941     [
5942     'unique',
5943     {
5944     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.',
5945     name => 'unique item',
5946     type => 'bool'
5947     }
5948     ],
5949     [
5950     'startequip',
5951     {
5952     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5953     name => 'godgiven item',
5954     type => 'bool'
5955     }
5956     ],
5957     [
5958     'msg',
5959     {
5960     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.',
5961     end => 'endmsg',
5962     name => 'description',
5963     type => 'text'
5964     }
5965     ]
5966     ],
5967 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.',
5968     ignore => [
5969     'material'
5970     ],
5971 root 1.5 name => 'Special Key',
5972 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".'
5973     },
5974     Spell => {
5975 root 1.7 attr => [
5976     [
5977     'no_drop',
5978     {
5979     type => 'fixed',
5980     value => 1
5981     }
5982     ],
5983     [
5984     'invisible',
5985     {
5986     type => 'fixed',
5987     value => 1
5988     }
5989     ],
5990     [
5991     'skill',
5992     {
5993     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.',
5994     name => 'skill name',
5995     type => 'string'
5996     }
5997     ],
5998     [
5999     'subtype',
6000     {
6001     desc => 'The <spell type> defines the basic type of spell. Some of these types are of a more generic nature than others.',
6002     name => 'spell type',
6003     type => 'list',
6004     value => $LIST{spell_type}
6005     }
6006     ],
6007     [
6008     'level',
6009     {
6010     name => 'spell level',
6011     type => 'int'
6012     }
6013     ],
6014     [
6015     'casting_time',
6016     {
6017     name => 'casting time',
6018     type => 'int'
6019     }
6020     ],
6021     [
6022     'duration',
6023     {
6024     name => 'duration',
6025     type => 'int'
6026     }
6027     ],
6028     [
6029     'other_arch',
6030     {
6031     name => 'create object',
6032     type => 'string'
6033     }
6034     ],
6035     [
6036     'sp',
6037     {
6038     name => 'cost spellpoints',
6039     type => 'int'
6040     }
6041     ],
6042     [
6043     'grace',
6044     {
6045     name => 'cost grace',
6046     type => 'int'
6047     }
6048     ],
6049     [
6050     'maxsp',
6051     {
6052     name => 'double cost per level',
6053     type => 'int'
6054     }
6055     ]
6056     ],
6057 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.',
6058     ignore => [
6059     $IGNORE_LIST{system_object}
6060     ],
6061 root 1.5 name => 'Spell',
6062 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.'
6063     },
6064     Spellbook => {
6065 root 1.7 attr => [
6066     [
6067     'skill',
6068     {
6069     type => 'fixed',
6070     value => 'literacy'
6071     }
6072     ],
6073     [
6074     'randomitems',
6075     {
6076     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.',
6077     name => 'treasurelist',
6078     type => 'treasurelist'
6079     }
6080     ],
6081     [
6082     'startequip',
6083     {
6084     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6085     name => 'godgiven item',
6086     type => 'bool'
6087     }
6088     ],
6089     [
6090     'msg',
6091     {
6092     desc => 'This text may contain a nice description of the spellbook\'s cover or something.',
6093     end => 'endmsg',
6094     name => 'description',
6095     type => 'text'
6096     }
6097     ]
6098     ],
6099 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.',
6100 root 1.5 name => 'Spellbook',
6101 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.'
6102     },
6103     Spinner => {
6104 root 1.7 attr => [
6105     [
6106     'sp',
6107     {
6108     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.',
6109     name => 'direction number',
6110     type => 'int'
6111     }
6112     ],
6113     [
6114 root 1.14 'move_on',
6115 root 1.7 {
6116 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6117     name => 'movement type',
6118 elmex 1.26 type => 'movement_type'
6119 root 1.7 }
6120     ]
6121     ],
6122 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.',
6123     ignore => [
6124     $IGNORE_LIST{non_pickable}
6125     ],
6126 root 1.5 name => 'Spinner',
6127 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.'
6128     },
6129     Swamp => {
6130 root 1.7 attr => [
6131     [
6132     'is_floor',
6133     {
6134     type => 'fixed',
6135     value => 1
6136     }
6137     ],
6138     [
6139     'is_wooded',
6140     {
6141     type => 'fixed',
6142     value => 1
6143     }
6144     ],
6145     [
6146     'speed',
6147     {
6148     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.',
6149     name => 'drowning speed',
6150     type => 'float'
6151     }
6152     ],
6153     [
6154 root 1.17 'speed_left',
6155     {
6156     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.',
6157     name => 'speed left',
6158     type => 'float'
6159     }
6160     ],
6161     [
6162 root 1.14 'move_on',
6163     {
6164     desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6165     name => 'movement type',
6166 elmex 1.26 type => 'movement_type'
6167 root 1.14 }
6168     ],
6169     [
6170     'move_block',
6171 root 1.7 {
6172 root 1.14 desc => 'Objects using these movement types cannot move over this space.',
6173     name => 'blocked movement',
6174 elmex 1.26 type => 'movement_type'
6175 root 1.14 }
6176     ],
6177     [
6178     'move_allow',
6179     {
6180     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6181     name => 'allowed movement',
6182 elmex 1.26 type => 'movement_type'
6183 root 1.14 }
6184     ],
6185     [
6186     'move_slow',
6187     {
6188     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6189     name => 'slowed movement',
6190 elmex 1.26 type => 'movement_type'
6191 root 1.14 }
6192     ],
6193     [
6194     'move_slow_penalty',
6195     {
6196     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)',
6197     name => 'slow movement penalty',
6198 root 1.7 type => 'int'
6199     }
6200     ],
6201     [
6202     'no_magic',
6203     {
6204     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
6205     name => 'no spells',
6206     type => 'bool'
6207     }
6208     ],
6209     [
6210     'damned',
6211     {
6212     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
6213     name => 'no prayers',
6214     type => 'bool'
6215     }
6216     ]
6217     ],
6218 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.',
6219     ignore => [
6220     $IGNORE_LIST{non_pickable}
6221 root 1.5 ],
6222     name => 'Swamp'
6223 root 1.3 },
6224     Teleporter => {
6225 root 1.7 attr => [
6226     [
6227     'slaying',
6228     {
6229     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.',
6230     name => 'exit path',
6231     type => 'string'
6232     }
6233     ],
6234     [
6235     'hp',
6236     {
6237     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.',
6238     name => 'destination X',
6239     type => 'int'
6240     }
6241     ],
6242     [
6243     'sp',
6244     {
6245     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.',
6246     name => 'destination Y',
6247     type => 'int'
6248     }
6249     ],
6250     [
6251     'connected',
6252     {
6253     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.',
6254     name => 'connection',
6255     type => 'int'
6256     }
6257     ],
6258     [
6259 elmex 1.21 'activate_on_push',
6260     {
6261     desc => 'Whether the teleporter should only be activated on push.',
6262     name => 'Activate on push',
6263     type => 'bool'
6264     }
6265     ],
6266     [
6267     'activate_on_release',
6268     {
6269     desc => 'Whether the teleporter should only be activated on release.',
6270     name => 'Activate on release',
6271     type => 'bool'
6272     }
6273     ],
6274     [
6275 root 1.7 'speed',
6276     {
6277     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!',
6278     name => 'activation speed',
6279     type => 'float'
6280     }
6281 root 1.17 ],
6282     [
6283     'speed_left',
6284     {
6285     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.',
6286     name => 'speed left',
6287     type => 'float'
6288     }
6289 root 1.7 ]
6290     ],
6291 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.',
6292     ignore => [
6293     $IGNORE_LIST{non_pickable}
6294     ],
6295 root 1.5 name => 'Teleporter',
6296 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.'
6297     },
6298 root 1.8 'Timed Gate' => {
6299     attr => [
6300     [
6301     'no_pick',
6302     {
6303     type => 'fixed',
6304     value => 1
6305     }
6306     ],
6307     [
6308     'connected',
6309     {
6310     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.',
6311     name => 'connection',
6312     type => 'int'
6313     }
6314     ],
6315     [
6316 elmex 1.21 'activate_on_push',
6317     {
6318     desc => 'Whether the teleporter should only be activated on push.',
6319     name => 'Activate on push',
6320     type => 'bool'
6321     }
6322     ],
6323     [
6324     'activate_on_release',
6325     {
6326     desc => 'Whether the teleporter should only be activated on release.',
6327     name => 'Activate on release',
6328     type => 'bool'
6329     }
6330     ],
6331     [
6332 root 1.8 'wc',
6333     {
6334     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.',
6335     name => 'position state',
6336     type => 'int'
6337     }
6338     ],
6339     [
6340 root 1.14 'move_block',
6341     {
6342     desc => 'Objects using these movement types cannot move over this space.',
6343     name => 'blocked movement',
6344 elmex 1.26 type => 'movement_type'
6345 root 1.14 }
6346     ],
6347     [
6348     'move_allow',
6349     {
6350     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6351     name => 'allowed movement',
6352 elmex 1.26 type => 'movement_type'
6353 root 1.14 }
6354     ],
6355     [
6356     'move_slow',
6357 root 1.8 {
6358 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6359     name => 'slowed movement',
6360 elmex 1.26 type => 'movement_type'
6361 root 1.14 }
6362     ],
6363     [
6364     'move_slow_penalty',
6365     {
6366     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)',
6367     name => 'slow movement penalty',
6368     type => 'int'
6369 root 1.8 }
6370     ],
6371     [
6372     'no_magic',
6373     {
6374     desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
6375     name => 'restrict spells',
6376     type => 'bool'
6377     }
6378     ],
6379     [
6380     'damned',
6381     {
6382     desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
6383     name => 'restrict prayers',
6384     type => 'bool'
6385     }
6386     ],
6387     [
6388     'hp',
6389     {
6390     desc => 'Defines the duration the gate remains closed. This only takes effect if the gate is not connected.',
6391     name => 'open duration',
6392     type => 'int'
6393     }
6394     ]
6395     ],
6396     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.',
6397     ignore => [
6398     $IGNORE_LIST{non_pickable}
6399     ],
6400     name => 'Timed Gate',
6401     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".'
6402     },
6403 root 1.3 Trap => {
6404 root 1.7 attr => [
6405     [
6406     'no_pick',
6407     {
6408     type => 'fixed',
6409     value => 1
6410     }
6411     ],
6412     [
6413 root 1.14 'move_on',
6414 root 1.7 {
6415 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6416     name => 'movement type',
6417 elmex 1.26 type => 'movement_type'
6418 root 1.7 }
6419     ],
6420     [
6421     'level',
6422     {
6423     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.',
6424     name => 'trap level',
6425     type => 'int'
6426     }
6427     ],
6428     [
6429     'Cha',
6430     {
6431     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.',
6432     name => 'visibility',
6433     type => 'int'
6434     }
6435     ],
6436     [
6437     'hp',
6438     {
6439     desc => 'The trap will detonate <number of charges> times before disappearing.',
6440     name => 'number of charges',
6441     type => 'int'
6442     }
6443     ],
6444     [
6445     'dam',
6446     {
6447     desc => '<direct damage> specifies how much damage is done by the trap. This should be set in reasonable relation to the trap\'s level.',
6448     name => 'direct damage',
6449     type => 'int'
6450     }
6451     ],
6452     [
6453     'attacktype',
6454     {
6455     desc => 'This attribute defines what attacktype to use for direct damage when the trap detonates.',
6456     name => 'attacktype',
6457     type => 'bitmask',
6458     value => $BITMASK{attacktype}
6459     }
6460     ],
6461     [
6462     'connected',
6463     {
6464     desc => 'When the trap is detonated, all objects with the same connection value get activated.',
6465     name => 'connection',
6466     type => 'int'
6467     }
6468     ],
6469     [
6470     'msg',
6471     {
6472     desc => 'When the trap detonates, this text is displayed to the victim. For especially powerful or complex traps, create an appropriate and thrilling description. ;)',
6473     end => 'endmsg',
6474     name => 'detonation text',
6475     type => 'text'
6476     }
6477     ]
6478     ],
6479 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.',
6480     ignore => [
6481     'no_pick',
6482     'title',
6483     'name_pl',
6484     'weight',
6485     'value',
6486     'material',
6487     'unpaid'
6488     ],
6489 root 1.5 name => 'Trap',
6490 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.'
6491     },
6492     Trapdoor => {
6493 root 1.7 attr => [
6494     [
6495     'no_pick',
6496     {
6497     type => 'fixed',
6498     value => 1
6499     }
6500     ],
6501     [
6502 root 1.14 'move_on',
6503 root 1.7 {
6504 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6505     name => 'movement type',
6506 elmex 1.26 type => 'movement_type'
6507 root 1.7 }
6508     ],
6509     [
6510     'weight',
6511     {
6512     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.',
6513     name => 'hold weight',
6514     type => 'int'
6515     }
6516     ],
6517     [
6518     'hp',
6519     {
6520     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!',
6521     name => 'destination X',
6522     type => 'int'
6523     }
6524     ],
6525     [
6526     'sp',
6527     {
6528     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!',
6529     name => 'destination Y',
6530     type => 'int'
6531     }
6532     ]
6533     ],
6534 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.',
6535     ignore => [
6536     $IGNORE_LIST{non_pickable}
6537     ],
6538 root 1.5 name => 'Trapdoor',
6539 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.'
6540     },
6541     Treasure => {
6542 root 1.7 attr => [
6543     [
6544     'randomitems',
6545     {
6546     desc => 'This entry determines what kind of treasure will appear. Look into /crossfire/share/crossfire/treasures for details about existing treasurelists.',
6547     name => 'treasurelist',
6548     type => 'treasurelist'
6549     }
6550     ],
6551     [
6552     'auto_apply',
6553     {
6554     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.',
6555     name => 'auto-generate',
6556     type => 'bool'
6557     }
6558     ],
6559     [
6560     'hp',
6561     {
6562     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.',
6563     name => 'create number',
6564     type => 'int'
6565     }
6566     ],
6567     [
6568     'exp',
6569     {
6570     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).',
6571     name => 'quality level',
6572     type => 'int'
6573     }
6574     ]
6575     ],
6576 root 1.3 desc => 'A treasure-object turns into certain randomitems when the map is loaded into the game.',
6577     ignore => [
6578     'nrof',
6579     'title',
6580     'name_pl',
6581     'weight',
6582     'value',
6583     'material'
6584     ],
6585 root 1.5 name => 'Treasure',
6586 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.'
6587     },
6588     'Trigger Marker' => {
6589 root 1.7 attr => [
6590     [
6591     'no_pick',
6592     {
6593     type => 'fixed',
6594     value => 1
6595     }
6596     ],
6597     [
6598     'slaying',
6599     {
6600     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.',
6601     name => 'key string',
6602     type => 'string'
6603     }
6604     ],
6605     [
6606     'connected',
6607     {
6608     desc => 'Unlike a regular marker this is the connection that triggers this marker to activate.',
6609     name => 'connection',
6610     type => 'int'
6611     }
6612     ],
6613     [
6614     'food',
6615     {
6616     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.',
6617     name => 'mark duration',
6618     type => 'int'
6619     }
6620     ],
6621     [
6622     'name',
6623     {
6624     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.',
6625     name => 'delete mark',
6626     type => 'string'
6627     }
6628     ],
6629     [
6630     'msg',
6631     {
6632     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.',
6633     end => 'endmsg',
6634     name => 'marking message',
6635     type => 'text'
6636     }
6637     ]
6638     ],
6639 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.',
6640     ignore => [
6641     $IGNORE_LIST{system_object}
6642     ],
6643 root 1.5 name => 'Trigger Marker',
6644 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.'
6645     },
6646     Wall => {
6647 root 1.7 attr => [
6648     [
6649 root 1.14 'move_block',
6650     {
6651     desc => 'Objects using these movement types cannot move over this space.',
6652     name => 'blocked movement',
6653 elmex 1.26 type => 'movement_type'
6654 root 1.14 }
6655     ],
6656     [
6657     'move_allow',
6658     {
6659     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6660     name => 'allowed movement',
6661 elmex 1.26 type => 'movement_type'
6662 root 1.14 }
6663     ],
6664     [
6665     'move_slow',
6666 root 1.7 {
6667 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6668     name => 'slowed movement',
6669 elmex 1.26 type => 'movement_type'
6670 root 1.14 }
6671     ],
6672     [
6673     'move_slow_penalty',
6674     {
6675     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)',
6676     name => 'slow movement penalty',
6677     type => 'int'
6678 root 1.7 }
6679     ],
6680     [
6681     'can_roll',
6682     {
6683     desc => 'If set, the object is able to "roll", so it can be pushed around. This setting is used for boulders and barrels.',
6684     name => 'moveable',
6685     type => 'bool'
6686     }
6687     ],
6688     [
6689     'no_magic',
6690     {
6691     desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
6692     name => 'restrict spells',
6693     type => 'bool'
6694     }
6695     ],
6696     [
6697     'damned',
6698     {
6699     desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
6700     name => 'restrict prayers',
6701     type => 'bool'
6702     }
6703     ]
6704     ],
6705 root 1.3 desc => 'Walls usually block passage and sight.',
6706     ignore => [
6707     'nrof',
6708     'title',
6709     'name_pl',
6710     'value',
6711     'unpaid'
6712     ],
6713 root 1.19 name => 'Wall'
6714 root 1.3 },
6715     'Wand & Staff' => {
6716 root 1.7 attr => [
6717     [
6718     'sp',
6719     {
6720     desc => 'The <spell> specifies the contained spell.',
6721     name => 'spell',
6722     type => 'spell'
6723     }
6724     ],
6725     [
6726     'level',
6727     {
6728     desc => 'The <casting level> of the wand determines it\'s power. An average level for wands in shops is about 10.',
6729     name => 'casting level',
6730     type => 'int'
6731     }
6732     ],
6733     [
6734     'food',
6735     {
6736     desc => 'The wand can be used <number of charges> times before it is used up. It can be recharged with scrolls of charging.',
6737     name => 'number of charges',
6738     type => 'int'
6739     }
6740     ],
6741     [
6742     'startequip',
6743     {
6744     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6745     name => 'godgiven item',
6746     type => 'bool'
6747     }
6748     ],
6749     [
6750     'msg',
6751     {
6752     desc => 'This text may contain a description of the wand.',
6753     end => 'endmsg',
6754     name => 'description',
6755     type => 'text'
6756     }
6757     ]
6758     ],
6759 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.',
6760 root 1.5 name => 'Wand & Staff',
6761 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.'
6762 root 1.3 },
6763     'Weak Wall' => {
6764 root 1.7 attr => [
6765     [
6766     'alive',
6767     {
6768     type => 'fixed',
6769     value => 1
6770     }
6771     ],
6772     [
6773     'no_pick',
6774     {
6775     type => 'fixed',
6776     value => 1
6777     }
6778     ],
6779     [
6780     'tear_down',
6781     {
6782     type => 'fixed',
6783     value => 1
6784     }
6785     ],
6786     [
6787     'race',
6788     {
6789     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.',
6790     name => 'race',
6791     type => 'string'
6792     }
6793     ],
6794     [
6795     'level',
6796     {
6797     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.',
6798     name => 'level',
6799     type => 'int'
6800     }
6801     ],
6802     [
6803     'hp',
6804     {
6805     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.',
6806     name => 'health points',
6807     type => 'int'
6808     }
6809     ],
6810     [
6811     'maxhp',
6812     {
6813     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.',
6814     name => 'max health',
6815     type => 'int'
6816     }
6817     ],
6818     [
6819     'ac',
6820     {
6821     desc => 'Weak walls of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
6822     name => 'armour class',
6823     type => 'int'
6824     }
6825     ]
6826     ],
6827 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.',
6828     ignore => [
6829     $IGNORE_LIST{non_pickable}
6830     ],
6831 root 1.5 name => 'Weak Wall',
6832 root 1.4 section => [
6833     [
6834     'resistance',
6835 root 1.7 [
6836     [
6837     'resist_physical',
6838     {
6839     name => 'resist physical %',
6840     type => 'int'
6841     }
6842     ],
6843     [
6844     'resist_magic',
6845     {
6846     name => 'resist magic %',
6847     type => 'int'
6848     }
6849     ],
6850     [
6851     'resist_fire',
6852     {
6853     name => 'resist fire %',
6854     type => 'int'
6855     }
6856     ],
6857     [
6858     'resist_electricity',
6859     {
6860     name => 'resist electricity %',
6861     type => 'int'
6862     }
6863     ],
6864     [
6865     'resist_cold',
6866     {
6867     name => 'resist cold %',
6868     type => 'int'
6869     }
6870     ],
6871     [
6872     'resist_confusion',
6873     {
6874     name => 'resist confusion %',
6875     type => 'int'
6876     }
6877     ],
6878     [
6879     'resist_acid',
6880     {
6881     name => 'resist acid %',
6882     type => 'int'
6883     }
6884     ],
6885     [
6886     'resist_drain',
6887     {
6888     name => 'resist draining %',
6889     type => 'int'
6890     }
6891     ],
6892     [
6893     'resist_weaponmagic',
6894     {
6895     name => 'resist weaponmagic %',
6896     type => 'int'
6897     }
6898     ],
6899     [
6900     'resist_ghosthit',
6901     {
6902     name => 'resist ghosthit %',
6903     type => 'int'
6904     }
6905     ],
6906     [
6907     'resist_poison',
6908     {
6909     name => 'resist poison %',
6910     type => 'int'
6911     }
6912     ],
6913     [
6914     'resist_slow',
6915     {
6916     name => 'resist slow %',
6917     type => 'int'
6918     }
6919     ],
6920     [
6921     'resist_paralyze',
6922     {
6923     name => 'resist paralyze %',
6924     type => 'int'
6925     }
6926     ],
6927     [
6928     'resist_fear',
6929     {
6930     name => 'resist fear %',
6931     type => 'int'
6932     }
6933     ],
6934     [
6935     'resist_deplete',
6936     {
6937     name => 'resist depletion %',
6938     type => 'int'
6939     }
6940     ],
6941     [
6942     'resist_turn_undead',
6943     {
6944     name => 'resist turn undead %',
6945     type => 'int'
6946     }
6947     ],
6948     [
6949     'resist_death',
6950     {
6951     name => 'resist death-attack %',
6952     type => 'int'
6953     }
6954     ],
6955     [
6956     'resist_chaos',
6957     {
6958     name => 'resist chaos %',
6959     type => 'int'
6960     }
6961     ],
6962     [
6963     'resist_blind',
6964     {
6965     name => 'resist blinding %',
6966     type => 'int'
6967     }
6968     ],
6969     [
6970     'resist_holyword',
6971     {
6972     name => 'resist holy power %',
6973     type => 'int'
6974     }
6975     ],
6976     [
6977     'resist_godpower',
6978     {
6979     name => 'resist godpower %',
6980     type => 'int'
6981     }
6982     ]
6983     ]
6984 root 1.4 ]
6985     ],
6986 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.'
6987     },
6988     Weapon => {
6989 root 1.7 attr => [
6990     [
6991     'attacktype',
6992     {
6993     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.',
6994     name => 'attacktype',
6995     type => 'bitmask',
6996     value => $BITMASK{attacktype}
6997     }
6998     ],
6999     [
7000     'weapontype',
7001     {
7002     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.',
7003     name => 'weapontype',
7004     type => 'list',
7005     value => $LIST{weapon_type}
7006     }
7007     ],
7008     [
7009     'skill',
7010     {
7011     desc => 'Matching <skill name> of the skill that is required to use this weapon.',
7012     name => 'skill name',
7013     type => 'string'
7014     }
7015     ],
7016     [
7017     'dam',
7018     {
7019     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.',
7020     name => 'damage',
7021     type => 'int'
7022     }
7023     ],
7024     [
7025     'slaying',
7026     {
7027     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.',
7028     name => 'slaying race',
7029     type => 'string'
7030     }
7031     ],
7032     [
7033     'last_sp',
7034     {
7035     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.',
7036     name => 'weapon speed',
7037     type => 'int'
7038     }
7039     ],
7040     [
7041     'wc',
7042     {
7043     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.',
7044     name => 'weapon class',
7045     type => 'int'
7046     }
7047     ],
7048     [
7049     'magic',
7050     {
7051     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.',
7052     name => 'magic bonus',
7053     type => 'int'
7054     }
7055     ],
7056     [
7057     'item_power',
7058     {
7059     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>.',
7060     name => 'item power',
7061     type => 'int'
7062     }
7063     ],
7064     [
7065     'damned',
7066     {
7067     desc => 'A damned weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
7068     name => 'damnation',
7069     type => 'bool'
7070     }
7071     ],
7072     [
7073     'cursed',
7074     {
7075     desc => 'A cursed weapon cannot be unwielded unless the curse is removed.',
7076     name => 'curse',
7077     type => 'bool'
7078     }
7079     ],
7080     [
7081     'lifesave',
7082     {
7083 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!',
7084 root 1.7 name => 'save life',
7085     type => 'bool'
7086     }
7087     ],
7088     [
7089     'unique',
7090     {
7091     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
7092     name => 'unique item',
7093     type => 'bool'
7094     }
7095     ],
7096     [
7097     'startequip',
7098     {
7099     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
7100     name => 'godgiven item',
7101     type => 'bool'
7102     }
7103     ],
7104     [
7105     'msg',
7106     {
7107     desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
7108     end => 'endmsg',
7109     name => 'description',
7110     type => 'text'
7111     }
7112     ]
7113     ],
7114 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.',
7115 root 1.5 name => 'Weapon',
7116 root 1.4 section => [
7117     [
7118     'resistance',
7119 root 1.7 [
7120     [
7121     'resist_physical',
7122     {
7123     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.',
7124     name => 'resist physical %',
7125     type => 'int'
7126     }
7127     ],
7128     [
7129     'resist_magic',
7130     {
7131     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.',
7132     name => 'resist magic %',
7133     type => 'int'
7134     }
7135     ],
7136     [
7137     'resist_fire',
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 fire %',
7141     type => 'int'
7142     }
7143     ],
7144     [
7145     'resist_electricity',
7146     {
7147     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.',
7148     name => 'resist electricity %',
7149     type => 'int'
7150     }
7151     ],
7152     [
7153     'resist_cold',
7154     {
7155     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.',
7156     name => 'resist cold %',
7157     type => 'int'
7158     }
7159     ],
7160     [
7161     'resist_confusion',
7162     {
7163     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).',
7164     name => 'resist confusion %',
7165     type => 'int'
7166     }
7167     ],
7168     [
7169     'resist_acid',
7170     {
7171     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.',
7172     name => 'resist acid %',
7173     type => 'int'
7174     }
7175     ],
7176     [
7177     'resist_drain',
7178     {
7179     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).',
7180     name => 'resist draining %',
7181     type => 'int'
7182     }
7183     ],
7184     [
7185     'resist_weaponmagic',
7186     {
7187     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.',
7188     name => 'resist weaponmagic %',
7189     type => 'int'
7190     }
7191     ],
7192     [
7193     'resist_ghosthit',
7194     {
7195     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.',
7196     name => 'resist ghosthit %',
7197     type => 'int'
7198     }
7199     ],
7200     [
7201     'resist_poison',
7202     {
7203     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.',
7204     name => 'resist poison %',
7205     type => 'int'
7206     }
7207     ],
7208     [
7209     'resist_slow',
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 slow %',
7213     type => 'int'
7214     }
7215     ],
7216     [
7217     'resist_paralyze',
7218     {
7219     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).',
7220     name => 'resist paralyze %',
7221     type => 'int'
7222     }
7223     ],
7224     [
7225     'resist_fear',
7226     {
7227     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.',
7228     name => 'resist fear %',
7229     type => 'int'
7230     }
7231     ],
7232     [
7233     'resist_deplete',
7234     {
7235     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).',
7236     name => 'resist depletion %',
7237     type => 'int'
7238     }
7239     ],
7240     [
7241     'resist_death',
7242     {
7243     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!',
7244     name => 'resist death-attack %',
7245     type => 'int'
7246     }
7247     ],
7248     [
7249     'resist_chaos',
7250     {
7251     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.',
7252     name => 'resist chaos %',
7253     type => 'int'
7254     }
7255     ],
7256     [
7257     'resist_blind',
7258     {
7259     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.',
7260     name => 'resist blinding %',
7261     type => 'int'
7262     }
7263     ],
7264     [
7265     'resist_holyword',
7266     {
7267     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.',
7268     name => 'resist holy power %',
7269     type => 'int'
7270     }
7271     ]
7272     ]
7273 root 1.4 ],
7274     [
7275     'stats',
7276 root 1.7 [
7277     [
7278     'Str',
7279     {
7280     desc => 'The player\'s strentgh will rise/fall by the given value while wearing this weapon.',
7281     name => 'strength',
7282     type => 'int'
7283     }
7284     ],
7285     [
7286     'Dex',
7287     {
7288     desc => 'The player\'s dexterity will rise/fall by the given value while wearing this weapon.',
7289     name => 'dexterity',
7290     type => 'int'
7291     }
7292     ],
7293     [
7294     'Con',
7295     {
7296     desc => 'The player\'s constitution will rise/fall by the given value while wearing this weapon.',
7297     name => 'constitution',
7298     type => 'int'
7299     }
7300     ],
7301     [
7302     'Int',
7303     {
7304     desc => 'The player\'s intelligence will rise/fall by the given value while wearing this weapon.',
7305     name => 'intelligence',
7306     type => 'int'
7307     }
7308     ],
7309     [
7310     'Pow',
7311     {
7312     desc => 'The player\'s power will rise/fall by the given value while wearing this weapon.',
7313     name => 'power',
7314     type => 'int'
7315     }
7316     ],
7317     [
7318     'Wis',
7319     {
7320     desc => 'The player\'s wisdom will rise/fall by the given value while wearing this weapon.',
7321     name => 'wisdom',
7322     type => 'int'
7323     }
7324     ],
7325     [
7326     'Cha',
7327     {
7328     desc => 'The player\'s charisma will rise/fall by the given value while wearing this weapon.',
7329     name => 'charisma',
7330     type => 'int'
7331     }
7332     ]
7333     ]
7334 root 1.4 ],
7335     [
7336     'misc',
7337 root 1.7 [
7338     [
7339     'luck',
7340     {
7341     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.',
7342     name => 'luck bonus',
7343     type => 'int'
7344     }
7345     ],
7346     [
7347     'hp',
7348     {
7349     desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
7350     name => 'health regen.',
7351     type => 'int'
7352     }
7353     ],
7354     [
7355     'sp',
7356     {
7357     desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
7358     name => 'mana regen.',
7359     type => 'int'
7360     }
7361     ],
7362     [
7363     'grace',
7364     {
7365     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!!',
7366     name => 'grace regen.',
7367     type => 'int'
7368     }
7369     ],
7370     [
7371     'food',
7372     {
7373     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.',
7374     name => 'food bonus',
7375     type => 'int'
7376     }
7377     ],
7378     [
7379     'xrays',
7380     {
7381 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.',
7382 root 1.7 name => 'xray vision',
7383     type => 'bool'
7384     }
7385     ],
7386     [
7387     'stealth',
7388     {
7389     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)',
7390     name => 'stealth',
7391     type => 'bool'
7392     }
7393     ],
7394     [
7395     'reflect_spell',
7396     {
7397     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!',
7398     name => 'reflect spells',
7399     type => 'bool'
7400     }
7401     ],
7402     [
7403     'reflect_missile',
7404     {
7405     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.',
7406     name => 'reflect missiles',
7407     type => 'bool'
7408     }
7409     ],
7410     [
7411     'path_attuned',
7412     {
7413     desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this weapon.',
7414     name => 'attuned paths',
7415     type => 'bitmask',
7416     value => $BITMASK{spellpath}
7417     }
7418     ],
7419     [
7420     'path_repelled',
7421     {
7422     desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this weapon.',
7423     name => 'repelled paths',
7424     type => 'bitmask',
7425     value => $BITMASK{spellpath}
7426     }
7427     ],
7428     [
7429     'path_denied',
7430     {
7431     desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this weapon.',
7432     name => 'denied paths',
7433     type => 'bitmask',
7434     value => $BITMASK{spellpath}
7435     }
7436     ]
7437     ]
7438 root 1.4 ]
7439     ],
7440 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.'
7441 root 1.1 }
7442     );
7443    
7444 root 1.3 our %ATTR = (
7445     3 => $TYPE{Rod},
7446     4 => $TYPE{Treasure},
7447     5 => $TYPE{Potion},
7448     6 => $TYPE{Food},
7449     7 => $TYPE{'Poison Food'},
7450     8 => $TYPE{Book},
7451     9 => $TYPE{Clock},
7452     13 => $TYPE{Projectile},
7453     14 => $TYPE{'Shooting Weapon'},
7454     15 => $TYPE{Weapon},
7455     16 => $TYPE{'Brestplate Armour'},
7456     17 => $TYPE{Pedestal},
7457     18 => $TYPE{Altar},
7458     20 => $TYPE{'Locked Door'},
7459     21 => $TYPE{'Special Key'},
7460 root 1.9 23 => $TYPE{Door},
7461     24 => $TYPE{Key},
7462 root 1.8 26 => $TYPE{'Timed Gate'},
7463 root 1.3 27 => $TYPE{'Handle Trigger'},
7464 root 1.9 28 => $TYPE{'Monster (Grimreaper)'},
7465 root 1.3 29 => $TYPE{'Magic Ear'},
7466 root 1.9 30 => $TYPE{'Button Trigger'},
7467 root 1.3 31 => $TYPE{'Altar Trigger'},
7468     33 => $TYPE{Shield},
7469     34 => $TYPE{Helmet},
7470     35 => $TYPE{Horn},
7471     36 => $TYPE{Money},
7472 root 1.9 37 => $TYPE{'Class Changer'},
7473 root 1.3 39 => $TYPE{Amulet},
7474     40 => $TYPE{Mover},
7475     41 => $TYPE{Teleporter},
7476     42 => $TYPE{Creator},
7477     43 => $TYPE{Skill},
7478     51 => $TYPE{Detector},
7479     52 => $TYPE{'Trigger Marker'},
7480     55 => $TYPE{Marker},
7481     56 => $TYPE{'Holy Altar'},
7482     58 => $TYPE{Battleground},
7483     60 => $TYPE{Jewel},
7484     62 => $TYPE{'Magic Wall'},
7485     64 => $TYPE{'Inventory Checker'},
7486     65 => $TYPE{'Mood Floor'},
7487     66 => $TYPE{Exit},
7488     67 => $TYPE{'Floor (Encounter)'},
7489     68 => $TYPE{'Shop Floor'},
7490     69 => $TYPE{'Shop Mat'},
7491     70 => $TYPE{Ring},
7492     72 => $TYPE{Flesh},
7493     73 => $TYPE{Inorganic},
7494     83 => $TYPE{Duplicator},
7495     85 => $TYPE{Spellbook},
7496     87 => $TYPE{Cloak},
7497     88 => $TYPE{'Hazard Floor'},
7498     90 => $TYPE{Spinner},
7499     91 => $TYPE{Gate},
7500     92 => $TYPE{Button},
7501     93 => $TYPE{Handle},
7502     94 => $TYPE{Pit},
7503     95 => $TYPE{Trapdoor},
7504     98 => $TYPE{'Sign & MagicMouth'},
7505     99 => $TYPE{Boots},
7506     100 => $TYPE{Gloves},
7507     101 => $TYPE{Spell},
7508     103 => $TYPE{Converter},
7509     104 => $TYPE{Bracers},
7510     106 => $TYPE{Savebed},
7511     109 => $TYPE{'Wand & Staff'},
7512     110 => $TYPE{Ability},
7513     111 => $TYPE{Scroll},
7514     112 => $TYPE{Director},
7515     113 => $TYPE{Girdle},
7516 root 1.10 116 => $TYPE{'Event Connector'},
7517 root 1.3 122 => $TYPE{Container},
7518     130 => $TYPE{'Skill Scroll'},
7519     138 => $TYPE{Swamp},
7520 elmex 1.27 150 => $TYPE{'Shop Inventory'},
7521 root 1.3 154 => $TYPE{Rune},
7522     155 => $TYPE{Trap},
7523     156 => $TYPE{'Power Crystal'},
7524 root 1.8 158 => $TYPE{Disease},
7525 elmex 1.23 163 => $TYPE{'Item Transformer'},
7526     165 => $TYPE{'Safe ground (CF+)'}
7527 root 1.1 );
7528    
7529 root 1.3 our %TYPENAME = (
7530     0 => '*NONE*',
7531     1 => 'PLAYER',
7532 root 1.9 2 => 'TRANSPORT',
7533 root 1.3 3 => 'ROD',
7534     4 => 'TREASURE',
7535     5 => 'POTION',
7536     6 => 'FOOD',
7537     7 => 'POISON',
7538     8 => 'BOOK',
7539     9 => 'CLOCK',
7540     12 => 'LIGHTNING',
7541     13 => 'ARROW',
7542     14 => 'BOW',
7543     15 => 'WEAPON',
7544     16 => 'ARMOUR',
7545     17 => 'PEDESTAL',
7546     18 => 'ALTAR',
7547     20 => 'LOCKED_DOOR',
7548     21 => 'SPECIAL_KEY',
7549     22 => 'MAP',
7550     23 => 'DOOR',
7551     24 => 'KEY',
7552     26 => 'TIMED_GATE',
7553     27 => 'TRIGGER',
7554     28 => 'GRIMREAPER',
7555     29 => 'MAGIC_EAR',
7556     30 => 'TRIGGER_BUTTON',
7557     31 => 'TRIGGER_ALTAR',
7558     32 => 'TRIGGER_PEDESTAL',
7559     33 => 'SHIELD',
7560     34 => 'HELMET',
7561     35 => 'HORN',
7562     36 => 'MONEY',
7563     37 => 'CLASS',
7564     38 => 'GRAVESTONE',
7565     39 => 'AMULET',
7566     40 => 'PLAYERMOVER',
7567     41 => 'TELEPORTER',
7568     42 => 'CREATOR',
7569     43 => 'SKILL',
7570     44 => 'EXPERIENCE',
7571     45 => 'EARTHWALL',
7572     46 => 'GOLEM',
7573     48 => 'THROWN_OBJ',
7574     49 => 'BLINDNESS',
7575     50 => 'GOD',
7576     51 => 'DETECTOR',
7577     52 => 'TRIGGER_MARKER',
7578     53 => 'DEAD_OBJECT',
7579     54 => 'DRINK',
7580     55 => 'MARKER',
7581     56 => 'HOLY_ALTAR',
7582     57 => 'PLAYER_CHANGER',
7583     58 => 'BATTLEGROUND',
7584     59 => 'PEACEMAKER',
7585     60 => 'GEM',
7586     62 => 'FIREWALL',
7587     63 => 'ANVIL',
7588     64 => 'CHECK_INV',
7589     65 => 'MOOD_FLOOR',
7590     66 => 'EXIT',
7591     67 => 'ENCOUNTER',
7592     68 => 'SHOP_FLOOR',
7593     69 => 'SHOP_MAT',
7594     70 => 'RING',
7595     71 => 'FLOOR',
7596     72 => 'FLESH',
7597     73 => 'INORGANIC',
7598     74 => 'SKILL_TOOL',
7599     75 => 'LIGHTER',
7600     76 => 'TRAP_PART',
7601     77 => 'WALL',
7602     78 => 'LIGHT_SOURCE',
7603     79 => 'MISC_OBJECT',
7604     80 => 'MONSTER',
7605     81 => 'SPAWN_GENERATOR',
7606     82 => 'LAMP',
7607     83 => 'DUPLICATOR',
7608     84 => 'TOOL',
7609     85 => 'SPELLBOOK',
7610     86 => 'BUILDFAC',
7611     87 => 'CLOAK',
7612     90 => 'SPINNER',
7613     91 => 'GATE',
7614     92 => 'BUTTON',
7615     93 => 'CF_HANDLE',
7616     94 => 'HOLE',
7617     95 => 'TRAPDOOR',
7618     98 => 'SIGN',
7619     99 => 'BOOTS',
7620     100 => 'GLOVES',
7621     101 => 'SPELL',
7622     102 => 'SPELL_EFFECT',
7623     103 => 'CONVERTER',
7624     104 => 'BRACERS',
7625     105 => 'POISONING',
7626     106 => 'SAVEBED',
7627     107 => 'POISONCLOUD',
7628     108 => 'FIREHOLES',
7629     109 => 'WAND',
7630     111 => 'SCROLL',
7631     112 => 'DIRECTOR',
7632     113 => 'GIRDLE',
7633     114 => 'FORCE',
7634     115 => 'POTION_EFFECT',
7635 root 1.11 116 => 'EVENT_CONNECTOR',
7636 root 1.3 121 => 'CLOSE_CON',
7637     122 => 'CONTAINER',
7638     123 => 'ARMOUR_IMPROVER',
7639     124 => 'WEAPON_IMPROVER',
7640     130 => 'SKILLSCROLL',
7641     138 => 'DEEP_SWAMP',
7642     139 => 'IDENTIFY_ALTAR',
7643     150 => 'MENU',
7644     154 => 'RUNE',
7645     155 => 'TRAP',
7646     156 => 'POWER_CRYSTAL',
7647     157 => 'CORPSE',
7648     158 => 'DISEASE',
7649     159 => 'SYMPTOM',
7650     160 => 'BUILDER',
7651 root 1.9 161 => 'MATERIAL',
7652     162 => 'GPS',
7653     163 => 'ITEM_TRANSFORMER',
7654     164 => 'QUEST'
7655 root 1.1 );
7656    
7657     our %SPELL = (
7658 root 1.3 0 => 'magic bullet',
7659     1 => 'small fireball',
7660     2 => 'medium fireball',
7661     3 => 'large fireball',
7662     4 => 'burning hands',
7663     5 => 'small lightning',
7664     6 => 'large lightning',
7665     7 => 'magic missile',
7666     8 => 'create bomb',
7667     9 => 'summon golem',
7668     10 => 'summon fire elemental',
7669     11 => 'summon earth elemental',
7670     12 => 'summon water elemental',
7671     13 => 'summon air elemental',
7672     14 => 'dimension door',
7673     15 => 'create earth wall',
7674     16 => 'paralyze',
7675     17 => 'icestorm',
7676     18 => 'magic mapping',
7677     19 => 'turn undead',
7678     20 => 'fear',
7679     21 => 'poison cloud',
7680     22 => 'wonder',
7681     23 => 'destruction',
7682     24 => 'perceive self',
7683     25 => 'word of recall',
7684     26 => 'invisible',
7685     27 => 'invisible to undead',
7686     28 => 'probe',
7687     29 => 'large bullet',
7688     30 => 'improved invisibility',
7689     31 => 'holy word',
7690     32 => 'minor healing',
7691     33 => 'medium healing',
7692     34 => 'major healing',
7693     35 => 'heal',
7694     36 => 'create food',
7695     37 => 'earth to dust',
7696     38 => 'armour',
7697     39 => 'strength',
7698     40 => 'dexterity',
7699     41 => 'constitution',
7700     42 => 'charisma',
7701     43 => 'create fire wall',
7702     44 => 'create frost wall',
7703     45 => 'protection from cold',
7704     46 => 'protection from electricity',
7705     47 => 'protection from fire',
7706     48 => 'protection from poison',
7707     49 => 'protection from slow',
7708     50 => 'protection from paralysis',
7709     51 => 'protection from draining',
7710     52 => 'protection from magic',
7711     53 => 'protection from attack',
7712     54 => 'levitate',
7713     55 => 'small speedball',
7714     56 => 'large speedball',
7715     57 => 'hellfire',
7716     58 => 'dragonbreath',
7717     59 => 'large icestorm',
7718     60 => 'charging',
7719     61 => 'polymorph',
7720     62 => 'cancellation',
7721     63 => 'confusion',
7722     64 => 'mass confusion',
7723     65 => 'summon pet monster',
7724     66 => 'slow',
7725     67 => 'regenerate spellpoints',
7726     68 => 'cure poison',
7727     69 => 'protection from confusion',
7728     70 => 'protection from cancellation',
7729     71 => 'protection from depletion',
7730     72 => 'alchemy',
7731     73 => 'remove curse',
7732     74 => 'remove damnation',
7733     75 => 'identify',
7734     76 => 'detect magic',
7735     77 => 'detect monster',
7736     78 => 'detect evil',
7737     79 => 'detect curse',
7738     80 => 'heroism',
7739     81 => 'aggravation',
7740     82 => 'firebolt',
7741     83 => 'frostbolt',
7742     84 => 'shockwave',
7743     85 => 'color spray',
7744     86 => 'haste',
7745     87 => 'face of death',
7746     88 => 'ball lightning',
7747     89 => 'meteor swarm',
7748     90 => 'comet',
7749     91 => 'mystic fist',
7750     92 => 'raise dead',
7751     93 => 'resurrection',
7752     94 => 'reincarnation',
7753     95 => 'immunity to cold',
7754     96 => 'immunity to electricity',
7755     97 => 'immunity to fire',
7756     98 => 'immunity to poison',
7757     99 => 'immunity to slow',
7758     100 => 'immunity to paralysis',
7759     101 => 'immunity to draining',
7760     102 => 'immunity to magic',
7761     103 => 'immunity to attack',
7762     104 => 'invulnerability',
7763     105 => 'defense',
7764     106 => 'rune of fire',
7765     107 => 'rune of frost',
7766     108 => 'rune of shocking',
7767     109 => 'rune of blasting',
7768     110 => 'rune of death',
7769     111 => 'marking rune',
7770     112 => 'build director',
7771     113 => 'create pool of chaos',
7772     114 => 'build bullet wall',
7773     115 => 'build lightning wall',
7774     116 => 'build fireball wall',
7775     117 => 'magic rune',
7776     118 => 'rune of magic drain',
7777     119 => 'antimagic rune',
7778     120 => 'rune of transferrence',
7779     121 => 'transferrence',
7780     122 => 'magic drain',
7781     123 => 'counterspell',
7782     124 => 'disarm',
7783     125 => 'cure confusion',
7784     126 => 'restoration',
7785     127 => 'summon evil monster',
7786     128 => 'counterwall',
7787     129 => 'cause light wounds',
7788     130 => 'cause medium wounds',
7789     131 => 'cause serious wounds',
7790     132 => 'charm monsters',
7791     133 => 'banishment',
7792     134 => 'create missile',
7793     135 => 'show invisible',
7794     136 => 'xray',
7795     137 => 'pacify',
7796     138 => 'summon fog',
7797     139 => 'steambolt',
7798     140 => 'command undead',
7799     141 => 'holy orb',
7800     142 => 'summon avatar',
7801     143 => 'holy possession',
7802     144 => 'bless',
7803     145 => 'curse',
7804     146 => 'regeneration',
7805     147 => 'consecrate',
7806     148 => 'summon cult monsters',
7807     149 => 'cause critical wounds',
7808     150 => 'holy wrath',
7809     151 => 'retributive strike',
7810     152 => 'finger of death',
7811     153 => 'insect plague',
7812     154 => 'call holy servant',
7813     155 => 'wall of thorns',
7814     156 => 'staff to snake',
7815     157 => 'light',
7816     158 => 'darkness',
7817     159 => 'nightfall',
7818     160 => 'daylight',
7819     161 => 'sunspear',
7820     162 => 'faery fire',
7821     163 => 'cure blindness',
7822     164 => 'dark vision',
7823     165 => 'bullet swarm',
7824     166 => 'bullet storm',
7825     167 => 'cause many wounds',
7826     168 => 'small snowstorm',
7827     169 => 'medium snowstorm',
7828     170 => 'large snowstorm',
7829     171 => 'cure disease',
7830     172 => 'cause red death',
7831     173 => 'cause flu',
7832     174 => 'cause black death',
7833     175 => 'cause leprosy',
7834     176 => 'cause smallpox',
7835     177 => 'cause white death',
7836     178 => 'cause anthrax',
7837     179 => 'cause typhoid',
7838     180 => 'mana blast',
7839     181 => 'small manaball',
7840     182 => 'medium manaball',
7841     183 => 'large manaball',
7842     184 => 'mana bolt',
7843     185 => 'dancing sword',
7844     186 => 'animate weapon',
7845     187 => 'cause cold',
7846     188 => 'divine shock',
7847     189 => 'windstorm',
7848     190 => 'sanctuary',
7849     191 => 'peace',
7850     192 => 'spiderweb',
7851     193 => 'conflict',
7852     194 => 'rage',
7853     195 => 'forked lightning',
7854     196 => 'poison fog',
7855     197 => 'flaming aura',
7856     198 => 'vitriol',
7857     199 => 'vitriol splash',
7858     200 => 'ironwood skin',
7859     201 => 'wrathful eye',
7860     202 => 'town portal',
7861     203 => 'missile swarm',
7862     204 => 'cause rabies',
7863     205 => 'glyph'
7864 root 1.1 );
7865    
7866    
7867     =head1 AUTHOR
7868    
7869     Marc Lehmann <schmorp.de>
7870     http://home.schmorp.de/
7871    
7872     The source files are part of the CFJavaEditor.
7873    
7874     =cut
7875    
7876     1