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Revision: 1.33
Committed: Sun Aug 19 17:18:59 2007 UTC (16 years, 9 months ago) by elmex
Branch: MAIN
CVS Tags: rel-1_0
Changes since 1.32: +576 -217 lines
Log Message:
reengineered the resistancies in the types.xml and gave skill tools
stats and resistancies attributes.

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 elmex 1.33 'stats',
734     [
735     [
736     'Str',
737     {
738     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.',
739     name => 'strength',
740     type => 'int'
741     }
742     ],
743     [
744     'Dex',
745     {
746     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.',
747     name => 'dexterity',
748     type => 'int'
749     }
750     ],
751     [
752     'Con',
753     {
754     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.',
755     name => 'constitution',
756     type => 'int'
757     }
758     ],
759     [
760     'Int',
761     {
762     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.',
763     name => 'intelligence',
764     type => 'int'
765     }
766     ],
767     [
768     'Pow',
769     {
770     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.',
771     name => 'power',
772     type => 'int'
773     }
774     ],
775     [
776     'Wis',
777     {
778     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.',
779     name => 'wisdom',
780     type => 'int'
781     }
782     ],
783     [
784     'Cha',
785     {
786     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.',
787     name => 'charisma',
788     type => 'int'
789     }
790     ]
791     ]
792     ],
793     [
794 root 1.4 'resistance',
795 root 1.7 [
796     [
797     'resist_physical',
798     {
799 elmex 1.33 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!',
800 root 1.7 name => 'resist physical %',
801     type => 'int'
802     }
803     ],
804     [
805     'resist_magic',
806     {
807 elmex 1.33 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!',
808 root 1.7 name => 'resist magic %',
809     type => 'int'
810     }
811     ],
812     [
813     'resist_fire',
814     {
815 elmex 1.33 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!',
816 root 1.7 name => 'resist fire %',
817     type => 'int'
818     }
819     ],
820     [
821     'resist_electricity',
822     {
823 elmex 1.33 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!',
824 root 1.7 name => 'resist electricity %',
825     type => 'int'
826     }
827     ],
828     [
829     'resist_cold',
830     {
831 elmex 1.33 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!',
832 root 1.7 name => 'resist cold %',
833     type => 'int'
834     }
835     ],
836     [
837     'resist_acid',
838     {
839 elmex 1.33 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!',
840 root 1.7 name => 'resist acid %',
841     type => 'int'
842     }
843     ],
844     [
845 elmex 1.33 'resist_confusion',
846 root 1.7 {
847 elmex 1.33 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!',
848     name => 'resist confusion %',
849 root 1.7 type => 'int'
850     }
851     ],
852     [
853     'resist_weaponmagic',
854     {
855 elmex 1.33 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!',
856 root 1.7 name => 'resist weaponmagic %',
857     type => 'int'
858     }
859     ],
860     [
861     'resist_ghosthit',
862     {
863 elmex 1.33 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!',
864 root 1.7 name => 'resist ghosthit %',
865     type => 'int'
866     }
867     ],
868     [
869     'resist_slow',
870     {
871 elmex 1.33 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!',
872 root 1.7 name => 'resist slow %',
873     type => 'int'
874     }
875     ],
876     [
877     'resist_fear',
878     {
879 elmex 1.33 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!',
880 root 1.7 name => 'resist fear %',
881     type => 'int'
882     }
883     ],
884     [
885     'resist_death',
886     {
887 elmex 1.33 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!',
888 root 1.7 name => 'resist death-attack %',
889     type => 'int'
890     }
891     ],
892     [
893     'resist_chaos',
894     {
895 elmex 1.33 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!',
896 root 1.7 name => 'resist chaos %',
897     type => 'int'
898     }
899     ],
900     [
901     'resist_blind',
902     {
903 elmex 1.33 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!',
904 root 1.7 name => 'resist blinding %',
905     type => 'int'
906     }
907     ],
908     [
909     'resist_holyword',
910     {
911 elmex 1.33 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!',
912 root 1.7 name => 'resist holy power %',
913     type => 'int'
914     }
915     ],
916     [
917 elmex 1.33 'resist_godpower',
918 root 1.7 {
919 elmex 1.33 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!',
920     name => 'resist godpower %',
921 root 1.7 type => 'int'
922     }
923     ],
924     [
925 elmex 1.33 'resist_paralyze',
926 root 1.7 {
927 elmex 1.33 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!',
928     name => 'resist paralyze %',
929 root 1.7 type => 'int'
930     }
931     ],
932     [
933 elmex 1.33 'resist_drain',
934 root 1.7 {
935 elmex 1.33 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!',
936     name => 'resist draining %',
937 root 1.7 type => 'int'
938     }
939     ],
940     [
941 elmex 1.33 'resist_deplete',
942 root 1.7 {
943 elmex 1.33 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!',
944     name => 'resist depletion %',
945 root 1.7 type => 'int'
946     }
947     ],
948     [
949 elmex 1.33 'resist_poison',
950 root 1.7 {
951 elmex 1.33 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!',
952     name => 'resist poison %',
953 root 1.7 type => 'int'
954     }
955     ]
956     ]
957     ],
958     [
959     'misc',
960     [
961     [
962     'luck',
963     {
964     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.',
965     name => 'luck bonus',
966     type => 'int'
967     }
968     ],
969     [
970     'hp',
971     {
972     desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
973     name => 'health regen.',
974     type => 'int'
975     }
976     ],
977     [
978     'sp',
979     {
980     desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
981     name => 'mana regen.',
982     type => 'int'
983     }
984     ],
985     [
986     'grace',
987     {
988     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!!',
989     name => 'grace regen.',
990     type => 'int'
991     }
992     ],
993     [
994     'food',
995     {
996     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.',
997     name => 'food bonus',
998     type => 'int'
999     }
1000     ],
1001     [
1002     'xrays',
1003     {
1004 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.',
1005 root 1.7 name => 'xray vision',
1006     type => 'bool'
1007     }
1008     ],
1009     [
1010     'stealth',
1011     {
1012     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)',
1013     name => 'stealth',
1014     type => 'bool'
1015     }
1016     ],
1017     [
1018     'reflect_spell',
1019     {
1020     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!',
1021     name => 'reflect spells',
1022     type => 'bool'
1023     }
1024     ],
1025     [
1026     'reflect_missile',
1027     {
1028     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.',
1029     name => 'reflect missiles',
1030     type => 'bool'
1031     }
1032     ],
1033     [
1034 root 1.14 'move_type',
1035 root 1.7 {
1036 root 1.14 desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
1037     name => 'movement type',
1038 elmex 1.26 type => 'movement_type'
1039 root 1.7 }
1040     ],
1041     [
1042     'path_attuned',
1043     {
1044     desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this item.',
1045     name => 'attuned paths',
1046     type => 'bitmask',
1047     value => $BITMASK{spellpath}
1048     }
1049     ],
1050     [
1051     'path_repelled',
1052     {
1053     desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this item.',
1054     name => 'repelled paths',
1055     type => 'bitmask',
1056     value => $BITMASK{spellpath}
1057     }
1058     ],
1059     [
1060     'path_denied',
1061     {
1062     desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this item.',
1063     name => 'denied paths',
1064     type => 'bitmask',
1065     value => $BITMASK{spellpath}
1066     }
1067     ]
1068     ]
1069     ]
1070     ],
1071     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1072     },
1073     Battleground => {
1074     attr => [
1075     [
1076     'no_pick',
1077     {
1078     type => 'fixed',
1079     value => 1
1080     }
1081     ],
1082     [
1083     'is_floor',
1084 root 1.4 {
1085 root 1.7 type => 'fixed',
1086     value => 1
1087 root 1.4 }
1088     ],
1089     [
1090 root 1.7 'hp',
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 X',
1094     type => 'int'
1095 root 1.4 }
1096     ],
1097     [
1098 root 1.7 'sp',
1099 root 1.4 {
1100 root 1.7 desc => 'The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.',
1101     name => 'destination Y',
1102     type => 'int'
1103 root 1.4 }
1104     ]
1105     ],
1106 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.',
1107     ignore => [
1108     $IGNORE_LIST{non_pickable}
1109     ],
1110 root 1.5 name => 'Battleground',
1111 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.)'
1112     },
1113     Book => {
1114 root 1.7 attr => [
1115     [
1116     'level',
1117     {
1118     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.',
1119     name => 'literacy level',
1120     type => 'int'
1121     }
1122     ],
1123     [
1124     'startequip',
1125     {
1126     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1127     name => 'godgiven item',
1128     type => 'bool'
1129     }
1130     ],
1131     [
1132     'unique',
1133     {
1134     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
1135     name => 'unique item',
1136     type => 'bool'
1137     }
1138     ],
1139     [
1140     'msg',
1141     {
1142     desc => 'This is the text that appears "written" in the book.',
1143     end => 'endmsg',
1144     name => 'book content',
1145     type => 'text'
1146     }
1147 root 1.14 ],
1148     [
1149     'slaying',
1150     {
1151     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)',
1152     name => 'key string',
1153     type => 'string'
1154     }
1155 root 1.7 ]
1156     ],
1157 root 1.5 desc => 'Applying a book, the containing message is displayed to the player.',
1158     name => 'Book'
1159 root 1.1 },
1160 root 1.3 Boots => {
1161 root 1.7 attr => [
1162     [
1163     'exp',
1164     {
1165     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.',
1166     name => 'speed bonus',
1167     type => 'int'
1168     }
1169     ],
1170     [
1171     'magic',
1172     {
1173     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>.',
1174     name => 'magic bonus',
1175     type => 'int'
1176     }
1177     ]
1178     ],
1179 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.',
1180     import => [
1181 root 1.29 'Amulet'
1182 root 1.3 ],
1183 root 1.5 name => 'Boots',
1184 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.'
1185     },
1186     Bracers => {
1187 root 1.7 attr => [
1188     [
1189     'magic',
1190     {
1191     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.',
1192     name => 'magic bonus',
1193     type => 'int'
1194     }
1195     ]
1196     ],
1197 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.',
1198     import => [
1199 root 1.29 'Amulet'
1200 root 1.3 ],
1201 root 1.5 name => 'Bracers',
1202 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.'
1203     },
1204     'Brestplate Armour' => {
1205 root 1.7 attr => [
1206     [
1207     'last_heal',
1208     {
1209     desc => 'This poses a penalty to spell regeneration speed, for wearing the armour. The bigger the spellpoint penalty, the worse.',
1210     name => 'spellpoint penalty',
1211     type => 'int'
1212     }
1213     ],
1214     [
1215     'last_sp',
1216     {
1217     desc => 'Slowdown penalty reduces the player\'s walking speed when wearing the armour. Bigger values are worse - zero is best.',
1218     name => 'slowdown penalty',
1219     type => 'int'
1220     }
1221     ],
1222     [
1223     'magic',
1224     {
1225     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.',
1226     name => 'magic bonus',
1227     type => 'int'
1228     }
1229     ]
1230     ],
1231 root 1.3 desc => 'Wearing an armour, the object\'s stats will directly be inherited to the player. Usually enhancing his defense.',
1232 root 1.7 import => [
1233 root 1.29 'Amulet'
1234 root 1.7 ],
1235     name => 'Brestplate Armour',
1236     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1237     },
1238     Button => {
1239     attr => [
1240     [
1241 root 1.14 'move_on',
1242 root 1.7 {
1243 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
1244     name => 'movement type',
1245 elmex 1.26 type => 'movement_type'
1246 root 1.7 }
1247     ],
1248     [
1249 root 1.14 'move_off',
1250 root 1.7 {
1251 root 1.14 desc => 'Which movement types deactivate this object (e.g. button).',
1252     name => 'movement type',
1253 elmex 1.26 type => 'movement_type'
1254 root 1.7 }
1255     ],
1256     [
1257     'no_pick',
1258     {
1259     type => 'fixed',
1260     value => 1
1261     }
1262     ],
1263     [
1264     'weight',
1265     {
1266     desc => 'The button is pressed (triggered), as soon as <press weigh> gram are placed ontop of it.',
1267     name => 'press weight',
1268 root 1.9 type => 'int'
1269 root 1.7 }
1270     ],
1271     [
1272     'connected',
1273     {
1274     desc => 'Every time the button is pressed or released, all objects with the same <connection> value are activated.',
1275     name => 'connection',
1276     type => 'int'
1277     }
1278     ],
1279     [
1280     'msg',
1281     {
1282     desc => 'This text may describe the item. You can use this message to explain the button\'s purpose to the player.',
1283     end => 'endmsg',
1284     name => 'description',
1285     type => 'text'
1286     }
1287     ]
1288 root 1.3 ],
1289     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.',
1290     ignore => [
1291     $IGNORE_LIST{non_pickable}
1292 root 1.5 ],
1293     name => 'Button'
1294 root 1.3 },
1295 root 1.9 'Button Trigger' => {
1296     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.',
1297     ignore => [
1298     $IGNORE_LIST{non_pickable}
1299     ],
1300     import => [
1301 root 1.29 'Button'
1302 root 1.9 ],
1303     name => 'Button Trigger'
1304     },
1305     'Class Changer' => {
1306     attr => [
1307     [
1308     'randomitems',
1309     {
1310     desc => 'This entry determines which initial items the character receives.',
1311     name => 'class items',
1312     type => 'treasurelist'
1313     }
1314     ]
1315     ],
1316     desc => 'Class changer are used while creating a character.',
1317     ignore => [
1318     $IGNORE_LIST{non_pickable}
1319     ],
1320     name => 'Class Changer',
1321     section => [
1322     [
1323     'stats',
1324     [
1325     [
1326     'Str',
1327     {
1328     desc => 'The player\'s strength will rise by the given value if he chooses this class. (Negative values make strength fall)',
1329     name => 'strength',
1330     type => 'int'
1331     }
1332     ],
1333     [
1334     'Dex',
1335     {
1336     desc => 'The player\'s dexterity will rise by the given value if he chooses this class. (Negative values make dexterity fall)',
1337     name => 'dexterity',
1338     type => 'int'
1339     }
1340     ],
1341     [
1342     'Con',
1343     {
1344     desc => 'The player\'s constitution will rise by the given value if he chooses this class. (Negative values make constitution fall)',
1345     name => 'constitution',
1346     type => 'int'
1347     }
1348     ],
1349     [
1350     'Int',
1351     {
1352     desc => 'The player\'s intelligence will rise by the given value if he chooses this class. (Negative values make intelligence fall)',
1353     name => 'intelligence',
1354     type => 'int'
1355     }
1356     ],
1357     [
1358     'Pow',
1359     {
1360     desc => 'The player\'s power will rise by the given value if he chooses this class. (Negative values make power fall)',
1361     name => 'power',
1362     type => 'int'
1363     }
1364     ],
1365     [
1366     'Wis',
1367     {
1368     desc => 'The player\'s wisdom will rise by the given value if he chooses this class. (Negative values make wisdom fall)',
1369     name => 'wisdom',
1370     type => 'int'
1371     }
1372     ],
1373     [
1374     'Cha',
1375     {
1376     desc => 'The player\'s charisma will rise by the given value if he chooses this class. (Negative values make charisma fall)',
1377     name => 'charisma',
1378     type => 'int'
1379     }
1380     ]
1381     ]
1382     ]
1383     ]
1384     },
1385 root 1.3 Cloak => {
1386 root 1.7 attr => [
1387     [
1388     'magic',
1389     {
1390     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>.',
1391     name => 'magic bonus',
1392     type => 'int'
1393     }
1394     ]
1395     ],
1396 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.',
1397     import => [
1398 root 1.29 'Amulet'
1399 root 1.3 ],
1400 root 1.5 name => 'Cloak',
1401 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.'
1402     },
1403     Clock => {
1404 root 1.7 attr => [
1405     [
1406     'msg',
1407     {
1408     desc => 'This text may describe the item',
1409     end => 'endmsg',
1410     name => 'description',
1411     type => 'text'
1412     }
1413     ]
1414     ],
1415 root 1.5 desc => 'Applying a clock, the time is displayed to the player.',
1416     name => 'Clock'
1417 root 1.1 },
1418 root 1.3 Container => {
1419 root 1.7 attr => [
1420     [
1421     'race',
1422     {
1423     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.',
1424     name => 'container class',
1425     type => 'string'
1426     }
1427     ],
1428     [
1429     'slaying',
1430     {
1431     desc => 'If <key string> is set, only players with a special key of matching <key string> are able to open the container.',
1432     name => 'key string',
1433     type => 'string'
1434     }
1435     ],
1436     [
1437     'container',
1438     {
1439     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.',
1440     name => 'maximum weight',
1441     type => 'int'
1442     }
1443     ],
1444     [
1445     'Str',
1446     {
1447     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.',
1448     name => 'reduce weight %',
1449     type => 'int'
1450     }
1451     ],
1452     [
1453     'is_cauldron',
1454     {
1455     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.',
1456     name => 'alchemy cauldron',
1457     type => 'bool'
1458     }
1459     ],
1460     [
1461     'unique',
1462     {
1463     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.',
1464     name => 'unique item',
1465     type => 'bool'
1466     }
1467     ],
1468     [
1469     'startequip',
1470     {
1471     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1472     name => 'godgiven item',
1473     type => 'bool'
1474     }
1475     ],
1476     [
1477     'other_arch',
1478     {
1479     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.',
1480     name => 'animation arch',
1481     type => 'string'
1482     }
1483     ],
1484     [
1485     'msg',
1486     {
1487     desc => 'This text may contain a description of the container.',
1488     end => 'endmsg',
1489     name => 'description',
1490     type => 'text'
1491     }
1492     ]
1493     ],
1494 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.',
1495 root 1.5 name => 'Container',
1496 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>'
1497     },
1498     Converter => {
1499 root 1.7 attr => [
1500     [
1501     'no_pick',
1502     {
1503     type => 'fixed',
1504     value => 1
1505     }
1506     ],
1507     [
1508     'slaying',
1509     {
1510     desc => '<cost arch> is the name of the archetype the player has to put on the converter, as payment.',
1511     name => 'cost arch',
1512     type => 'string'
1513     }
1514     ],
1515     [
1516     'food',
1517     {
1518     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>.',
1519     name => 'cost number',
1520     type => 'int'
1521     }
1522     ],
1523     [
1524     'other_arch',
1525     {
1526 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.',
1527 root 1.7 name => 'receive arch',
1528     type => 'string'
1529     }
1530     ],
1531     [
1532     'sp',
1533     {
1534     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>.',
1535     name => 'receive number',
1536     type => 'int'
1537     }
1538     ],
1539     [
1540     'msg',
1541     {
1542     desc => 'This text may contain a description of the converter.',
1543     end => 'endmsg',
1544     name => 'description',
1545     type => 'text'
1546     }
1547     ]
1548     ],
1549 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.',
1550     ignore => [
1551     'value',
1552     'nrof',
1553     'name_pl',
1554     'no_pick',
1555     'unpaid',
1556     'title'
1557     ],
1558 root 1.5 name => 'Converter',
1559 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.'
1560     },
1561     Creator => {
1562 root 1.7 attr => [
1563     [
1564     'no_pick',
1565     {
1566     type => 'fixed',
1567     value => 1
1568     }
1569     ],
1570     [
1571     'other_arch',
1572     {
1573 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.',
1574 root 1.7 name => 'create arch',
1575     type => 'string'
1576     }
1577     ],
1578     [
1579     'connected',
1580     {
1581     desc => 'Whenever the connection value is activated, the creator gets triggered.',
1582     name => 'connection',
1583     type => 'int'
1584     }
1585     ],
1586     [
1587 elmex 1.21 'activate_on_push',
1588     {
1589     desc => 'Whether the teleporter should only be activated on push.',
1590     name => 'Activate on push',
1591     type => 'bool'
1592     }
1593     ],
1594     [
1595     'activate_on_release',
1596     {
1597     desc => 'Whether the teleporter should only be activated on release.',
1598     name => 'Activate on release',
1599     type => 'bool'
1600     }
1601     ],
1602     [
1603 root 1.7 'lifesave',
1604     {
1605 root 1.9 desc => 'If <infinit uses> is set, the creator will work infinitely, regardless of the value in <number of uses>.',
1606 root 1.7 name => 'infinit uses',
1607     type => 'bool'
1608     }
1609     ],
1610     [
1611 elmex 1.25 'speed',
1612     {
1613     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.',
1614     name => 'speed',
1615     type => 'float'
1616     }
1617     ],
1618     [
1619 root 1.7 'hp',
1620     {
1621     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).',
1622     name => 'number of uses',
1623     type => 'int'
1624     }
1625     ],
1626     [
1627     'slaying',
1628     {
1629 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.',
1630 root 1.7 name => 'name of creation',
1631     type => 'string'
1632     }
1633     ],
1634     [
1635     'level',
1636     {
1637     desc => 'The created object will be of that level. If zero/unset, the standard level of the archetype is used.',
1638     name => 'level of creation',
1639     type => 'int'
1640     }
1641     ]
1642     ],
1643 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.',
1644 root 1.3 ignore => [
1645     $IGNORE_LIST{system_object}
1646     ],
1647 root 1.5 name => 'Creator',
1648 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.'
1649     },
1650     Detector => {
1651 root 1.7 attr => [
1652     [
1653     'no_pick',
1654     {
1655     type => 'fixed',
1656     value => 1
1657     }
1658     ],
1659     [
1660     'slaying',
1661     {
1662     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.',
1663     name => 'match name',
1664     type => 'string'
1665     }
1666     ],
1667     [
1668     'connected',
1669     {
1670     desc => 'When the detector is triggered, all objects with the same connection value get activated.',
1671     name => 'connection',
1672     type => 'int'
1673     }
1674     ],
1675     [
1676     'speed',
1677     {
1678     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.',
1679     name => 'detection speed',
1680     type => 'float'
1681     }
1682 root 1.17 ],
1683     [
1684     'speed_left',
1685     {
1686     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.',
1687     name => 'speed left',
1688     type => 'float'
1689     }
1690     ],
1691     [
1692     'speed_left',
1693     {
1694     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.',
1695     name => 'speed left',
1696     type => 'float'
1697     }
1698 root 1.7 ]
1699     ],
1700 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.',
1701     ignore => [
1702     $IGNORE_LIST{system_object}
1703     ],
1704 root 1.5 name => 'Detector',
1705 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.'
1706     },
1707     Director => {
1708 root 1.7 attr => [
1709     [
1710     'sp',
1711     {
1712     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).',
1713     name => 'direction',
1714     type => 'list',
1715     value => $LIST{direction}
1716     }
1717     ],
1718     [
1719 root 1.14 'move_on',
1720 root 1.7 {
1721 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
1722     name => 'movement type',
1723 elmex 1.26 type => 'movement_type'
1724 root 1.7 }
1725     ]
1726     ],
1727 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.',
1728     ignore => [
1729     $IGNORE_LIST{non_pickable}
1730     ],
1731 root 1.5 name => 'Director',
1732 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.'
1733     },
1734     Disease => {
1735 root 1.7 attr => [
1736     [
1737     'invisible',
1738     {
1739     type => 'fixed',
1740     value => 1
1741     }
1742     ],
1743     [
1744     'level',
1745     {
1746     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.',
1747     name => 'plaque level',
1748     type => 'int'
1749     }
1750     ],
1751     [
1752     'race',
1753     {
1754     desc => 'The disease will only infect creatures of the specified <race>. "<race> *" means every creature can be infected.',
1755     name => 'infect race',
1756     type => 'string'
1757     }
1758     ],
1759     [
1760     'ac',
1761     {
1762     desc => 'Every time the disease "moves" the severity of the symptoms are increased by <progressiveness>/100. (severity = 1 + (accumlated progression)/100)',
1763     name => 'progressiveness',
1764     type => 'int'
1765     }
1766     ],
1767     [
1768     'msg',
1769     {
1770     desc => 'This text is displayed to the player every time the symptoms strike.',
1771     end => 'endmsg',
1772     name => 'message',
1773     type => 'text'
1774     }
1775     ]
1776     ],
1777 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.',
1778     ignore => [
1779     $IGNORE_LIST{system_object}
1780     ],
1781 root 1.5 name => 'Disease',
1782 root 1.4 section => [
1783     [
1784     'spreading',
1785 root 1.7 [
1786     [
1787     'wc',
1788     {
1789     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.',
1790     name => 'infectiosness',
1791     type => 'int'
1792     }
1793     ],
1794     [
1795     'last_grace',
1796     {
1797     desc => 'The <attenuation> value reduces the diseases\' <infectiosness> everytime it infects someone new. This limits how many generations a disease can propagate.',
1798     name => 'attenuation',
1799     type => 'int'
1800     }
1801     ],
1802     [
1803     'magic',
1804     {
1805     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.',
1806     name => 'infection range',
1807     type => 'int'
1808     }
1809     ],
1810     [
1811     'maxhp',
1812     {
1813     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).',
1814     name => 'persistence',
1815     type => 'int'
1816     }
1817     ],
1818     [
1819     'maxgrace',
1820     {
1821     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.',
1822     name => 'curing duration',
1823     type => 'int'
1824     }
1825     ],
1826     [
1827     'speed',
1828     {
1829     desc => 'The <speed> of the disease determines how fast the disease will "move", thus how fast the symptoms strike the host.',
1830     name => 'moving speed',
1831     type => 'float'
1832     }
1833 root 1.17 ],
1834     [
1835     'speed_left',
1836     {
1837     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.',
1838     name => 'speed left',
1839     type => 'float'
1840     }
1841 root 1.7 ]
1842     ]
1843     ],
1844     [
1845     'symptoms',
1846     [
1847     [
1848     'attacktype',
1849     {
1850     desc => 'The disease will attack the host with the given <attacktype>. Godpower attacktype is commonly used for "unresistable" diseases.',
1851     name => 'attacktype',
1852     type => 'bitmask',
1853     value => $BITMASK{attacktype}
1854     }
1855     ],
1856     [
1857     'dam',
1858     {
1859     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.',
1860     name => 'damage',
1861     type => 'int'
1862     }
1863     ],
1864     [
1865     'other_arch',
1866     {
1867     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.',
1868     name => 'create arch',
1869     type => 'string'
1870     }
1871     ],
1872     [
1873     'last_sp',
1874     {
1875     desc => 'If set, the disease imposes a <slowdown penalty> while being infected. The player\'s speed is reduced by <slowdown penalty> % of normal value.',
1876     name => 'slowdown penalty',
1877     type => 'int'
1878     }
1879     ],
1880     [
1881     'exp',
1882     {
1883     desc => 'When the player manages to cure this disease (with a curing spell), he is awarded with <exp. for curing> experience.',
1884     name => 'exp. for curing',
1885     type => 'int'
1886     }
1887     ],
1888     [
1889     'maxsp',
1890     {
1891     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.',
1892     name => 'mana depletion',
1893     type => 'int'
1894     }
1895     ],
1896     [
1897     'last_eat',
1898     {
1899     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.',
1900     name => 'food depletion',
1901     type => 'int'
1902     }
1903     ],
1904     [
1905     'hp',
1906     {
1907     desc => 'This value increases the player\'s healing rate. Negative values decrease it.',
1908     name => 'health regen.',
1909     type => 'int'
1910     }
1911     ],
1912     [
1913     'sp',
1914     {
1915     desc => 'This value increases the player\'s rate of mana regeneration. Negative values decrease it.',
1916     name => 'mana regen.',
1917     type => 'int'
1918     }
1919     ]
1920     ]
1921     ],
1922     [
1923     'disability',
1924     [
1925     [
1926     'Str',
1927     {
1928     desc => 'The player\'s strength will rise by the given value while being infected. (Negative values make strength fall)',
1929     name => 'strength',
1930     type => 'int'
1931     }
1932     ],
1933     [
1934     'Dex',
1935     {
1936     desc => 'The player\'s dexterity will rise by the given value while being infected. (Negative values make dexterity fall)',
1937     name => 'dexterity',
1938     type => 'int'
1939     }
1940     ],
1941     [
1942     'Con',
1943     {
1944     desc => 'The player\'s constitution will rise by the given value while being infected. (Negative values make constitution fall)',
1945     name => 'constitution',
1946     type => 'int'
1947     }
1948     ],
1949     [
1950     'Int',
1951     {
1952     desc => 'The player\'s intelligence will rise by the given value while being infected. (Negative values make intelligence fall)',
1953     name => 'intelligence',
1954     type => 'int'
1955     }
1956     ],
1957     [
1958     'Pow',
1959     {
1960     desc => 'The player\'s power will rise by the given value while being infected. (Negative values make power fall)',
1961     name => 'power',
1962     type => 'int'
1963     }
1964     ],
1965     [
1966     'Wis',
1967     {
1968     desc => 'The player\'s wisdom will rise by the given value while being infected. (Negative values make wisdom fall)',
1969     name => 'wisdom',
1970     type => 'int'
1971     }
1972     ],
1973     [
1974     'Cha',
1975     {
1976     desc => 'The player\'s charisma will rise by the given value while being infected. (Negative values make charisma fall)',
1977     name => 'charisma',
1978     type => 'int'
1979     }
1980     ]
1981     ]
1982     ]
1983     ],
1984     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.'
1985     },
1986 root 1.9 Door => {
1987     attr => [
1988     [
1989     'no_pick',
1990     {
1991     type => 'fixed',
1992     value => 1
1993     }
1994     ],
1995     [
1996     'alive',
1997     {
1998     type => 'fixed',
1999     value => 1
2000     }
2001     ],
2002     [
2003 root 1.14 'move_block',
2004 root 1.9 {
2005 root 1.14 desc => 'Objects using these movement types cannot move over this space.',
2006     name => 'blocked movement',
2007 elmex 1.26 type => 'movement_type'
2008 root 1.14 }
2009     ],
2010     [
2011     'move_allow',
2012     {
2013     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2014     name => 'allowed movement',
2015 elmex 1.26 type => 'movement_type'
2016 root 1.14 }
2017     ],
2018     [
2019     'move_slow',
2020     {
2021     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2022     name => 'slowed movement',
2023 elmex 1.26 type => 'movement_type'
2024 root 1.14 }
2025     ],
2026     [
2027     'move_slow_penalty',
2028     {
2029     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)',
2030     name => 'slow movement penalty',
2031     type => 'int'
2032 root 1.9 }
2033     ],
2034     [
2035     'hp',
2036     {
2037     desc => 'The more <hitpoints> the door has, the longer it takes to be broken.',
2038     name => 'hitpoints',
2039     type => 'int'
2040     }
2041     ],
2042     [
2043     'ac',
2044     {
2045     desc => 'Doors of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
2046     name => 'armour class',
2047     type => 'int'
2048     }
2049     ],
2050     [
2051     'other_arch',
2052     {
2053     desc => 'This string defines the object that will be created when the door was defeated.',
2054     name => 'drop arch',
2055     type => 'string'
2056     }
2057     ],
2058     [
2059     'randomitems',
2060     {
2061     desc => 'This entry determines what kind of traps will appear in the door.',
2062     name => 'treasurelist',
2063     type => 'treasurelist'
2064     }
2065 root 1.28 ],
2066     [
2067     'treasure_env',
2068     {
2069     desc => 'Set this flag to move treasure items created into the environment (map) instead of putting them into the object.',
2070     name => 'treasure in env',
2071     type => 'bool'
2072     }
2073 root 1.9 ]
2074     ],
2075     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.',
2076     ignore => [
2077     $IGNORE_LIST{non_pickable}
2078     ],
2079     name => 'Door'
2080     },
2081 root 1.7 Duplicator => {
2082     attr => [
2083     [
2084     'other_arch',
2085 root 1.4 {
2086 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.',
2087 root 1.7 name => 'target arch',
2088     type => 'string'
2089 root 1.4 }
2090     ],
2091     [
2092 root 1.7 'level',
2093 root 1.4 {
2094 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.',
2095     name => 'multiply factor',
2096     type => 'int'
2097 root 1.4 }
2098     ],
2099     [
2100 root 1.7 'connected',
2101 root 1.4 {
2102 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!',
2103     name => 'connection',
2104     type => 'int'
2105 root 1.4 }
2106 elmex 1.21 ],
2107     [
2108     'activate_on_push',
2109     {
2110     desc => 'Whether the teleporter should only be activated on push.',
2111     name => 'Activate on push',
2112     type => 'bool'
2113     }
2114     ],
2115     [
2116     'activate_on_release',
2117     {
2118     desc => 'Whether the teleporter should only be activated on release.',
2119     name => 'Activate on release',
2120     type => 'bool'
2121     }
2122 root 1.4 ]
2123     ],
2124 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.',
2125     ignore => [
2126     $IGNORE_LIST{system_object}
2127     ],
2128 root 1.5 name => 'Duplicator',
2129 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%.'
2130     },
2131 root 1.10 'Event Connector' => {
2132     attr => [
2133     [
2134     'subtype',
2135     {
2136     desc => 'The type of event that triggers a notify to the plug-in.',
2137     name => 'event type',
2138     type => 'list',
2139     value => $LIST{event_type}
2140     }
2141     ],
2142     [
2143     'title',
2144     {
2145     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.',
2146     name => 'plug-in',
2147 root 1.11 type => 'string'
2148 root 1.10 }
2149     ],
2150     [
2151     'slaying',
2152     {
2153     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.',
2154     name => 'extension',
2155 root 1.11 type => 'string'
2156 root 1.10 }
2157     ],
2158     [
2159     'name',
2160     {
2161     desc => 'A string that is passed unaltered to the extension above. Often used to pass options to the extension that alter its behaviour.',
2162     name => 'options',
2163 root 1.11 type => 'string'
2164 root 1.10 }
2165     ]
2166     ],
2167     desc => 'Event connectors link specific events that happen to objects to a crossfire plug-in.',
2168     name => 'Event Connector'
2169     },
2170 root 1.3 Exit => {
2171 root 1.7 attr => [
2172     [
2173     'slaying',
2174     {
2175     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".',
2176     name => 'exit path',
2177     type => 'string'
2178     }
2179     ],
2180     [
2181     'hp',
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 X',
2185     type => 'int'
2186     }
2187     ],
2188     [
2189     'sp',
2190     {
2191     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.',
2192     name => 'destination Y',
2193     type => 'int'
2194     }
2195     ],
2196     [
2197 root 1.14 'move_on',
2198 root 1.7 {
2199 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2200     name => 'movement type',
2201 elmex 1.26 type => 'movement_type'
2202 root 1.7 }
2203     ],
2204     [
2205     'msg',
2206     {
2207     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. =)',
2208     end => 'endmsg',
2209     name => 'exit message',
2210     type => 'text'
2211     }
2212     ],
2213     [
2214 root 1.30 'damned',
2215 root 1.7 {
2216 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.',
2217 root 1.30 name => 'set savebed',
2218 root 1.7 type => 'bool'
2219     }
2220     ]
2221     ],
2222 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.',
2223     ignore => [
2224     $IGNORE_LIST{non_pickable}
2225     ],
2226 root 1.5 name => 'Exit',
2227 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.'
2228     },
2229     Flesh => {
2230 root 1.7 attr => [
2231     [
2232     'food',
2233     {
2234     desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2235     name => 'foodpoints',
2236     type => 'int'
2237     }
2238     ],
2239     [
2240     'level',
2241     {
2242     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.',
2243     name => 'flesh level',
2244     type => 'int'
2245     }
2246     ],
2247     [
2248     'startequip',
2249     {
2250     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2251     name => 'godgiven item',
2252     type => 'bool'
2253     }
2254     ],
2255     [
2256     'msg',
2257     {
2258     desc => 'This text may describe the item.',
2259     end => 'endmsg',
2260     name => 'description',
2261     type => 'text'
2262     }
2263     ]
2264     ],
2265 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.',
2266 root 1.5 name => 'Flesh',
2267 root 1.4 section => [
2268     [
2269     'resistance',
2270 root 1.7 [
2271     [
2272     'resist_physical',
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 physical %',
2276     type => 'int'
2277     }
2278     ],
2279     [
2280     'resist_magic',
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 magic %',
2284     type => 'int'
2285     }
2286     ],
2287     [
2288     'resist_fire',
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 fire %',
2292     type => 'int'
2293     }
2294     ],
2295     [
2296     'resist_electricity',
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 electricity %',
2300     type => 'int'
2301     }
2302     ],
2303     [
2304     'resist_cold',
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 cold %',
2308     type => 'int'
2309     }
2310     ],
2311     [
2312     'resist_confusion',
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 confusion %',
2316     type => 'int'
2317     }
2318     ],
2319     [
2320     'resist_acid',
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 acid %',
2324     type => 'int'
2325     }
2326     ],
2327     [
2328     'resist_drain',
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 draining %',
2332     type => 'int'
2333     }
2334     ],
2335     [
2336     'resist_weaponmagic',
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 weaponmagic %',
2340     type => 'int'
2341     }
2342     ],
2343     [
2344     'resist_ghosthit',
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 ghosthit %',
2348     type => 'int'
2349     }
2350     ],
2351     [
2352     'resist_poison',
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 poison %',
2356     type => 'int'
2357     }
2358     ],
2359     [
2360     'resist_slow',
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 slow %',
2364     type => 'int'
2365     }
2366     ],
2367     [
2368     'resist_paralyze',
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 paralyze %',
2372     type => 'int'
2373     }
2374     ],
2375     [
2376     'resist_fear',
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 fear %',
2380     type => 'int'
2381     }
2382     ],
2383     [
2384     'resist_deplete',
2385     {
2386     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2387     name => 'resist depletion %',
2388     type => 'int'
2389     }
2390     ],
2391     [
2392     'resist_death',
2393     {
2394 elmex 1.33 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 root 1.7 name => 'resist death-attack %',
2396     type => 'int'
2397     }
2398     ],
2399     [
2400     'resist_chaos',
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 chaos %',
2404     type => 'int'
2405     }
2406     ],
2407     [
2408     'resist_blind',
2409     {
2410     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.',
2411     name => 'resist blinding %',
2412     type => 'int'
2413     }
2414     ]
2415     ]
2416 root 1.4 ]
2417     ],
2418 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.'
2419     },
2420     Floor => {
2421 root 1.7 attr => [
2422     [
2423     'is_floor',
2424     {
2425     type => 'fixed',
2426     value => 1
2427     }
2428     ],
2429     [
2430     'no_pick',
2431     {
2432     type => 'fixed',
2433     value => 1
2434     }
2435     ],
2436     [
2437     'no_magic',
2438     {
2439     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2440     name => 'no spells',
2441     type => 'bool'
2442     }
2443     ],
2444     [
2445     'damned',
2446     {
2447     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2448     name => 'no prayers',
2449     type => 'bool'
2450     }
2451     ],
2452     [
2453     'unique',
2454     {
2455     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>.',
2456     name => 'unique map',
2457     type => 'bool'
2458     }
2459     ],
2460     [
2461     'msg',
2462     {
2463     desc => 'This text may describe the object.',
2464     end => 'endmsg',
2465     name => 'description',
2466     type => 'text'
2467     }
2468     ]
2469     ],
2470 root 1.3 desc => 'Floor is a very basic thing whithout too much functionality. It\'s a floor - you stand on it.',
2471     ignore => [
2472     $IGNORE_LIST{non_pickable}
2473     ],
2474 root 1.5 name => 'Floor',
2475 root 1.4 section => [
2476     [
2477     'terrain',
2478 root 1.7 [
2479     [
2480 root 1.14 'move_block',
2481     {
2482     desc => 'Objects using these movement types cannot move over this space.',
2483     name => 'blocked movement',
2484 elmex 1.26 type => 'movement_type'
2485 root 1.14 }
2486     ],
2487     [
2488     'move_allow',
2489     {
2490     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2491     name => 'allowed movement',
2492 elmex 1.26 type => 'movement_type'
2493 root 1.14 }
2494     ],
2495     [
2496     'move_slow',
2497     {
2498     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2499     name => 'slowed movement',
2500 elmex 1.26 type => 'movement_type'
2501 root 1.14 }
2502     ],
2503     [
2504     'move_slow_penalty',
2505 root 1.7 {
2506 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)',
2507     name => 'slow movement penalty',
2508 root 1.7 type => 'int'
2509     }
2510     ],
2511     [
2512     'is_wooded',
2513     {
2514     desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2515     name => 'wooded terrain',
2516     type => 'bool'
2517     }
2518     ],
2519     [
2520     'is_hilly',
2521     {
2522     desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2523     name => 'hilly terrain',
2524     type => 'bool'
2525     }
2526     ]
2527     ]
2528 root 1.4 ]
2529     ]
2530 root 1.3 },
2531     'Floor (Encounter)' => {
2532 root 1.7 attr => [
2533     [
2534     'is_floor',
2535     {
2536     type => 'fixed',
2537     value => 1
2538     }
2539     ],
2540     [
2541     'no_pick',
2542     {
2543     type => 'fixed',
2544     value => 1
2545     }
2546     ],
2547     [
2548     'no_magic',
2549     {
2550     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2551     name => 'no spells',
2552     type => 'bool'
2553     }
2554     ],
2555     [
2556     'damned',
2557     {
2558     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2559     name => 'no prayers',
2560     type => 'bool'
2561     }
2562     ],
2563     [
2564     'unique',
2565     {
2566     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>.',
2567     name => 'unique map',
2568     type => 'bool'
2569     }
2570     ],
2571     [
2572     'msg',
2573     {
2574     desc => 'This text may describe the object.',
2575     end => 'endmsg',
2576     name => 'description',
2577     type => 'text'
2578     }
2579     ]
2580     ],
2581 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.',
2582     ignore => [
2583     $IGNORE_LIST{non_pickable}
2584 root 1.4 ],
2585 root 1.5 name => 'Floor (Encounter)',
2586 root 1.4 section => [
2587     [
2588     'terrain',
2589 root 1.7 [
2590     [
2591 root 1.14 'move_block',
2592     {
2593     desc => 'Objects using these movement types cannot move over this space.',
2594     name => 'blocked movement',
2595 elmex 1.26 type => 'movement_type'
2596 root 1.14 }
2597     ],
2598     [
2599     'move_allow',
2600 root 1.7 {
2601 root 1.14 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2602     name => 'allowed movement',
2603 elmex 1.26 type => 'movement_type'
2604 root 1.14 }
2605     ],
2606     [
2607     'move_slow',
2608     {
2609     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2610     name => 'slowed movement',
2611 elmex 1.26 type => 'movement_type'
2612 root 1.14 }
2613     ],
2614     [
2615     'move_slow_penalty',
2616     {
2617     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)',
2618     name => 'slow movement penalty',
2619 root 1.7 type => 'int'
2620     }
2621     ],
2622     [
2623     'is_wooded',
2624     {
2625     desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2626     name => 'wooded terrain',
2627     type => 'bool'
2628     }
2629     ],
2630     [
2631     'is_hilly',
2632     {
2633     desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2634     name => 'hilly terrain',
2635     type => 'bool'
2636     }
2637     ]
2638     ]
2639 root 1.4 ]
2640 root 1.3 ]
2641     },
2642     Food => {
2643 root 1.7 attr => [
2644     [
2645     'food',
2646     {
2647     desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2648     name => 'foodpoints',
2649     type => 'int'
2650     }
2651     ],
2652     [
2653     'startequip',
2654     {
2655     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2656     name => 'godgiven item',
2657     type => 'bool'
2658     }
2659     ]
2660     ],
2661 root 1.5 desc => 'By eating/drinking food-objects, the player can fill his stomache and gain a little health.',
2662     name => 'Food'
2663 root 1.1 },
2664 root 1.3 Gate => {
2665 root 1.7 attr => [
2666     [
2667     'no_pick',
2668     {
2669     type => 'fixed',
2670     value => 1
2671     }
2672     ],
2673     [
2674 elmex 1.20 'speed',
2675     {
2676     desc => 'The speed of the gate affects how fast it is closing/opening.',
2677     type => 'float'
2678     }
2679     ],
2680     [
2681 root 1.7 'connected',
2682     {
2683     desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
2684     name => 'connection',
2685     type => 'int'
2686     }
2687     ],
2688     [
2689     'wc',
2690     {
2691     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.',
2692     name => 'position state',
2693     type => 'int'
2694     }
2695     ],
2696     [
2697 root 1.14 'move_block',
2698     {
2699     desc => 'Objects using these movement types cannot move over this space.',
2700     name => 'blocked movement',
2701 elmex 1.26 type => 'movement_type'
2702 root 1.14 }
2703     ],
2704     [
2705     'move_allow',
2706     {
2707     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2708     name => 'allowed movement',
2709 elmex 1.26 type => 'movement_type'
2710 root 1.14 }
2711     ],
2712     [
2713     'move_slow',
2714 root 1.7 {
2715 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2716     name => 'slowed movement',
2717 elmex 1.26 type => 'movement_type'
2718 root 1.14 }
2719     ],
2720     [
2721     'move_slow_penalty',
2722     {
2723     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)',
2724     name => 'slow movement penalty',
2725     type => 'int'
2726 root 1.7 }
2727     ],
2728     [
2729     'no_magic',
2730     {
2731     desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
2732     name => 'restrict spells',
2733     type => 'bool'
2734     }
2735     ],
2736     [
2737     'damned',
2738     {
2739     desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
2740     name => 'restrict prayers',
2741     type => 'bool'
2742     }
2743     ]
2744     ],
2745 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.',
2746     ignore => [
2747     $IGNORE_LIST{non_pickable}
2748     ],
2749 root 1.5 name => 'Gate',
2750 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".'
2751     },
2752     Girdle => {
2753 root 1.7 attr => [
2754     [
2755     'magic',
2756     {
2757     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.',
2758     name => 'magic bonus',
2759     type => 'int'
2760     }
2761     ]
2762     ],
2763     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.',
2764     import => [
2765 root 1.29 'Amulet'
2766 root 1.7 ],
2767     name => 'Girdle',
2768     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2769     },
2770     Gloves => {
2771     attr => [
2772     [
2773     'magic',
2774     {
2775     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.',
2776     name => 'magic bonus',
2777     type => 'int'
2778     }
2779     ]
2780     ],
2781     desc => 'Wearing gloves, the object\'s stats will directly be inherited to the player. Gloves can add defense or damage bonuses.',
2782     import => [
2783 root 1.29 'Amulet'
2784 root 1.7 ],
2785     name => 'Gloves',
2786     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2787     },
2788     Handle => {
2789     attr => [
2790     [
2791     'no_pick',
2792     {
2793     type => 'fixed',
2794     value => 1
2795     }
2796     ],
2797     [
2798     'connected',
2799     {
2800     desc => 'Every time the handle is applied, all objects with the same <connection> value are activated.',
2801     name => 'connection',
2802     type => 'int'
2803     }
2804     ],
2805     [
2806     'msg',
2807     {
2808     desc => 'This text may describe the item. You can use this message to explain the handle\'s purpose to the player.',
2809     end => 'endmsg',
2810     name => 'description',
2811     type => 'text'
2812     }
2813     ]
2814     ],
2815     desc => 'A handle can be applied by players and (certain) monsters. Every time it is applied, the &lt;connection&gt; value is triggered.',
2816     ignore => [
2817     $IGNORE_LIST{non_pickable}
2818     ],
2819     name => 'Handle',
2820     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.'
2821     },
2822     'Handle Trigger' => {
2823     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.',
2824     ignore => [
2825     $IGNORE_LIST{non_pickable}
2826     ],
2827     import => [
2828 root 1.29 'Handle'
2829 root 1.7 ],
2830     name => 'Handle Trigger',
2831     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.'
2832     },
2833     'Hazard Floor' => {
2834     attr => [
2835     [
2836     'is_floor',
2837     {
2838     type => 'fixed',
2839     value => 1
2840     }
2841     ],
2842     [
2843     'lifesave',
2844     {
2845     type => 'fixed',
2846     value => 1
2847     }
2848     ],
2849     [
2850 root 1.14 'move_on',
2851 root 1.7 {
2852 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2853     name => 'movement type',
2854 elmex 1.26 type => 'movement_type'
2855 root 1.7 }
2856     ],
2857     [
2858     'no_pick',
2859     {
2860     type => 'fixed',
2861     value => 1
2862     }
2863     ],
2864     [
2865     'attacktype',
2866     {
2867     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.',
2868     name => 'attacktype',
2869     type => 'bitmask',
2870     value => $BITMASK{attacktype}
2871     }
2872     ],
2873     [
2874     'dam',
2875     {
2876     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.',
2877     name => 'base damage',
2878     type => 'int'
2879     }
2880     ],
2881     [
2882     'wc',
2883     {
2884     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.',
2885     name => 'weaponclass',
2886     type => 'int'
2887     }
2888     ],
2889     [
2890     'level',
2891     {
2892     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.',
2893     name => 'attack level',
2894     type => 'int'
2895     }
2896     ],
2897     [
2898     'no_magic',
2899     {
2900     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2901     name => 'no spells',
2902     type => 'bool'
2903     }
2904     ],
2905     [
2906     'damned',
2907     {
2908     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2909     name => 'no prayers',
2910     type => 'bool'
2911     }
2912     ],
2913     [
2914     'unique',
2915     {
2916     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>.',
2917     name => 'unique map',
2918     type => 'bool'
2919     }
2920     ]
2921 root 1.3 ],
2922     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.',
2923     ignore => [
2924     $IGNORE_LIST{non_pickable}
2925     ],
2926 root 1.5 name => 'Hazard Floor',
2927 root 1.4 section => [
2928     [
2929     'terrain',
2930 root 1.7 [
2931     [
2932 root 1.14 'move_block',
2933     {
2934     desc => 'Objects using these movement types cannot move over this space.',
2935     name => 'blocked movement',
2936 elmex 1.26 type => 'movement_type'
2937 root 1.14 }
2938     ],
2939     [
2940     'move_allow',
2941 root 1.7 {
2942 root 1.14 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2943     name => 'allowed movement',
2944 elmex 1.26 type => 'movement_type'
2945 root 1.14 }
2946     ],
2947     [
2948     'move_slow',
2949     {
2950     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2951     name => 'slowed movement',
2952 elmex 1.26 type => 'movement_type'
2953 root 1.14 }
2954     ],
2955     [
2956     'move_slow_penalty',
2957     {
2958     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)',
2959     name => 'slow movement penalty',
2960 root 1.7 type => 'int'
2961     }
2962     ],
2963     [
2964     'is_wooded',
2965     {
2966     desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2967     name => 'wooded terrain',
2968     type => 'bool'
2969     }
2970     ],
2971     [
2972     'is_hilly',
2973     {
2974     desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2975     name => 'hilly terrain',
2976     type => 'bool'
2977     }
2978     ]
2979     ]
2980 root 1.4 ]
2981     ],
2982 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.'
2983     },
2984     Helmet => {
2985 root 1.7 attr => [
2986     [
2987     'magic',
2988     {
2989     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>.',
2990     name => 'magic bonus',
2991     type => 'int'
2992     }
2993     ]
2994     ],
2995 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.',
2996     import => [
2997 root 1.29 'Amulet'
2998 root 1.3 ],
2999 root 1.5 name => 'Helmet',
3000 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.'
3001     },
3002     'Holy Altar' => {
3003 root 1.7 attr => [
3004     [
3005     'no_pick',
3006     {
3007     type => 'fixed',
3008     value => 1
3009     }
3010     ],
3011     [
3012     'other_arch',
3013     {
3014     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.',
3015     name => 'god name',
3016     type => 'string'
3017     }
3018     ],
3019     [
3020     'level',
3021     {
3022 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.',
3023 root 1.7 name => 'reconsecrate level',
3024     type => 'int'
3025     }
3026     ]
3027     ],
3028 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.',
3029     ignore => [
3030     $IGNORE_LIST{non_pickable}
3031 root 1.5 ],
3032     name => 'Holy Altar'
3033 root 1.3 },
3034     Horn => {
3035 root 1.7 attr => [
3036     [
3037     'sp',
3038     {
3039     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!',
3040     name => 'spell',
3041     type => 'spell'
3042     }
3043     ],
3044     [
3045     'level',
3046     {
3047     desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should not be set too high.',
3048     name => 'casting level',
3049     type => 'int'
3050     }
3051     ],
3052     [
3053     'hp',
3054     {
3055     desc => 'This value represents the initial amount of spellpoints in the horn. Naturally, this is quite unimportant.',
3056     name => 'initial spellpoints',
3057     type => 'int'
3058     }
3059     ],
3060     [
3061     'maxhp',
3062     {
3063     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.',
3064     name => 'max. spellpoints',
3065     type => 'int'
3066     }
3067     ],
3068     [
3069     'startequip',
3070     {
3071     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3072     name => 'godgiven item',
3073     type => 'bool'
3074     }
3075     ],
3076     [
3077     'msg',
3078     {
3079     desc => 'This text may contain a description of the horn.',
3080     end => 'endmsg',
3081     name => 'description',
3082     type => 'text'
3083     }
3084     ]
3085     ],
3086 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.',
3087     ignore => [
3088     'title'
3089     ],
3090 root 1.5 name => 'Horn',
3091 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.'
3092     },
3093     Inorganic => {
3094 root 1.7 attr => [
3095     [
3096     'is_dust',
3097     {
3098     name => 'is dust',
3099     type => 'bool'
3100     }
3101     ]
3102     ],
3103 root 1.4 desc => 'Inorganic materials are generally used as ingredients for alchemical receipes. By themselves, they have no special functionalities.',
3104 root 1.5 name => 'Inorganic',
3105 root 1.4 section => [
3106     [
3107     'resistance',
3108 root 1.7 [
3109     [
3110     'resist_physical',
3111     {
3112     name => 'resist physical %',
3113     type => 'int'
3114     }
3115     ],
3116     [
3117     'resist_magic',
3118     {
3119     name => 'resist magic %',
3120     type => 'int'
3121     }
3122     ],
3123     [
3124     'resist_fire',
3125     {
3126     name => 'resist fire %',
3127     type => 'int'
3128     }
3129     ],
3130     [
3131     'resist_electricity',
3132     {
3133     name => 'resist electricity %',
3134     type => 'int'
3135     }
3136     ],
3137     [
3138     'resist_cold',
3139     {
3140     name => 'resist cold %',
3141     type => 'int'
3142     }
3143     ],
3144     [
3145 elmex 1.33 'resist_confusion',
3146     {
3147     name => 'resist confusion %',
3148     type => 'int'
3149     }
3150     ],
3151     [
3152 root 1.7 'resist_acid',
3153     {
3154     name => 'resist acid %',
3155     type => 'int'
3156     }
3157     ],
3158     [
3159 elmex 1.33 'resist_drain',
3160     {
3161     name => 'resist draining %',
3162     type => 'int'
3163     }
3164     ],
3165     [
3166 root 1.7 'resist_weaponmagic',
3167     {
3168     name => 'resist weaponmagic %',
3169     type => 'int'
3170     }
3171     ],
3172     [
3173     'resist_ghosthit',
3174     {
3175     name => 'resist ghosthit %',
3176     type => 'int'
3177     }
3178     ],
3179     [
3180     'resist_poison',
3181     {
3182     name => 'resist poison %',
3183     type => 'int'
3184     }
3185     ],
3186     [
3187 elmex 1.33 'resist_slow',
3188     {
3189     name => 'resist slow %',
3190     type => 'int'
3191     }
3192     ],
3193     [
3194     'resist_paralyze',
3195     {
3196     name => 'resist paralyze %',
3197     type => 'int'
3198     }
3199     ],
3200     [
3201     'resist_fear',
3202     {
3203     name => 'resist fear %',
3204     type => 'int'
3205     }
3206     ],
3207     [
3208     'resist_deplete',
3209     {
3210     name => 'resist depletion %',
3211     type => 'int'
3212     }
3213     ],
3214     [
3215 root 1.7 'resist_death',
3216     {
3217     name => 'resist death-attack %',
3218     type => 'int'
3219     }
3220     ],
3221     [
3222     'resist_chaos',
3223     {
3224     name => 'resist chaos %',
3225     type => 'int'
3226     }
3227     ],
3228     [
3229 elmex 1.33 'resist_blind',
3230     {
3231     name => 'resist blinding %',
3232     type => 'int'
3233     }
3234     ],
3235     [
3236 root 1.7 'resist_holyword',
3237     {
3238     name => 'resist holy power %',
3239     type => 'int'
3240     }
3241 elmex 1.33 ],
3242     [
3243     'resist_godpower',
3244     {
3245     name => 'resist godpower %',
3246     type => 'int'
3247     }
3248 root 1.7 ]
3249     ]
3250 root 1.4 ]
3251     ]
3252 root 1.1 },
3253 root 1.3 'Inventory Checker' => {
3254 root 1.7 attr => [
3255     [
3256     'no_pick',
3257     {
3258     type => 'fixed',
3259     value => 1
3260     }
3261     ],
3262     [
3263     'slaying',
3264     {
3265     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.',
3266     name => 'match key string',
3267     type => 'string'
3268     }
3269     ],
3270     [
3271     'race',
3272     {
3273     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>.',
3274     name => 'match arch name',
3275     type => 'string'
3276     }
3277     ],
3278     [
3279     'hp',
3280     {
3281     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. ;)',
3282     name => 'match type',
3283     type => 'int'
3284     }
3285     ],
3286     [
3287     'last_sp',
3288     {
3289     desc => 'Enabled means having that object is a match. Disabled means not having that object is a match.',
3290     name => 'match = having',
3291     type => 'bool'
3292     }
3293     ],
3294     [
3295     'connected',
3296     {
3297     desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
3298     name => 'connection',
3299     type => 'int'
3300     }
3301     ],
3302     [
3303 root 1.14 'move_block',
3304 root 1.7 {
3305 root 1.14 desc => 'Objects using these movement types cannot move over this space.',
3306     name => 'blocked movement',
3307 elmex 1.26 type => 'movement_type'
3308 root 1.14 }
3309     ],
3310     [
3311     'move_allow',
3312     {
3313     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3314     name => 'allowed movement',
3315 elmex 1.26 type => 'movement_type'
3316 root 1.14 }
3317     ],
3318     [
3319     'move_slow',
3320     {
3321     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3322     name => 'slowed movement',
3323 elmex 1.26 type => 'movement_type'
3324 root 1.14 }
3325     ],
3326     [
3327     'move_slow_penalty',
3328     {
3329     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)',
3330     name => 'slow movement penalty',
3331     type => 'int'
3332 root 1.7 }
3333     ],
3334     [
3335     'last_heal',
3336     {
3337     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!',
3338     name => 'remove match',
3339     type => 'bool'
3340     }
3341     ]
3342     ],
3343 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.',
3344 root 1.3 ignore => [
3345     $IGNORE_LIST{system_object}
3346     ],
3347 root 1.5 name => 'Inventory Checker',
3348 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.'
3349     },
3350 root 1.8 'Item Transformer' => {
3351     attr => [
3352     [
3353     'food',
3354     {
3355     desc => '<number of uses> controls how many times the item transformer can be used. The value 0 means "unlimited"',
3356     name => 'number of uses',
3357     type => 'int'
3358     }
3359     ],
3360     [
3361     'slaying',
3362     {
3363     desc => 'Contains the verb that is used to construct a message to the player applying the item transformer.',
3364     name => 'verb',
3365     type => 'string'
3366     }
3367     ],
3368     [
3369     'startequip',
3370     {
3371     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3372     name => 'godgiven item',
3373     type => 'bool'
3374     }
3375     ],
3376     [
3377     'msg',
3378     {
3379     desc => 'This text may contain a description of the item transformer.',
3380     end => 'endmsg',
3381     name => 'description',
3382     type => 'text'
3383     }
3384     ]
3385     ],
3386     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.',
3387     name => 'Item Transformer',
3388     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\'.'
3389     },
3390 root 1.3 Jewel => {
3391 root 1.7 attr => [
3392     [
3393     'race',
3394     {
3395     type => 'fixed',
3396     value => 'gold and jewels'
3397     }
3398     ],
3399     [
3400     'msg',
3401     {
3402     desc => 'This text may describe the object.',
3403     end => 'endmsg',
3404     name => 'description',
3405     type => 'text'
3406     }
3407     ]
3408     ],
3409 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.',
3410     name => 'Jewel'
3411 root 1.1 },
3412 root 1.9 Key => {
3413     attr => [
3414     [
3415     'startequip',
3416     {
3417     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3418     name => 'godgiven item',
3419     type => 'bool'
3420     }
3421     ]
3422     ],
3423     desc => 'When carrying a key, a normal door can be opened. The key will disappear.',
3424     name => 'Key'
3425     },
3426 root 1.3 'Locked Door' => {
3427 root 1.7 attr => [
3428     [
3429 root 1.14 'move_type',
3430 root 1.7 {
3431     type => 'fixed',
3432 root 1.14 value => 0
3433 root 1.7 }
3434     ],
3435     [
3436     'no_pick',
3437     {
3438     type => 'fixed',
3439     value => 1
3440     }
3441     ],
3442     [
3443     'slaying',
3444     {
3445     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".',
3446     name => 'key string',
3447     type => 'string'
3448     }
3449     ],
3450     [
3451     'no_magic',
3452     {
3453     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).',
3454     name => 'restrict spells',
3455     type => 'bool'
3456     }
3457     ],
3458     [
3459     'damned',
3460     {
3461     desc => 'Restricting the use of prayers to pass this door. This should be set in most cases.',
3462     name => 'restrict prayers',
3463     type => 'bool'
3464     }
3465     ],
3466     [
3467     'msg',
3468     {
3469     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.',
3470     end => 'endmsg',
3471     name => 'lock message',
3472     type => 'text'
3473     }
3474     ]
3475     ],
3476     desc => 'A locked door can be opened only when carrying the appropriate special key.',
3477     ignore => [
3478     $IGNORE_LIST{non_pickable}
3479     ],
3480     name => 'Locked Door',
3481     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).'
3482     },
3483     'Magic Ear' => {
3484     attr => [
3485     [
3486     'no_pick',
3487     {
3488     type => 'fixed',
3489     value => 1
3490     }
3491     ],
3492     [
3493     'connected',
3494     {
3495     desc => 'The Magic_ear will trigger all objects with the same connection value, every time it is activated.',
3496     name => 'connection',
3497     type => 'int'
3498     }
3499     ],
3500     [
3501     'msg',
3502     {
3503     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!',
3504     end => 'endmsg',
3505     name => 'keyword-matching',
3506     type => 'text'
3507     }
3508     ]
3509     ],
3510     desc => 'Magic_ears trigger a connected value when the player speaks a specific keyword.',
3511     ignore => [
3512     $IGNORE_LIST{system_object}
3513     ],
3514     name => 'Magic Ear',
3515     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.'
3516     },
3517     'Magic Wall' => {
3518     attr => [
3519     [
3520     'dam',
3521     {
3522     desc => 'The magic wall will cast this <spell>.',
3523     name => 'spell',
3524     type => 'spell'
3525     }
3526     ],
3527     [
3528     'level',
3529     {
3530     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.',
3531     name => 'spell level',
3532     type => 'int'
3533     }
3534     ],
3535     [
3536     'connected',
3537     {
3538     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.',
3539     name => 'connection',
3540     type => 'int'
3541     }
3542     ],
3543     [
3544 elmex 1.21 'activate_on_push',
3545     {
3546     desc => 'Whether the teleporter should only be activated on push.',
3547     name => 'Activate on push',
3548     type => 'bool'
3549     }
3550     ],
3551     [
3552     'activate_on_release',
3553     {
3554     desc => 'Whether the teleporter should only be activated on release.',
3555     name => 'Activate on release',
3556     type => 'bool'
3557     }
3558     ],
3559     [
3560 root 1.7 'speed',
3561     {
3562     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".',
3563     name => 'casting speed',
3564     type => 'float'
3565     }
3566     ],
3567     [
3568 root 1.17 'speed_left',
3569     {
3570     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.',
3571     name => 'speed left',
3572     type => 'float'
3573     }
3574     ],
3575     [
3576 root 1.7 'sp',
3577     {
3578     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.',
3579     name => 'direction',
3580     type => 'list',
3581     value => $LIST{direction}
3582     }
3583     ],
3584     [
3585 root 1.14 'move_block',
3586     {
3587     desc => 'Objects using these movement types cannot move over this space.',
3588     name => 'blocked movement',
3589 elmex 1.26 type => 'movement_type'
3590 root 1.14 }
3591     ],
3592     [
3593     'move_allow',
3594     {
3595     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3596     name => 'allowed movement',
3597 elmex 1.26 type => 'movement_type'
3598 root 1.14 }
3599     ],
3600     [
3601     'move_slow',
3602 root 1.7 {
3603 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3604     name => 'slowed movement',
3605 elmex 1.26 type => 'movement_type'
3606 root 1.14 }
3607     ],
3608     [
3609     'move_slow_penalty',
3610     {
3611     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)',
3612     name => 'slow movement penalty',
3613     type => 'int'
3614 root 1.7 }
3615     ]
3616 root 1.3 ],
3617     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.',
3618     ignore => [
3619     $IGNORE_LIST{non_pickable}
3620     ],
3621 root 1.5 name => 'Magic Wall',
3622 root 1.4 section => [
3623     [
3624     'destroyable',
3625 root 1.7 [
3626     [
3627     'alive',
3628     {
3629     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.',
3630     name => 'is destroyable',
3631     type => 'bool'
3632     }
3633     ],
3634     [
3635     'hp',
3636     {
3637     desc => 'The more <hitpoints> the wall has, the longer it takes to be destroyed.',
3638     name => 'hitpoints',
3639     type => 'int'
3640     }
3641     ],
3642     [
3643     'maxhp',
3644     {
3645     desc => '<max hitpoints> are the maximum amount of hitpoints the wall can have. This only makes sense if the wall can regain health.',
3646     name => 'max hitpoints',
3647     type => 'int'
3648     }
3649     ],
3650     [
3651     'ac',
3652     {
3653     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>.',
3654     name => 'armour class',
3655     type => 'int'
3656     }
3657     ]
3658     ]
3659     ],
3660     [
3661     'resistance',
3662     [
3663     [
3664     'resist_physical',
3665     {
3666     name => 'resist physical %',
3667     type => 'int'
3668     }
3669     ],
3670     [
3671     'resist_magic',
3672     {
3673     name => 'resist magic %',
3674     type => 'int'
3675     }
3676     ],
3677     [
3678     'resist_fire',
3679     {
3680     name => 'resist fire %',
3681     type => 'int'
3682     }
3683     ],
3684     [
3685     'resist_electricity',
3686     {
3687     name => 'resist electricity %',
3688     type => 'int'
3689     }
3690     ],
3691     [
3692     'resist_cold',
3693     {
3694     name => 'resist cold %',
3695     type => 'int'
3696     }
3697     ],
3698     [
3699     'resist_confusion',
3700     {
3701     name => 'resist confusion %',
3702     type => 'int'
3703     }
3704     ],
3705     [
3706     'resist_acid',
3707     {
3708     name => 'resist acid %',
3709     type => 'int'
3710     }
3711     ],
3712     [
3713     'resist_drain',
3714     {
3715     name => 'resist draining %',
3716     type => 'int'
3717     }
3718     ],
3719     [
3720     'resist_weaponmagic',
3721     {
3722     name => 'resist weaponmagic %',
3723     type => 'int'
3724     }
3725     ],
3726     [
3727     'resist_ghosthit',
3728     {
3729     name => 'resist ghosthit %',
3730     type => 'int'
3731     }
3732     ],
3733     [
3734     'resist_poison',
3735     {
3736     name => 'resist poison %',
3737     type => 'int'
3738     }
3739     ],
3740     [
3741     'resist_slow',
3742     {
3743     name => 'resist slow %',
3744     type => 'int'
3745     }
3746     ],
3747     [
3748     'resist_paralyze',
3749     {
3750     name => 'resist paralyze %',
3751     type => 'int'
3752     }
3753     ],
3754     [
3755     'resist_fear',
3756     {
3757     name => 'resist fear %',
3758     type => 'int'
3759     }
3760     ],
3761     [
3762     'resist_deplete',
3763     {
3764     name => 'resist depletion %',
3765     type => 'int'
3766     }
3767     ],
3768     [
3769     'resist_death',
3770     {
3771     name => 'resist death-attack %',
3772     type => 'int'
3773     }
3774     ],
3775     [
3776     'resist_chaos',
3777     {
3778     name => 'resist chaos %',
3779     type => 'int'
3780     }
3781     ],
3782     [
3783     'resist_blind',
3784     {
3785     name => 'resist blinding %',
3786     type => 'int'
3787     }
3788     ],
3789     [
3790     'resist_holyword',
3791     {
3792     name => 'resist holy power %',
3793     type => 'int'
3794     }
3795     ],
3796     [
3797     'resist_godpower',
3798     {
3799     name => 'resist godpower %',
3800     type => 'int'
3801     }
3802     ]
3803     ]
3804     ]
3805     ],
3806     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".'
3807     },
3808     Marker => {
3809     attr => [
3810     [
3811     'no_pick',
3812     {
3813     type => 'fixed',
3814     value => 1
3815     }
3816     ],
3817     [
3818     'slaying',
3819     {
3820     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.',
3821     name => 'key string',
3822     type => 'string'
3823     }
3824     ],
3825     [
3826     'connected',
3827     {
3828     desc => 'When the detector is triggered, all objects with the same connection value get activated.',
3829     name => 'connection',
3830     type => 'int'
3831     }
3832     ],
3833     [
3834     'speed',
3835 root 1.4 {
3836 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.',
3837     name => 'marking speed',
3838     type => 'float'
3839 root 1.4 }
3840     ],
3841     [
3842 root 1.17 'speed_left',
3843     {
3844     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.',
3845     name => 'speed left',
3846     type => 'float'
3847     }
3848     ],
3849     [
3850 root 1.7 'food',
3851     {
3852     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.',
3853     name => 'mark duration',
3854     type => 'int'
3855     }
3856     ],
3857     [
3858     'name',
3859     {
3860     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.',
3861     name => 'delete mark',
3862     type => 'string'
3863     }
3864     ],
3865     [
3866     'msg',
3867 root 1.4 {
3868 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.',
3869     end => 'endmsg',
3870     name => 'marking message',
3871     type => 'text'
3872 root 1.4 }
3873     ]
3874     ],
3875 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.',
3876     ignore => [
3877     $IGNORE_LIST{system_object}
3878     ],
3879 root 1.5 name => 'Marker',
3880 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.'
3881     },
3882     Misc => {
3883 root 1.7 attr => [
3884     [
3885 root 1.14 'move_block',
3886     {
3887     desc => 'Objects using these movement types cannot move over this space.',
3888     name => 'blocked movement',
3889 elmex 1.26 type => 'movement_type'
3890 root 1.14 }
3891     ],
3892     [
3893     'move_allow',
3894     {
3895     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3896     name => 'allowed movement',
3897 elmex 1.26 type => 'movement_type'
3898 root 1.14 }
3899     ],
3900     [
3901     'move_slow',
3902 root 1.7 {
3903 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3904     name => 'slowed movement',
3905 elmex 1.26 type => 'movement_type'
3906 root 1.14 }
3907     ],
3908     [
3909     'move_slow_penalty',
3910     {
3911     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)',
3912     name => 'slow movement penalty',
3913     type => 'int'
3914 root 1.7 }
3915     ],
3916     [
3917     'cursed',
3918     {
3919     desc => 'Curses can have various effects: On equipment and food, they generally harm the player in some way.',
3920     name => 'cursed',
3921     type => 'bool'
3922     }
3923     ],
3924     [
3925     'damned',
3926     {
3927     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.',
3928     name => 'damned',
3929     type => 'bool'
3930     }
3931     ],
3932     [
3933     'unique',
3934     {
3935     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
3936     name => 'unique item',
3937     type => 'bool'
3938     }
3939     ],
3940     [
3941     'startequip',
3942     {
3943     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3944     name => 'godgiven item',
3945     type => 'bool'
3946     }
3947     ],
3948     [
3949     'msg',
3950     {
3951     desc => 'This text may describe the object.',
3952     end => 'endmsg',
3953     name => 'description',
3954     type => 'text'
3955     }
3956     ]
3957     ],
3958 root 1.5 name => 'Misc'
3959 root 1.1 },
3960 root 1.3 Money => {
3961 root 1.7 attr => [
3962     [
3963     'race',
3964     {
3965     type => 'fixed',
3966     value => 'gold and jewels'
3967     }
3968     ]
3969     ],
3970 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.',
3971     ignore => [
3972     'unpaid'
3973 root 1.5 ],
3974     name => 'Money'
3975 root 1.3 },
3976     'Monster & NPC' => {
3977 root 1.7 attr => [
3978     [
3979     'alive',
3980     {
3981     type => 'fixed',
3982     value => 1
3983     }
3984     ],
3985     [
3986     'randomitems',
3987     {
3988     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>.',
3989     name => 'treasurelist',
3990     type => 'treasurelist'
3991     }
3992     ],
3993     [
3994 root 1.28 'treasure_env',
3995     {
3996     desc => 'Set this flag to move treasure items created into the environment (map) instead of putting them into the object.',
3997     name => 'treasure in env',
3998     type => 'bool'
3999     }
4000     ],
4001     [
4002 root 1.7 'level',
4003     {
4004     desc => 'A monster\'s <level> is the most important attribute. <level> affects the power of a monster in various ways.',
4005     name => 'level',
4006     type => 'int'
4007     }
4008     ],
4009     [
4010     'race',
4011     {
4012 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.',
4013 root 1.7 name => 'race',
4014     type => 'string'
4015     }
4016     ],
4017     [
4018     'exp',
4019     {
4020 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!',
4021 root 1.7 name => 'experience',
4022     type => 'int'
4023     }
4024     ],
4025     [
4026     'speed',
4027     {
4028     desc => 'The <speed> determines how fast a monster will both move and fight. High <speed> makes a monster considerably stronger.',
4029     name => 'speed',
4030     type => 'float'
4031     }
4032     ],
4033     [
4034 root 1.17 'speed_left',
4035     {
4036     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.',
4037     name => 'speed left',
4038     type => 'float'
4039     }
4040     ],
4041     [
4042 root 1.7 'other_arch',
4043     {
4044     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.',
4045     name => 'breed monster',
4046     type => 'string'
4047     }
4048     ],
4049     [
4050     'generator',
4051     {
4052     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.',
4053     name => 'multiply',
4054     type => 'bool'
4055     }
4056     ],
4057     [
4058     'use_content_on_gen',
4059     {
4060     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.',
4061     name => 'template generation',
4062     type => 'bool'
4063     }
4064     ],
4065     [
4066 root 1.14 'move_type',
4067 root 1.7 {
4068 root 1.14 desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
4069     name => 'movement type',
4070 elmex 1.26 type => 'movement_type'
4071 root 1.7 }
4072     ],
4073     [
4074     'undead',
4075     {
4076     desc => 'Several spells only affect undead monsters: turn undead, banish undead, holy word, etc.',
4077     name => 'undead',
4078     type => 'bool'
4079     }
4080     ],
4081     [
4082     'carrying',
4083     {
4084     desc => 'If a monster has something in the inventory, this value can be set to reflect the slowdown due to the carried weight.',
4085     name => 'carries weight',
4086     type => 'int'
4087     }
4088     ],
4089     [
4090 root 1.28 'precious',
4091     {
4092 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.',
4093 root 1.28 name => 'precious',
4094     type => 'bool'
4095     }
4096     ],
4097     [
4098 root 1.7 'msg',
4099     {
4100     end => 'endmsg',
4101     name => 'npc message',
4102     type => 'text'
4103     }
4104     ]
4105     ],
4106 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.',
4107     ignore => [
4108     'material',
4109     'name_pl',
4110     'nrof',
4111     'value',
4112     'unpaid'
4113     ],
4114 root 1.5 name => 'Monster & NPC',
4115 root 1.4 section => [
4116     [
4117     'melee',
4118 root 1.7 [
4119     [
4120     'attacktype',
4121     {
4122     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.',
4123     name => 'attacktype',
4124     type => 'bitmask',
4125     value => $BITMASK{attacktype}
4126     }
4127     ],
4128     [
4129     'dam',
4130     {
4131     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.',
4132     name => 'damage',
4133     type => 'int'
4134     }
4135     ],
4136     [
4137     'wc',
4138     {
4139     desc => 'Monsters of high <weapon class> are more likely to really hit their opponent. <weapon class> can be considered the "counterpiece" to <armour class>.',
4140     name => 'weapon class',
4141     type => 'int'
4142     }
4143     ],
4144     [
4145     'hp',
4146     {
4147     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>.',
4148     name => 'health points',
4149     type => 'int'
4150     }
4151     ],
4152     [
4153     'maxhp',
4154     {
4155     desc => '<max health> is the maximum amount of <health points> this monster can have.',
4156     name => 'max health',
4157     type => 'int'
4158     }
4159     ],
4160     [
4161     'ac',
4162     {
4163     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).',
4164     name => 'armour class',
4165     type => 'int'
4166     }
4167     ],
4168     [
4169     'Con',
4170     {
4171 root 1.8 desc => 'Monsters regenerate this many health points each 4 ticks. Hence, the healing rate is independent of <speed>.',
4172 root 1.7 name => 'healing rate',
4173     type => 'int'
4174     }
4175     ],
4176     [
4177     'reflect_missile',
4178     {
4179     desc => 'A monster with this flag has the ability to <reflect missiles>, all kinds of projectiles (e.g. arrows, bolts, boulders) will bounce off.',
4180     name => 'reflect missiles',
4181     type => 'bool'
4182     }
4183     ],
4184     [
4185     'hitback',
4186     {
4187     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.',
4188     name => 'hitback',
4189     type => 'bool'
4190     }
4191     ],
4192     [
4193     'one_hit',
4194     {
4195     desc => 'Monsters with <one hit only> dissapear after one successful hit to a player.',
4196     name => 'one hit only',
4197     type => 'bool'
4198     }
4199     ]
4200     ]
4201     ],
4202     [
4203     'spellcraft',
4204     [
4205     [
4206     'can_cast_spell',
4207     {
4208     desc => 'If <can cast spell> is disabled, the monster cannot cast any spell. Only wands/rods/etc can be used, given the appropriate abilities.',
4209     name => 'can cast spell',
4210     type => 'bool'
4211     }
4212     ],
4213     [
4214     'reflect_spell',
4215     {
4216     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.',
4217     name => 'reflect spells',
4218     type => 'bool'
4219     }
4220     ],
4221     [
4222     'sp',
4223     {
4224     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>.',
4225     name => 'spellpoints',
4226     type => 'int'
4227     }
4228     ],
4229     [
4230     'maxsp',
4231     {
4232     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.',
4233     name => 'max spellpoints',
4234     type => 'int'
4235     }
4236     ],
4237     [
4238     'Pow',
4239     {
4240 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.',
4241 root 1.7 name => 'spellpoint regen.',
4242     type => 'int'
4243     }
4244     ],
4245     [
4246     'path_attuned',
4247     {
4248     desc => 'Click on the <attuned paths> button to select spellpaths. The creature will get attuned to the specified spellpaths.',
4249     name => 'attuned paths',
4250     type => 'bitmask',
4251     value => $BITMASK{spellpath}
4252     }
4253     ],
4254     [
4255     'path_repelled',
4256     {
4257     desc => 'Click on the <repelled paths> button to select spellpaths. The creature will get repelled to the specified spellpaths.',
4258     name => 'repelled paths',
4259     type => 'bitmask',
4260     value => $BITMASK{spellpath}
4261     }
4262     ],
4263     [
4264     'path_denied',
4265     {
4266     desc => 'Click on the <denied paths> button to select spellpaths. The creature won\'t be able to cast spells of the specified paths.',
4267     name => 'denied paths',
4268     type => 'bitmask',
4269     value => $BITMASK{spellpath}
4270     }
4271     ]
4272     ]
4273     ],
4274     [
4275     'ability',
4276     [
4277     [
4278     'Int',
4279     {
4280     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.',
4281     name => 'detect hidden',
4282     type => 'int'
4283     }
4284     ],
4285     [
4286     'see_invisible',
4287     {
4288     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.',
4289     name => 'see invisible',
4290     type => 'bool'
4291     }
4292     ],
4293     [
4294     'can_see_in_dark',
4295     {
4296     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.',
4297     name => 'see in darkness',
4298     type => 'bool'
4299     }
4300     ],
4301     [
4302     'can_use_weapon',
4303     {
4304     desc => 'Monster is able to wield weapon type objects.',
4305     name => 'can use weapons',
4306     type => 'bool'
4307     }
4308     ],
4309     [
4310     'can_use_bow',
4311     {
4312     desc => 'Monster is able to use missile-weapon type objects.',
4313     name => 'can use bows',
4314     type => 'bool'
4315     }
4316     ],
4317     [
4318     'can_use_armour',
4319     {
4320     desc => 'Monster is able to wear protective equipment like brestplate armour, shields, helmets etc.',
4321     name => 'can use armour',
4322     type => 'bool'
4323     }
4324     ],
4325     [
4326     'can_use_ring',
4327     {
4328     desc => 'Monster is able to wear rings.',
4329     name => 'can use rings',
4330     type => 'bool'
4331     }
4332     ],
4333     [
4334     'can_use_wand',
4335     {
4336     desc => 'Monster is able to use wands and staves.',
4337     name => 'can use wands',
4338     type => 'bool'
4339     }
4340     ],
4341     [
4342     'can_use_rod',
4343     {
4344     desc => 'Monster is able to use rods.',
4345     name => 'can use rods',
4346     type => 'bool'
4347     }
4348     ],
4349     [
4350     'can_use_scroll',
4351     {
4352     desc => 'Monster is able to read scrolls.',
4353     name => 'can use scrolls',
4354     type => 'bool'
4355     }
4356     ],
4357     [
4358     'can_use_skill',
4359     {
4360     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>.',
4361     name => 'can use skills',
4362     type => 'bool'
4363     }
4364     ]
4365     ]
4366     ],
4367     [
4368     'behave',
4369     [
4370     [
4371     'monster',
4372     {
4373     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.',
4374     name => 'monster behaviour',
4375     type => 'bool'
4376     }
4377     ],
4378     [
4379     'unaggressive',
4380     {
4381     desc => '<unaggressive> monsters do not attack players unless attacked first.',
4382     name => 'unaggressive',
4383     type => 'bool'
4384     }
4385     ],
4386     [
4387     'friendly',
4388     {
4389     desc => '<friendly> monsters help the player, attacking any non-friendly monsters in range.',
4390     name => 'friendly',
4391     type => 'bool'
4392     }
4393     ],
4394     [
4395     'stand_still',
4396     {
4397     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.',
4398     name => 'stand still',
4399     type => 'bool'
4400     }
4401     ],
4402     [
4403     'sleep',
4404     {
4405     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.',
4406     name => 'asleep',
4407     type => 'bool'
4408     }
4409     ],
4410     [
4411     'will_apply',
4412     {
4413     desc => 'This entry defines which kinds of environment actions the creature is able to perform.',
4414     name => 'misc. actions',
4415     type => 'bitmask',
4416     value => $BITMASK{will_apply}
4417     }
4418     ],
4419     [
4420     'pick_up',
4421     {
4422     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.',
4423     name => 'pick up',
4424     type => 'bitmask',
4425     value => $BITMASK{pick_up}
4426     }
4427     ],
4428     [
4429     'Wis',
4430     {
4431     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.',
4432     name => 'sensing range',
4433     type => 'int'
4434     }
4435     ],
4436     [
4437 root 1.15 'attack_movement_bits_0_3',
4438 root 1.7 {
4439 root 1.15 desc => 'If this is set to default, the standard mode of movement will be used.',
4440 root 1.7 name => 'attack movement',
4441 root 1.15 type => 'list',
4442     value => $LIST{attack_movement_bits_0_3}
4443     }
4444     ],
4445     [
4446     'attack_movement_bits_4_7',
4447     {
4448     desc => 'This movement is not in effect when the monster has an enemy and should only be used for non agressive monsters.',
4449     name => 'normal movement',
4450     type => 'list',
4451     value => $LIST{attack_movement_bits_4_7}
4452 root 1.7 }
4453     ],
4454     [
4455     'run_away',
4456     {
4457     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.',
4458     name => 'run at % health',
4459     type => 'int'
4460     }
4461     ]
4462     ]
4463     ],
4464     [
4465     'resistance',
4466     [
4467     [
4468     'resist_physical',
4469     {
4470     name => 'resist physical %',
4471     type => 'int'
4472     }
4473     ],
4474     [
4475     'resist_magic',
4476     {
4477     name => 'resist magic %',
4478     type => 'int'
4479     }
4480     ],
4481     [
4482     'resist_fire',
4483     {
4484     name => 'resist fire %',
4485     type => 'int'
4486     }
4487     ],
4488     [
4489     'resist_electricity',
4490     {
4491     name => 'resist electricity %',
4492     type => 'int'
4493     }
4494     ],
4495     [
4496     'resist_cold',
4497     {
4498     name => 'resist cold %',
4499     type => 'int'
4500     }
4501     ],
4502     [
4503     'resist_confusion',
4504     {
4505     name => 'resist confusion %',
4506     type => 'int'
4507     }
4508     ],
4509     [
4510     'resist_acid',
4511     {
4512     name => 'resist acid %',
4513     type => 'int'
4514     }
4515     ],
4516     [
4517     'resist_drain',
4518     {
4519     name => 'resist draining %',
4520     type => 'int'
4521     }
4522     ],
4523     [
4524     'resist_weaponmagic',
4525     {
4526     name => 'resist weaponmagic %',
4527     type => 'int'
4528     }
4529     ],
4530     [
4531     'resist_ghosthit',
4532     {
4533     name => 'resist ghosthit %',
4534     type => 'int'
4535     }
4536     ],
4537     [
4538     'resist_poison',
4539     {
4540     name => 'resist poison %',
4541     type => 'int'
4542     }
4543     ],
4544     [
4545     'resist_slow',
4546     {
4547     name => 'resist slow %',
4548     type => 'int'
4549     }
4550     ],
4551     [
4552     'resist_paralyze',
4553     {
4554     name => 'resist paralyze %',
4555     type => 'int'
4556     }
4557     ],
4558     [
4559     'resist_fear',
4560     {
4561     name => 'resist fear %',
4562     type => 'int'
4563     }
4564     ],
4565     [
4566     'resist_deplete',
4567     {
4568     name => 'resist depletion %',
4569     type => 'int'
4570     }
4571     ],
4572     [
4573     'resist_death',
4574     {
4575     name => 'resist death-attack %',
4576     type => 'int'
4577     }
4578     ],
4579     [
4580     'resist_chaos',
4581     {
4582     name => 'resist chaos %',
4583     type => 'int'
4584     }
4585     ],
4586     [
4587     'resist_blind',
4588     {
4589     name => 'resist blinding %',
4590     type => 'int'
4591     }
4592     ],
4593     [
4594     'resist_holyword',
4595     {
4596     name => 'resist holy power %',
4597     type => 'int'
4598     }
4599     ],
4600     [
4601     'resist_godpower',
4602     {
4603     name => 'resist godpower %',
4604     type => 'int'
4605     }
4606     ]
4607     ]
4608     ]
4609     ],
4610     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. :-)'
4611     },
4612 root 1.9 'Monster (Grimreaper)' => {
4613     desc => 'A grimreaper is a monster that vanishes after it did some number of draining attacks.',
4614     ignore => [
4615     'material',
4616     'name_pl',
4617     'nrof',
4618     'value',
4619     'unpaid'
4620     ],
4621     import => [
4622 root 1.29 'Monster & NPC'
4623 root 1.9 ],
4624     name => 'Monster (Grimreaper)',
4625     section => [
4626     [
4627     'grimreaper',
4628     [
4629     [
4630     'value',
4631     {
4632     desc => 'The object vanishes after this number of draining attacks.',
4633     name => 'attacks',
4634     type => 'int'
4635     }
4636     ]
4637     ]
4638     ]
4639     ]
4640     },
4641 root 1.7 'Mood Floor' => {
4642     attr => [
4643     [
4644     'no_pick',
4645 root 1.4 {
4646 root 1.7 type => 'fixed',
4647     value => 1
4648 root 1.4 }
4649     ],
4650     [
4651 root 1.7 'last_sp',
4652     {
4653     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!',
4654     name => 'mood',
4655     type => 'list',
4656     value => $LIST{mood}
4657     }
4658     ],
4659     [
4660     'connected',
4661     {
4662     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!',
4663     name => 'connection',
4664     type => 'int'
4665     }
4666     ],
4667     [
4668     'no_magic',
4669     {
4670     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
4671     name => 'no spells',
4672     type => 'bool'
4673     }
4674     ],
4675     [
4676     'damned',
4677     {
4678     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
4679     name => 'no prayers',
4680     type => 'bool'
4681     }
4682     ]
4683     ],
4684     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.',
4685     ignore => [
4686     $IGNORE_LIST{system_object}
4687     ],
4688     name => 'Mood Floor',
4689     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.)'
4690     },
4691     Mover => {
4692     attr => [
4693     [
4694     'attacktype',
4695     {
4696     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.',
4697     name => 'forced movement',
4698     type => 'bool'
4699     }
4700     ],
4701     [
4702     'maxsp',
4703     {
4704     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.',
4705     name => 'freeze duration',
4706     type => 'int'
4707     }
4708     ],
4709     [
4710     'speed',
4711     {
4712     desc => 'The movement speed value determines how fast a chain of these movers will push a player along (default is -0.2).',
4713     name => 'movement speed',
4714     type => 'float'
4715     }
4716     ],
4717     [
4718 root 1.17 'speed_left',
4719     {
4720     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.',
4721     name => 'speed left',
4722     type => 'float'
4723     }
4724     ],
4725     [
4726 root 1.7 'sp',
4727     {
4728     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.',
4729     name => 'direction',
4730     type => 'list',
4731     value => $LIST{direction}
4732     }
4733     ],
4734     [
4735     'lifesave',
4736     {
4737 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.',
4738 root 1.7 name => 'gets used up',
4739     type => 'bool'
4740     }
4741     ],
4742     [
4743     'hp',
4744     {
4745     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).',
4746     name => 'number of uses',
4747     type => 'int'
4748     }
4749     ]
4750     ],
4751     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.',
4752     ignore => [
4753     $IGNORE_LIST{non_pickable}
4754     ],
4755     name => 'Mover',
4756     section => [
4757     [
4758     'targets',
4759     [
4760     [
4761     'level',
4762     {
4763     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.',
4764     name => 'move players',
4765     type => 'bool'
4766     }
4767     ],
4768     [
4769 root 1.14 'move_on',
4770 root 1.7 {
4771 root 1.14 desc => 'Which movement types activate the mover.',
4772     name => 'movement type',
4773     type => 'movement_type'
4774 root 1.7 }
4775     ]
4776     ]
4777     ]
4778     ],
4779     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).'
4780     },
4781     Pedestal => {
4782     attr => [
4783     [
4784     'no_pick',
4785 root 1.4 {
4786 root 1.7 type => 'fixed',
4787     value => 1
4788 root 1.4 }
4789     ],
4790     [
4791 root 1.7 'slaying',
4792 root 1.4 {
4793 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.',
4794     name => 'match race',
4795     type => 'string'
4796 root 1.4 }
4797     ],
4798     [
4799 root 1.7 'connected',
4800 root 1.4 {
4801 root 1.7 desc => 'When the pedestal is triggered, all objects with the same connection value get activated.',
4802     name => 'connection',
4803     type => 'int'
4804 root 1.4 }
4805     ],
4806     [
4807 root 1.14 'move_on',
4808 root 1.4 {
4809 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
4810     name => 'movement type',
4811 elmex 1.26 type => 'movement_type'
4812 root 1.4 }
4813     ]
4814     ],
4815 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.',
4816     ignore => [
4817     $IGNORE_LIST{non_pickable}
4818     ],
4819 root 1.5 name => 'Pedestal',
4820 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.'
4821     },
4822     Pit => {
4823 root 1.7 attr => [
4824     [
4825     'no_pick',
4826     {
4827     type => 'fixed',
4828     value => 1
4829     }
4830     ],
4831     [
4832     'connected',
4833     {
4834     desc => 'When a <connection> value is set, the pit can be opened/closed by activating the connection.',
4835     name => 'connection',
4836     type => 'int'
4837     }
4838     ],
4839     [
4840 elmex 1.21 'activate_on_push',
4841     {
4842     desc => 'Whether the teleporter should only be activated on push.',
4843     name => 'Activate on push',
4844     type => 'bool'
4845     }
4846     ],
4847     [
4848     'activate_on_release',
4849     {
4850     desc => 'Whether the teleporter should only be activated on release.',
4851     name => 'Activate on release',
4852     type => 'bool'
4853     }
4854     ],
4855     [
4856 root 1.7 'hp',
4857     {
4858     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!',
4859     name => 'destination X',
4860     type => 'int'
4861     }
4862     ],
4863     [
4864     'sp',
4865     {
4866     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!',
4867     name => 'destination Y',
4868     type => 'int'
4869     }
4870     ],
4871     [
4872     'wc',
4873     {
4874     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.',
4875     name => 'position state',
4876     type => 'int'
4877     }
4878     ],
4879     [
4880 root 1.14 'move_on',
4881 root 1.7 {
4882 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
4883     name => 'movement type',
4884 elmex 1.26 type => 'movement_type'
4885 root 1.7 }
4886     ]
4887     ],
4888 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.',
4889     ignore => [
4890     $IGNORE_LIST{non_pickable}
4891     ],
4892 root 1.5 name => 'Pit',
4893 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.'
4894     },
4895     'Poison Food' => {
4896 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.',
4897     name => 'Poison Food'
4898 root 1.3 },
4899     Potion => {
4900 root 1.7 attr => [
4901     [
4902     'level',
4903     {
4904     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.',
4905     name => 'potion level',
4906     type => 'int'
4907     }
4908     ],
4909     [
4910     'sp',
4911     {
4912     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".',
4913     name => 'spell',
4914     type => 'spell'
4915     }
4916     ],
4917     [
4918     'attacktype',
4919     {
4920     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.',
4921     name => 'special effect',
4922     type => 'list',
4923     value => $LIST{potion_effect}
4924     }
4925     ],
4926     [
4927     'cursed',
4928     {
4929     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 >:)',
4930     name => 'cursed',
4931     type => 'bool'
4932     }
4933     ],
4934     [
4935     'startequip',
4936     {
4937     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4938     name => 'godgiven item',
4939     type => 'bool'
4940     }
4941     ]
4942     ],
4943 root 1.3 desc => 'The player can drink these and gain various kinds of benefits (/penalties) by doing so.',
4944 root 1.5 name => 'Potion',
4945 root 1.4 section => [
4946     [
4947     'stats',
4948 root 1.7 [
4949     [
4950     'Str',
4951     {
4952     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.',
4953     name => 'strength',
4954     type => 'int'
4955     }
4956     ],
4957     [
4958     'Dex',
4959     {
4960 elmex 1.33 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.',
4961 root 1.7 name => 'dexterity',
4962     type => 'int'
4963     }
4964     ],
4965     [
4966     'Con',
4967     {
4968 elmex 1.33 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.',
4969 root 1.7 name => 'constitution',
4970     type => 'int'
4971     }
4972     ],
4973     [
4974     'Int',
4975     {
4976 elmex 1.33 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.',
4977 root 1.7 name => 'intelligence',
4978     type => 'int'
4979     }
4980     ],
4981     [
4982     'Pow',
4983     {
4984 elmex 1.33 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.',
4985 root 1.7 name => 'power',
4986     type => 'int'
4987     }
4988     ],
4989     [
4990     'Wis',
4991     {
4992 elmex 1.33 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.',
4993 root 1.7 name => 'wisdom',
4994     type => 'int'
4995     }
4996     ],
4997     [
4998     'Cha',
4999     {
5000 elmex 1.33 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.',
5001 root 1.7 name => 'charisma',
5002     type => 'int'
5003     }
5004     ]
5005     ]
5006     ],
5007     [
5008     'resistance',
5009     [
5010     [
5011     'resist_physical',
5012     {
5013     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!',
5014     name => 'resist physical %',
5015     type => 'int'
5016     }
5017     ],
5018     [
5019     'resist_magic',
5020     {
5021 elmex 1.33 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!',
5022 root 1.7 name => 'resist magic %',
5023     type => 'int'
5024     }
5025     ],
5026     [
5027     'resist_fire',
5028     {
5029 elmex 1.33 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!',
5030 root 1.7 name => 'resist fire %',
5031     type => 'int'
5032     }
5033     ],
5034     [
5035     'resist_electricity',
5036     {
5037 elmex 1.33 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!',
5038 root 1.7 name => 'resist electricity %',
5039     type => 'int'
5040     }
5041     ],
5042     [
5043     'resist_cold',
5044     {
5045 elmex 1.33 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!',
5046 root 1.7 name => 'resist cold %',
5047     type => 'int'
5048     }
5049     ],
5050     [
5051     'resist_acid',
5052     {
5053 elmex 1.33 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!',
5054 root 1.7 name => 'resist acid %',
5055     type => 'int'
5056     }
5057     ],
5058     [
5059     'resist_confusion',
5060     {
5061 elmex 1.33 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!',
5062 root 1.7 name => 'resist confusion %',
5063     type => 'int'
5064     }
5065     ],
5066     [
5067     'resist_weaponmagic',
5068     {
5069 elmex 1.33 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!',
5070 root 1.7 name => 'resist weaponmagic %',
5071     type => 'int'
5072     }
5073     ],
5074     [
5075 elmex 1.33 'resist_ghosthit',
5076 root 1.7 {
5077 elmex 1.33 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!',
5078     name => 'resist ghosthit %',
5079 root 1.7 type => 'int'
5080     }
5081     ],
5082     [
5083 elmex 1.33 'resist_slow',
5084 root 1.7 {
5085 elmex 1.33 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!',
5086     name => 'resist slow %',
5087 root 1.7 type => 'int'
5088     }
5089     ],
5090     [
5091 elmex 1.33 'resist_fear',
5092 root 1.7 {
5093 elmex 1.33 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!',
5094     name => 'resist fear %',
5095 root 1.7 type => 'int'
5096     }
5097     ],
5098     [
5099 elmex 1.33 'resist_death',
5100 root 1.7 {
5101 elmex 1.33 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!',
5102     name => 'resist death-attack %',
5103     type => 'int'
5104     }
5105     ],
5106     [
5107     'resist_chaos',
5108     {
5109     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!',
5110     name => 'resist chaos %',
5111     type => 'int'
5112     }
5113     ],
5114     [
5115     'resist_blind',
5116     {
5117     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!',
5118     name => 'resist blinding %',
5119     type => 'int'
5120     }
5121     ],
5122     [
5123     'resist_holyword',
5124     {
5125     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!',
5126     name => 'resist holy power %',
5127     type => 'int'
5128     }
5129     ],
5130     [
5131     'resist_godpower',
5132     {
5133     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!',
5134     name => 'resist godpower %',
5135     type => 'int'
5136     }
5137     ],
5138     [
5139     'resist_paralyze',
5140     {
5141     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!',
5142     name => 'resist paralyze %',
5143     type => 'int'
5144     }
5145     ],
5146     [
5147     'resist_drain',
5148     {
5149     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!',
5150     name => 'resist draining %',
5151     type => 'int'
5152     }
5153     ],
5154     [
5155     'resist_deplete',
5156     {
5157     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!',
5158     name => 'resist depletion %',
5159     type => 'int'
5160     }
5161     ],
5162     [
5163     'resist_poison',
5164     {
5165     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!',
5166     name => 'resist poison %',
5167 root 1.7 type => 'int'
5168     }
5169     ]
5170     ]
5171     ]
5172     ],
5173     use => 'One potion should never give multiple benefits at once.'
5174     },
5175     'Power Crystal' => {
5176     attr => [
5177     [
5178     'sp',
5179 root 1.4 {
5180 root 1.7 desc => '<initial mana> is the amount of spellpoints that the crystal holds when the map is loaded.',
5181     name => 'initial mana',
5182     type => 'int'
5183 root 1.4 }
5184     ],
5185     [
5186 root 1.7 'maxsp',
5187 root 1.4 {
5188 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.',
5189     name => 'mana capacity',
5190     type => 'int'
5191 root 1.4 }
5192     ]
5193     ],
5194 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.',
5195     name => 'Power Crystal'
5196 root 1.1 },
5197 root 1.3 Projectile => {
5198 root 1.7 attr => [
5199     [
5200     'attacktype',
5201     {
5202     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.',
5203     name => 'attacktype',
5204     type => 'bitmask',
5205     value => $BITMASK{attacktype}
5206     }
5207     ],
5208     [
5209     'race',
5210     {
5211     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>.',
5212     name => 'ammunition class',
5213     type => 'string'
5214     }
5215     ],
5216     [
5217     'slaying',
5218     {
5219     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.',
5220     name => 'slaying race',
5221     type => 'string'
5222     }
5223     ],
5224     [
5225     'dam',
5226     {
5227     desc => 'The projectile <damage> significantly affects the damage done. Damage can be further increased by the shooting weapon\'s attributes.',
5228     name => 'damage',
5229     type => 'int'
5230     }
5231     ],
5232     [
5233     'wc',
5234     {
5235     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.',
5236     name => 'weaponclass',
5237     type => 'int'
5238     }
5239     ],
5240     [
5241     'food',
5242     {
5243     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).',
5244     name => 'chance to break',
5245     type => 'int'
5246     }
5247     ],
5248     [
5249     'magic',
5250     {
5251     desc => 'Magic bonus increases chance to hit and damage a little bit.',
5252     name => 'magic bonus',
5253     type => 'int'
5254     }
5255     ],
5256     [
5257     'unique',
5258     {
5259     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5260     name => 'unique item',
5261     type => 'bool'
5262     }
5263     ],
5264     [
5265     'startequip',
5266     {
5267     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5268     name => 'godgiven item',
5269     type => 'bool'
5270     }
5271     ],
5272     [
5273     'no_drop',
5274     {
5275     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.',
5276     name => 'don\'t drop',
5277     type => 'bool'
5278     }
5279     ],
5280     [
5281     'msg',
5282     {
5283     desc => 'This text may describe the projectile. This could be nice for very special ones.',
5284     end => 'endmsg',
5285     name => 'description',
5286     type => 'text'
5287     }
5288     ]
5289     ],
5290     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.',
5291     name => 'Projectile',
5292     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.'
5293     },
5294     Ring => {
5295     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.',
5296     import => [
5297 root 1.29 'Amulet'
5298 root 1.7 ],
5299     name => 'Ring',
5300     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.'
5301     },
5302     Rod => {
5303     attr => [
5304     [
5305     'sp',
5306     {
5307     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!',
5308     name => 'spell',
5309     type => 'spell'
5310     }
5311     ],
5312     [
5313     'level',
5314     {
5315     desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should be set to something reasonable.',
5316     name => 'casting level',
5317     type => 'int'
5318     }
5319     ],
5320     [
5321     'hp',
5322     {
5323     desc => 'This value represents the initial amount of spellpoints in the rod. Naturally, this is quite unimportant.',
5324     name => 'initial spellpoints',
5325     type => 'int'
5326     }
5327     ],
5328     [
5329     'maxhp',
5330     {
5331     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.',
5332     name => 'max. spellpoints',
5333     type => 'int'
5334     }
5335     ],
5336     [
5337     'startequip',
5338     {
5339     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5340     name => 'godgiven item',
5341     type => 'bool'
5342     }
5343     ],
5344     [
5345     'msg',
5346     {
5347     desc => 'This text may contain a description of the rod.',
5348     end => 'endmsg',
5349     name => 'description',
5350     type => 'text'
5351     }
5352     ]
5353     ],
5354     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.',
5355     ignore => [
5356     'title'
5357     ],
5358     name => 'Rod',
5359     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>'
5360     },
5361     Rune => {
5362     attr => [
5363     [
5364     'no_pick',
5365     {
5366     type => 'fixed',
5367     value => 1
5368     }
5369     ],
5370     [
5371 root 1.14 'move_on',
5372 root 1.7 {
5373 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5374     name => 'movement type',
5375 elmex 1.26 type => 'movement_type'
5376 root 1.7 }
5377     ],
5378     [
5379     'level',
5380     {
5381     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.',
5382     name => 'rune level',
5383     type => 'int'
5384     }
5385     ],
5386     [
5387     'Cha',
5388     {
5389     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.',
5390     name => 'visibility',
5391     type => 'int'
5392     }
5393     ],
5394     [
5395     'hp',
5396     {
5397     desc => 'The rune will detonate <number of charges> times before disappearing.',
5398     name => 'number of charges',
5399     type => 'int'
5400     }
5401     ],
5402     [
5403     'dam',
5404     {
5405     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.',
5406     name => 'direct damage',
5407     type => 'int'
5408     }
5409     ],
5410     [
5411     'attacktype',
5412     {
5413     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.',
5414     name => 'attacktype',
5415     type => 'bitmask',
5416     value => $BITMASK{attacktype}
5417     }
5418     ],
5419     [
5420     'msg',
5421     {
5422     desc => 'When the rune detonates, this text is displayed to the victim. For especially powerful runes, create an appropriate thrilling description. ;)',
5423     end => 'endmsg',
5424     name => 'detonation text',
5425     type => 'text'
5426     }
5427     ]
5428 root 1.3 ],
5429     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.',
5430     ignore => [
5431     'no_pick',
5432     'title',
5433     'name_pl',
5434     'weight',
5435     'value',
5436     'material',
5437     'unpaid'
5438     ],
5439 root 1.5 name => 'Rune',
5440 root 1.4 section => [
5441     [
5442     'spellcraft',
5443 root 1.7 [
5444     [
5445     'sp',
5446     {
5447     desc => 'The selected <spell> defines the spell in the rune, if any. (Many runes do direct damage).',
5448     name => 'spell',
5449     type => 'spell'
5450     }
5451     ],
5452     [
5453     'slaying',
5454     {
5455     desc => 'Name of the spell in the rune, if any. <spell name> is optional, but if present, overrides the <spell> setting.',
5456     name => 'spell name',
5457     type => 'string'
5458     }
5459     ],
5460     [
5461     'other_arch',
5462     {
5463     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.',
5464     name => 'spell arch',
5465     type => 'string'
5466     }
5467     ],
5468     [
5469     'maxsp',
5470     {
5471     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.',
5472     name => 'direction',
5473     type => 'list',
5474     value => $LIST{direction}
5475     }
5476     ],
5477     [
5478     'race',
5479     {
5480     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.',
5481     name => 'summon monster',
5482     type => 'string'
5483     }
5484     ],
5485     [
5486     'maxhp',
5487     {
5488     desc => 'This should only be set to a summoning rune. It will then summon that many creatures of the kind <summon monster>.',
5489     name => 'summon amount',
5490     type => 'int'
5491     }
5492     ]
5493     ]
5494 root 1.4 ]
5495     ],
5496 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.'
5497     },
5498 elmex 1.23 'Safe ground (CF+)' => {
5499     attr => [
5500     [
5501     'no_pick',
5502     {
5503     type => 'fixed',
5504     value => 1
5505     }
5506     ]
5507     ],
5508 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)',
5509 elmex 1.23 ignore => [
5510     $IGNORE_LIST{non_pickable}
5511     ],
5512     name => 'Safe ground (CF+)',
5513 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.'
5514 elmex 1.23 },
5515 root 1.3 Savebed => {
5516 root 1.7 attr => [
5517     [
5518     'no_pick',
5519     {
5520     type => 'fixed',
5521     value => 1
5522     }
5523     ],
5524     [
5525     'no_magic',
5526     {
5527     type => 'fixed',
5528     value => 1
5529     }
5530     ],
5531     [
5532     'damned',
5533     {
5534     type => 'fixed',
5535     value => 1
5536     }
5537     ]
5538     ],
5539 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.',
5540     ignore => [
5541     $IGNORE_LIST{non_pickable}
5542     ],
5543 root 1.5 name => 'Savebed',
5544 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>'
5545     },
5546     Scroll => {
5547 root 1.7 attr => [
5548     [
5549     'level',
5550     {
5551     desc => 'The spell of the scroll will be casted at this level. This value should always be set, at least to 1.',
5552     name => 'casting level',
5553     type => 'int'
5554     }
5555     ],
5556     [
5557     'sp',
5558     {
5559     desc => 'When a player/monster applies this scroll, the selected <spell> will be casted (once). This should work for any given spell.',
5560     name => 'spell',
5561     type => 'spell'
5562     }
5563     ],
5564     [
5565     'startequip',
5566     {
5567     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5568     name => 'godgiven item',
5569     type => 'bool'
5570     }
5571     ]
5572     ],
5573 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.',
5574     ignore => [
5575     'title'
5576     ],
5577 root 1.5 name => 'Scroll',
5578 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.'
5579     },
5580     Shield => {
5581 root 1.7 attr => [
5582     [
5583     'magic',
5584     {
5585     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.',
5586     name => 'magic bonus',
5587     type => 'int'
5588     }
5589     ]
5590     ],
5591 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.',
5592     import => [
5593 root 1.29 'Amulet'
5594 root 1.3 ],
5595 root 1.5 name => 'Shield',
5596 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.'
5597     },
5598     'Shooting Weapon' => {
5599 root 1.7 attr => [
5600     [
5601     'race',
5602     {
5603     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.',
5604     name => 'ammunition class',
5605     type => 'string'
5606     }
5607     ],
5608     [
5609     'sp',
5610     {
5611     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).',
5612     name => 'shooting speed',
5613     type => 'int'
5614     }
5615     ],
5616     [
5617     'dam',
5618     {
5619     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.',
5620     name => 'base damage',
5621     type => 'int'
5622     }
5623     ],
5624     [
5625     'wc',
5626     {
5627     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.',
5628     name => 'weaponclass',
5629     type => 'int'
5630     }
5631     ],
5632     [
5633     'item_power',
5634     {
5635     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>.',
5636     name => 'item power',
5637     type => 'int'
5638     }
5639     ],
5640     [
5641     'no_strength',
5642     {
5643     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.',
5644     name => 'ignore strength',
5645     type => 'bool'
5646     }
5647     ],
5648     [
5649     'damned',
5650     {
5651     desc => 'A damned shooting weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
5652     name => 'damnation',
5653     type => 'bool'
5654     }
5655     ],
5656     [
5657     'cursed',
5658     {
5659     desc => 'A cursed shooting weapon cannot be unwielded unless the curse is removed.',
5660     name => 'curse',
5661     type => 'bool'
5662     }
5663     ],
5664     [
5665     'unique',
5666     {
5667     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5668     name => 'unique item',
5669     type => 'bool'
5670     }
5671     ],
5672     [
5673     'startequip',
5674     {
5675     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5676     name => 'godgiven item',
5677     type => 'bool'
5678     }
5679     ],
5680     [
5681     'msg',
5682     {
5683     desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
5684     end => 'endmsg',
5685     name => 'description',
5686     type => 'text'
5687     }
5688     ]
5689     ],
5690 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.',
5691 root 1.5 name => 'Shooting Weapon',
5692 root 1.4 section => [
5693     [
5694     'stats',
5695 root 1.7 [
5696     [
5697     'Str',
5698     {
5699     desc => 'The player\'s strentgh will rise/fall by the given value while wearing this shooting weapon.',
5700     name => 'strength',
5701     type => 'int'
5702     }
5703     ],
5704     [
5705     'Dex',
5706     {
5707     desc => 'The player\'s dexterity will rise/fall by the given value while wearing this shooting weapon.',
5708     name => 'dexterity',
5709     type => 'int'
5710     }
5711     ],
5712     [
5713     'Con',
5714     {
5715     desc => 'The player\'s constitution will rise/fall by the given value while wearing this shooting weapon.',
5716     name => 'constitution',
5717     type => 'int'
5718     }
5719     ],
5720     [
5721     'Int',
5722     {
5723     desc => 'The player\'s intelligence will rise/fall by the given value while wearing this shooting weapon.',
5724     name => 'intelligence',
5725     type => 'int'
5726     }
5727     ],
5728     [
5729     'Pow',
5730     {
5731     desc => 'The player\'s power will rise/fall by the given value while wearing this shooting weapon.',
5732     name => 'power',
5733     type => 'int'
5734     }
5735     ],
5736     [
5737     'Wis',
5738     {
5739     desc => 'The player\'s wisdom will rise/fall by the given value while wearing this shooting weapon.',
5740     name => 'wisdom',
5741     type => 'int'
5742     }
5743     ],
5744     [
5745     'Cha',
5746     {
5747     desc => 'The player\'s charisma will rise/fall by the given value while wearing this shooting weapon.',
5748     name => 'charisma',
5749     type => 'int'
5750     }
5751     ]
5752     ]
5753     ],
5754     [
5755     'bonus',
5756     [
5757     [
5758     'luck',
5759     {
5760     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.',
5761     name => 'luck bonus',
5762     type => 'int'
5763     }
5764     ],
5765     [
5766     'magic',
5767     {
5768     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.',
5769     name => 'magic bonus',
5770     type => 'int'
5771     }
5772     ]
5773     ]
5774     ]
5775     ],
5776 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.'
5777 root 1.7 },
5778     'Shop Floor' => {
5779     attr => [
5780     [
5781     'is_floor',
5782     {
5783     type => 'fixed',
5784     value => 1
5785     }
5786     ],
5787     [
5788     'no_pick',
5789     {
5790     type => 'fixed',
5791     value => 1
5792     }
5793     ],
5794     [
5795     'no_magic',
5796     {
5797     type => 'fixed',
5798     value => 1
5799     }
5800     ],
5801     [
5802     'auto_apply',
5803 root 1.4 {
5804 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.',
5805     name => 'generate goods',
5806     type => 'bool'
5807 root 1.4 }
5808     ],
5809     [
5810 root 1.7 'randomitems',
5811     {
5812     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.',
5813     name => 'treasurelist',
5814     type => 'treasurelist'
5815     }
5816     ],
5817     [
5818     'exp',
5819     {
5820     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.',
5821     name => 'quality level',
5822     type => 'int'
5823     }
5824     ],
5825     [
5826     'damned',
5827 root 1.4 {
5828 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.)',
5829     name => 'no prayers',
5830     type => 'bool'
5831 root 1.4 }
5832     ]
5833     ],
5834 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).',
5835     ignore => [
5836     $IGNORE_LIST{non_pickable}
5837     ],
5838 root 1.5 name => 'Shop Floor',
5839 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.'
5840     },
5841 elmex 1.27 'Shop Inventory' => {
5842     attr => [
5843     [
5844     'shop_coords',
5845     {
5846     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.',
5847     name => 'shop rectangle',
5848     type => 'string'
5849     }
5850     ]
5851     ],
5852     desc => 'The purpose of a sign is to display the contents of a shop.',
5853     ignore => [
5854     $IGNORE_LIST{non_pickable}
5855     ],
5856     name => 'Shop Inventory',
5857     use => 'Use these signs to present the player a list of the items in the shop'
5858     },
5859 root 1.3 'Shop Mat' => {
5860 root 1.7 attr => [
5861     [
5862     'no_pick',
5863     {
5864     type => 'fixed',
5865     value => 1
5866     }
5867     ],
5868     [
5869 root 1.14 'move_on',
5870 root 1.7 {
5871 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5872     name => 'movement type',
5873 elmex 1.26 type => 'movement_type'
5874 root 1.7 }
5875     ]
5876     ],
5877 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).',
5878     ignore => [
5879     $IGNORE_LIST{non_pickable}
5880     ],
5881 root 1.5 name => 'Shop Mat',
5882 root 1.3 use => 'As stated above, always place TWO shop mats into your shop. Not more and not less than that.'
5883     },
5884     'Sign & MagicMouth' => {
5885 root 1.7 attr => [
5886     [
5887     'connected',
5888     {
5889     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.',
5890     name => 'connection',
5891     type => 'int'
5892     }
5893     ],
5894     [
5895 elmex 1.21 'activate_on_push',
5896     {
5897     desc => 'Whether the teleporter should only be activated on push.',
5898     name => 'Activate on push',
5899     type => 'bool'
5900     }
5901     ],
5902     [
5903     'activate_on_release',
5904     {
5905     desc => 'Whether the teleporter should only be activated on release.',
5906     name => 'Activate on release',
5907     type => 'bool'
5908     }
5909     ],
5910     [
5911 root 1.14 'move_on',
5912 root 1.7 {
5913 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5914     name => 'movement type',
5915 elmex 1.26 type => 'movement_type'
5916 root 1.7 }
5917     ],
5918     [
5919     'food',
5920     {
5921     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).',
5922     name => 'counter',
5923     type => 'int'
5924     }
5925     ],
5926     [
5927     'msg',
5928     {
5929     desc => 'This text will be displayed to the player.',
5930     end => 'endmsg',
5931     name => 'message',
5932     type => 'text'
5933     }
5934     ]
5935     ],
5936     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).',
5937     ignore => [
5938     $IGNORE_LIST{non_pickable}
5939     ],
5940     name => 'Sign & MagicMouth',
5941     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.'
5942     },
5943     Skill => {
5944     attr => [
5945     [
5946     'invisible',
5947     {
5948     type => 'fixed',
5949     value => 1
5950     }
5951     ],
5952     [
5953     'no_drop',
5954     {
5955     type => 'fixed',
5956     value => 1
5957     }
5958     ],
5959     [
5960     'skill',
5961     {
5962     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.',
5963     name => 'skill name',
5964     type => 'string'
5965     }
5966     ],
5967     [
5968     'expmul',
5969     {
5970     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.',
5971     name => 'exp multiplier',
5972     type => 'float'
5973     }
5974     ],
5975     [
5976     'subtype',
5977     {
5978     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.',
5979     name => 'skill type',
5980     type => 'list',
5981     value => $LIST{skill_type}
5982     }
5983     ],
5984     [
5985     'level',
5986     {
5987     name => 'level',
5988     type => 'int'
5989     }
5990     ],
5991     [
5992     'exp',
5993     {
5994     name => 'experience',
5995     type => 'int'
5996     }
5997     ],
5998     [
5999     'can_use_skill',
6000     {
6001     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.',
6002     name => 'is native skill',
6003     type => 'bool'
6004     }
6005     ]
6006 root 1.3 ],
6007     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.',
6008     ignore => [
6009     $IGNORE_LIST{system_object}
6010     ],
6011 root 1.5 name => 'Skill',
6012 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>'
6013     },
6014     'Skill Scroll' => {
6015 root 1.7 attr => [
6016     [
6017     'race',
6018     {
6019     type => 'fixed',
6020     value => 'scrolls'
6021     }
6022     ],
6023     [
6024     'skill',
6025     {
6026     desc => 'The <skill name> matches the skill object that can be learned from this scroll.',
6027     name => 'skill name',
6028     type => 'string'
6029     }
6030     ]
6031     ],
6032 root 1.3 desc => 'By reading a skill scroll, a player has a chance to learn the contained skill.',
6033 root 1.5 name => 'Skill Scroll',
6034 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.'
6035     },
6036 elmex 1.33 'Skill Tool' => {
6037     attr => [
6038     [
6039     'skill',
6040     {
6041     desc => 'This field describes which skill the player will be able to use wearing this item.',
6042     name => 'skill name',
6043     type => 'string'
6044     }
6045     ]
6046     ],
6047     desc => 'Wearing a skill tool will give the player the ability to use a skill.',
6048     name => 'Skill Tool',
6049     section => [
6050     [
6051     'stats',
6052     [
6053     [
6054     'Str',
6055     {
6056     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.',
6057     name => 'strength',
6058     type => 'int'
6059     }
6060     ],
6061     [
6062     'Dex',
6063     {
6064     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.',
6065     name => 'dexterity',
6066     type => 'int'
6067     }
6068     ],
6069     [
6070     'Con',
6071     {
6072     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.',
6073     name => 'constitution',
6074     type => 'int'
6075     }
6076     ],
6077     [
6078     'Int',
6079     {
6080     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.',
6081     name => 'intelligence',
6082     type => 'int'
6083     }
6084     ],
6085     [
6086     'Pow',
6087     {
6088     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.',
6089     name => 'power',
6090     type => 'int'
6091     }
6092     ],
6093     [
6094     'Wis',
6095     {
6096     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.',
6097     name => 'wisdom',
6098     type => 'int'
6099     }
6100     ],
6101     [
6102     'Cha',
6103     {
6104     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.',
6105     name => 'charisma',
6106     type => 'int'
6107     }
6108     ]
6109     ]
6110     ],
6111     [
6112     'resistance',
6113     [
6114     [
6115     'resist_physical',
6116     {
6117     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!',
6118     name => 'resist physical %',
6119     type => 'int'
6120     }
6121     ],
6122     [
6123     'resist_magic',
6124     {
6125     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!',
6126     name => 'resist magic %',
6127     type => 'int'
6128     }
6129     ],
6130     [
6131     'resist_fire',
6132     {
6133     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!',
6134     name => 'resist fire %',
6135     type => 'int'
6136     }
6137     ],
6138     [
6139     'resist_electricity',
6140     {
6141     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!',
6142     name => 'resist electricity %',
6143     type => 'int'
6144     }
6145     ],
6146     [
6147     'resist_cold',
6148     {
6149     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!',
6150     name => 'resist cold %',
6151     type => 'int'
6152     }
6153     ],
6154     [
6155     'resist_acid',
6156     {
6157     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!',
6158     name => 'resist acid %',
6159     type => 'int'
6160     }
6161     ],
6162     [
6163     'resist_confusion',
6164     {
6165     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!',
6166     name => 'resist confusion %',
6167     type => 'int'
6168     }
6169     ],
6170     [
6171     'resist_weaponmagic',
6172     {
6173     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!',
6174     name => 'resist weaponmagic %',
6175     type => 'int'
6176     }
6177     ],
6178     [
6179     'resist_ghosthit',
6180     {
6181     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!',
6182     name => 'resist ghosthit %',
6183     type => 'int'
6184     }
6185     ],
6186     [
6187     'resist_slow',
6188     {
6189     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!',
6190     name => 'resist slow %',
6191     type => 'int'
6192     }
6193     ],
6194     [
6195     'resist_fear',
6196     {
6197     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!',
6198     name => 'resist fear %',
6199     type => 'int'
6200     }
6201     ],
6202     [
6203     'resist_death',
6204     {
6205     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!',
6206     name => 'resist death-attack %',
6207     type => 'int'
6208     }
6209     ],
6210     [
6211     'resist_chaos',
6212     {
6213     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!',
6214     name => 'resist chaos %',
6215     type => 'int'
6216     }
6217     ],
6218     [
6219     'resist_blind',
6220     {
6221     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!',
6222     name => 'resist blinding %',
6223     type => 'int'
6224     }
6225     ],
6226     [
6227     'resist_holyword',
6228     {
6229     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!',
6230     name => 'resist holy power %',
6231     type => 'int'
6232     }
6233     ],
6234     [
6235     'resist_godpower',
6236     {
6237     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!',
6238     name => 'resist godpower %',
6239     type => 'int'
6240     }
6241     ],
6242     [
6243     'resist_paralyze',
6244     {
6245     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!',
6246     name => 'resist paralyze %',
6247     type => 'int'
6248     }
6249     ],
6250     [
6251     'resist_drain',
6252     {
6253     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!',
6254     name => 'resist draining %',
6255     type => 'int'
6256     }
6257     ],
6258     [
6259     'resist_deplete',
6260     {
6261     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!',
6262     name => 'resist depletion %',
6263     type => 'int'
6264     }
6265     ],
6266     [
6267     'resist_poison',
6268     {
6269     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!',
6270     name => 'resist poison %',
6271     type => 'int'
6272     }
6273     ]
6274     ]
6275     ]
6276     ],
6277     use => 'Feel free to assign resistancies and stats to a skill tools or change the skill that is given.'
6278     },
6279 root 1.3 'Special Key' => {
6280 root 1.7 attr => [
6281     [
6282     'slaying',
6283     {
6284     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.',
6285     name => 'key string',
6286     type => 'string'
6287     }
6288     ],
6289     [
6290     'material',
6291     {
6292     desc => 'For Special Keys, material should always be unset or set to Adamantite. This prevents the key from getting burned or otherwise destroyed.',
6293     name => 'material',
6294     type => 'bitmask',
6295     value => $BITMASK{material}
6296     }
6297     ],
6298     [
6299     'unique',
6300     {
6301     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.',
6302     name => 'unique item',
6303     type => 'bool'
6304     }
6305     ],
6306     [
6307     'startequip',
6308     {
6309     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6310     name => 'godgiven item',
6311     type => 'bool'
6312     }
6313     ],
6314     [
6315     'msg',
6316     {
6317     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.',
6318     end => 'endmsg',
6319     name => 'description',
6320     type => 'text'
6321     }
6322     ]
6323     ],
6324 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.',
6325     ignore => [
6326     'material'
6327     ],
6328 root 1.5 name => 'Special Key',
6329 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".'
6330     },
6331     Spell => {
6332 root 1.7 attr => [
6333     [
6334     'no_drop',
6335     {
6336     type => 'fixed',
6337     value => 1
6338     }
6339     ],
6340     [
6341     'invisible',
6342     {
6343     type => 'fixed',
6344     value => 1
6345     }
6346     ],
6347     [
6348     'skill',
6349     {
6350     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.',
6351     name => 'skill name',
6352     type => 'string'
6353     }
6354     ],
6355     [
6356     'subtype',
6357     {
6358     desc => 'The <spell type> defines the basic type of spell. Some of these types are of a more generic nature than others.',
6359     name => 'spell type',
6360     type => 'list',
6361     value => $LIST{spell_type}
6362     }
6363     ],
6364     [
6365     'level',
6366     {
6367     name => 'spell level',
6368     type => 'int'
6369     }
6370     ],
6371     [
6372     'casting_time',
6373     {
6374     name => 'casting time',
6375     type => 'int'
6376     }
6377     ],
6378     [
6379     'duration',
6380     {
6381     name => 'duration',
6382     type => 'int'
6383     }
6384     ],
6385     [
6386     'other_arch',
6387     {
6388     name => 'create object',
6389     type => 'string'
6390     }
6391     ],
6392     [
6393     'sp',
6394     {
6395     name => 'cost spellpoints',
6396     type => 'int'
6397     }
6398     ],
6399     [
6400     'grace',
6401     {
6402     name => 'cost grace',
6403     type => 'int'
6404     }
6405     ],
6406     [
6407     'maxsp',
6408     {
6409     name => 'double cost per level',
6410     type => 'int'
6411     }
6412     ]
6413     ],
6414 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.',
6415     ignore => [
6416     $IGNORE_LIST{system_object}
6417     ],
6418 root 1.5 name => 'Spell',
6419 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.'
6420     },
6421     Spellbook => {
6422 root 1.7 attr => [
6423     [
6424     'skill',
6425     {
6426     type => 'fixed',
6427     value => 'literacy'
6428     }
6429     ],
6430     [
6431     'randomitems',
6432     {
6433     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.',
6434     name => 'treasurelist',
6435     type => 'treasurelist'
6436     }
6437     ],
6438     [
6439     'startequip',
6440     {
6441     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6442     name => 'godgiven item',
6443     type => 'bool'
6444     }
6445     ],
6446     [
6447     'msg',
6448     {
6449     desc => 'This text may contain a nice description of the spellbook\'s cover or something.',
6450     end => 'endmsg',
6451     name => 'description',
6452     type => 'text'
6453     }
6454     ]
6455     ],
6456 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.',
6457 root 1.5 name => 'Spellbook',
6458 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.'
6459     },
6460     Spinner => {
6461 root 1.7 attr => [
6462     [
6463     'sp',
6464     {
6465     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.',
6466     name => 'direction number',
6467     type => 'int'
6468     }
6469     ],
6470     [
6471 root 1.14 'move_on',
6472 root 1.7 {
6473 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6474     name => 'movement type',
6475 elmex 1.26 type => 'movement_type'
6476 root 1.7 }
6477     ]
6478     ],
6479 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.',
6480     ignore => [
6481     $IGNORE_LIST{non_pickable}
6482     ],
6483 root 1.5 name => 'Spinner',
6484 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.'
6485     },
6486     Swamp => {
6487 root 1.7 attr => [
6488     [
6489     'is_floor',
6490     {
6491     type => 'fixed',
6492     value => 1
6493     }
6494     ],
6495     [
6496     'is_wooded',
6497     {
6498     type => 'fixed',
6499     value => 1
6500     }
6501     ],
6502     [
6503     'speed',
6504     {
6505     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.',
6506     name => 'drowning speed',
6507     type => 'float'
6508     }
6509     ],
6510     [
6511 root 1.17 'speed_left',
6512     {
6513     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.',
6514     name => 'speed left',
6515     type => 'float'
6516     }
6517     ],
6518     [
6519 root 1.14 'move_on',
6520     {
6521     desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6522     name => 'movement type',
6523 elmex 1.26 type => 'movement_type'
6524 root 1.14 }
6525     ],
6526     [
6527     'move_block',
6528 root 1.7 {
6529 root 1.14 desc => 'Objects using these movement types cannot move over this space.',
6530     name => 'blocked movement',
6531 elmex 1.26 type => 'movement_type'
6532 root 1.14 }
6533     ],
6534     [
6535     'move_allow',
6536     {
6537     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6538     name => 'allowed movement',
6539 elmex 1.26 type => 'movement_type'
6540 root 1.14 }
6541     ],
6542     [
6543     'move_slow',
6544     {
6545     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6546     name => 'slowed movement',
6547 elmex 1.26 type => 'movement_type'
6548 root 1.14 }
6549     ],
6550     [
6551     'move_slow_penalty',
6552     {
6553     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)',
6554     name => 'slow movement penalty',
6555 root 1.7 type => 'int'
6556     }
6557     ],
6558     [
6559     'no_magic',
6560     {
6561     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
6562     name => 'no spells',
6563     type => 'bool'
6564     }
6565     ],
6566     [
6567     'damned',
6568     {
6569     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
6570     name => 'no prayers',
6571     type => 'bool'
6572     }
6573     ]
6574     ],
6575 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.',
6576     ignore => [
6577     $IGNORE_LIST{non_pickable}
6578 root 1.5 ],
6579     name => 'Swamp'
6580 root 1.3 },
6581     Teleporter => {
6582 root 1.7 attr => [
6583     [
6584     'slaying',
6585     {
6586     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.',
6587     name => 'exit path',
6588     type => 'string'
6589     }
6590     ],
6591     [
6592     'hp',
6593     {
6594     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.',
6595     name => 'destination X',
6596     type => 'int'
6597     }
6598     ],
6599     [
6600     'sp',
6601     {
6602     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.',
6603     name => 'destination Y',
6604     type => 'int'
6605     }
6606     ],
6607     [
6608     'connected',
6609     {
6610     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.',
6611     name => 'connection',
6612     type => 'int'
6613     }
6614     ],
6615     [
6616 elmex 1.21 'activate_on_push',
6617     {
6618     desc => 'Whether the teleporter should only be activated on push.',
6619     name => 'Activate on push',
6620     type => 'bool'
6621     }
6622     ],
6623     [
6624     'activate_on_release',
6625     {
6626     desc => 'Whether the teleporter should only be activated on release.',
6627     name => 'Activate on release',
6628     type => 'bool'
6629     }
6630     ],
6631     [
6632 root 1.7 'speed',
6633     {
6634     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!',
6635     name => 'activation speed',
6636     type => 'float'
6637     }
6638 root 1.17 ],
6639     [
6640     'speed_left',
6641     {
6642     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.',
6643     name => 'speed left',
6644     type => 'float'
6645     }
6646 root 1.7 ]
6647     ],
6648 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.',
6649     ignore => [
6650     $IGNORE_LIST{non_pickable}
6651     ],
6652 root 1.5 name => 'Teleporter',
6653 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.'
6654     },
6655 root 1.8 'Timed Gate' => {
6656     attr => [
6657     [
6658     'no_pick',
6659     {
6660     type => 'fixed',
6661     value => 1
6662     }
6663     ],
6664     [
6665     'connected',
6666     {
6667     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.',
6668     name => 'connection',
6669     type => 'int'
6670     }
6671     ],
6672     [
6673 elmex 1.21 'activate_on_push',
6674     {
6675     desc => 'Whether the teleporter should only be activated on push.',
6676     name => 'Activate on push',
6677     type => 'bool'
6678     }
6679     ],
6680     [
6681     'activate_on_release',
6682     {
6683     desc => 'Whether the teleporter should only be activated on release.',
6684     name => 'Activate on release',
6685     type => 'bool'
6686     }
6687     ],
6688     [
6689 root 1.8 'wc',
6690     {
6691     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.',
6692     name => 'position state',
6693     type => 'int'
6694     }
6695     ],
6696     [
6697 root 1.14 'move_block',
6698     {
6699     desc => 'Objects using these movement types cannot move over this space.',
6700     name => 'blocked movement',
6701 elmex 1.26 type => 'movement_type'
6702 root 1.14 }
6703     ],
6704     [
6705     'move_allow',
6706     {
6707     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6708     name => 'allowed movement',
6709 elmex 1.26 type => 'movement_type'
6710 root 1.14 }
6711     ],
6712     [
6713     'move_slow',
6714 root 1.8 {
6715 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6716     name => 'slowed movement',
6717 elmex 1.26 type => 'movement_type'
6718 root 1.14 }
6719     ],
6720     [
6721     'move_slow_penalty',
6722     {
6723     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)',
6724     name => 'slow movement penalty',
6725     type => 'int'
6726 root 1.8 }
6727     ],
6728     [
6729     'no_magic',
6730     {
6731     desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
6732     name => 'restrict spells',
6733     type => 'bool'
6734     }
6735     ],
6736     [
6737     'damned',
6738     {
6739     desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
6740     name => 'restrict prayers',
6741     type => 'bool'
6742     }
6743     ],
6744     [
6745     'hp',
6746     {
6747     desc => 'Defines the duration the gate remains closed. This only takes effect if the gate is not connected.',
6748     name => 'open duration',
6749     type => 'int'
6750     }
6751     ]
6752     ],
6753     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.',
6754     ignore => [
6755     $IGNORE_LIST{non_pickable}
6756     ],
6757     name => 'Timed Gate',
6758     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".'
6759     },
6760 root 1.3 Trap => {
6761 root 1.7 attr => [
6762     [
6763     'no_pick',
6764     {
6765     type => 'fixed',
6766     value => 1
6767     }
6768     ],
6769     [
6770 root 1.14 'move_on',
6771 root 1.7 {
6772 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6773     name => 'movement type',
6774 elmex 1.26 type => 'movement_type'
6775 root 1.7 }
6776     ],
6777     [
6778     'level',
6779     {
6780     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.',
6781     name => 'trap level',
6782     type => 'int'
6783     }
6784     ],
6785     [
6786     'Cha',
6787     {
6788     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.',
6789     name => 'visibility',
6790     type => 'int'
6791     }
6792     ],
6793     [
6794     'hp',
6795     {
6796     desc => 'The trap will detonate <number of charges> times before disappearing.',
6797     name => 'number of charges',
6798     type => 'int'
6799     }
6800     ],
6801     [
6802     'dam',
6803     {
6804     desc => '<direct damage> specifies how much damage is done by the trap. This should be set in reasonable relation to the trap\'s level.',
6805     name => 'direct damage',
6806     type => 'int'
6807     }
6808     ],
6809     [
6810     'attacktype',
6811     {
6812     desc => 'This attribute defines what attacktype to use for direct damage when the trap detonates.',
6813     name => 'attacktype',
6814     type => 'bitmask',
6815     value => $BITMASK{attacktype}
6816     }
6817     ],
6818     [
6819     'connected',
6820     {
6821     desc => 'When the trap is detonated, all objects with the same connection value get activated.',
6822     name => 'connection',
6823     type => 'int'
6824     }
6825     ],
6826     [
6827     'msg',
6828     {
6829     desc => 'When the trap detonates, this text is displayed to the victim. For especially powerful or complex traps, create an appropriate and thrilling description. ;)',
6830     end => 'endmsg',
6831     name => 'detonation text',
6832     type => 'text'
6833     }
6834     ]
6835     ],
6836 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.',
6837     ignore => [
6838     'no_pick',
6839     'title',
6840     'name_pl',
6841     'weight',
6842     'value',
6843     'material',
6844     'unpaid'
6845     ],
6846 root 1.5 name => 'Trap',
6847 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.'
6848     },
6849     Trapdoor => {
6850 root 1.7 attr => [
6851     [
6852     'no_pick',
6853     {
6854     type => 'fixed',
6855     value => 1
6856     }
6857     ],
6858     [
6859 root 1.14 'move_on',
6860 root 1.7 {
6861 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6862     name => 'movement type',
6863 elmex 1.26 type => 'movement_type'
6864 root 1.7 }
6865     ],
6866     [
6867     'weight',
6868     {
6869     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.',
6870     name => 'hold weight',
6871     type => 'int'
6872     }
6873     ],
6874     [
6875     'hp',
6876     {
6877     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!',
6878     name => 'destination X',
6879     type => 'int'
6880     }
6881     ],
6882     [
6883     'sp',
6884     {
6885     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!',
6886     name => 'destination Y',
6887     type => 'int'
6888     }
6889     ]
6890     ],
6891 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.',
6892     ignore => [
6893     $IGNORE_LIST{non_pickable}
6894     ],
6895 root 1.5 name => 'Trapdoor',
6896 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.'
6897     },
6898     Treasure => {
6899 root 1.7 attr => [
6900     [
6901     'randomitems',
6902     {
6903     desc => 'This entry determines what kind of treasure will appear. Look into /crossfire/share/crossfire/treasures for details about existing treasurelists.',
6904     name => 'treasurelist',
6905     type => 'treasurelist'
6906     }
6907     ],
6908     [
6909     'auto_apply',
6910     {
6911     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.',
6912     name => 'auto-generate',
6913     type => 'bool'
6914     }
6915     ],
6916     [
6917     'hp',
6918     {
6919     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.',
6920     name => 'create number',
6921     type => 'int'
6922     }
6923     ],
6924     [
6925     'exp',
6926     {
6927     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).',
6928     name => 'quality level',
6929     type => 'int'
6930     }
6931     ]
6932     ],
6933 root 1.3 desc => 'A treasure-object turns into certain randomitems when the map is loaded into the game.',
6934     ignore => [
6935     'nrof',
6936     'title',
6937     'name_pl',
6938     'weight',
6939     'value',
6940     'material'
6941     ],
6942 root 1.5 name => 'Treasure',
6943 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.'
6944     },
6945     'Trigger Marker' => {
6946 root 1.7 attr => [
6947     [
6948     'no_pick',
6949     {
6950     type => 'fixed',
6951     value => 1
6952     }
6953     ],
6954     [
6955     'slaying',
6956     {
6957     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.',
6958     name => 'key string',
6959     type => 'string'
6960     }
6961     ],
6962     [
6963     'connected',
6964     {
6965     desc => 'Unlike a regular marker this is the connection that triggers this marker to activate.',
6966     name => 'connection',
6967     type => 'int'
6968     }
6969     ],
6970     [
6971     'food',
6972     {
6973     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.',
6974     name => 'mark duration',
6975     type => 'int'
6976     }
6977     ],
6978     [
6979     'name',
6980     {
6981     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.',
6982     name => 'delete mark',
6983     type => 'string'
6984     }
6985     ],
6986     [
6987     'msg',
6988     {
6989     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.',
6990     end => 'endmsg',
6991     name => 'marking message',
6992     type => 'text'
6993     }
6994     ]
6995     ],
6996 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.',
6997     ignore => [
6998     $IGNORE_LIST{system_object}
6999     ],
7000 root 1.5 name => 'Trigger Marker',
7001 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.'
7002     },
7003     Wall => {
7004 root 1.7 attr => [
7005     [
7006 root 1.14 'move_block',
7007     {
7008     desc => 'Objects using these movement types cannot move over this space.',
7009     name => 'blocked movement',
7010 elmex 1.26 type => 'movement_type'
7011 root 1.14 }
7012     ],
7013     [
7014     'move_allow',
7015     {
7016     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
7017     name => 'allowed movement',
7018 elmex 1.26 type => 'movement_type'
7019 root 1.14 }
7020     ],
7021     [
7022     'move_slow',
7023 root 1.7 {
7024 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
7025     name => 'slowed movement',
7026 elmex 1.26 type => 'movement_type'
7027 root 1.14 }
7028     ],
7029     [
7030     'move_slow_penalty',
7031     {
7032     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)',
7033     name => 'slow movement penalty',
7034     type => 'int'
7035 root 1.7 }
7036     ],
7037     [
7038     'can_roll',
7039     {
7040     desc => 'If set, the object is able to "roll", so it can be pushed around. This setting is used for boulders and barrels.',
7041     name => 'moveable',
7042     type => 'bool'
7043     }
7044     ],
7045     [
7046     'no_magic',
7047     {
7048     desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
7049     name => 'restrict spells',
7050     type => 'bool'
7051     }
7052     ],
7053     [
7054     'damned',
7055     {
7056     desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
7057     name => 'restrict prayers',
7058     type => 'bool'
7059     }
7060     ]
7061     ],
7062 root 1.3 desc => 'Walls usually block passage and sight.',
7063     ignore => [
7064     'nrof',
7065     'title',
7066     'name_pl',
7067     'value',
7068     'unpaid'
7069     ],
7070 root 1.19 name => 'Wall'
7071 root 1.3 },
7072     'Wand & Staff' => {
7073 root 1.7 attr => [
7074     [
7075     'sp',
7076     {
7077     desc => 'The <spell> specifies the contained spell.',
7078     name => 'spell',
7079     type => 'spell'
7080     }
7081     ],
7082     [
7083     'level',
7084     {
7085     desc => 'The <casting level> of the wand determines it\'s power. An average level for wands in shops is about 10.',
7086     name => 'casting level',
7087     type => 'int'
7088     }
7089     ],
7090     [
7091     'food',
7092     {
7093     desc => 'The wand can be used <number of charges> times before it is used up. It can be recharged with scrolls of charging.',
7094     name => 'number of charges',
7095     type => 'int'
7096     }
7097     ],
7098     [
7099     'startequip',
7100     {
7101     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
7102     name => 'godgiven item',
7103     type => 'bool'
7104     }
7105     ],
7106     [
7107     'msg',
7108     {
7109     desc => 'This text may contain a description of the wand.',
7110     end => 'endmsg',
7111     name => 'description',
7112     type => 'text'
7113     }
7114     ]
7115     ],
7116 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.',
7117 root 1.5 name => 'Wand & Staff',
7118 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.'
7119 root 1.3 },
7120     'Weak Wall' => {
7121 root 1.7 attr => [
7122     [
7123     'alive',
7124     {
7125     type => 'fixed',
7126     value => 1
7127     }
7128     ],
7129     [
7130     'no_pick',
7131     {
7132     type => 'fixed',
7133     value => 1
7134     }
7135     ],
7136     [
7137     'tear_down',
7138     {
7139     type => 'fixed',
7140     value => 1
7141     }
7142     ],
7143     [
7144     'race',
7145     {
7146     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.',
7147     name => 'race',
7148     type => 'string'
7149     }
7150     ],
7151     [
7152     'level',
7153     {
7154     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.',
7155     name => 'level',
7156     type => 'int'
7157     }
7158     ],
7159     [
7160     'hp',
7161     {
7162     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.',
7163     name => 'health points',
7164     type => 'int'
7165     }
7166     ],
7167     [
7168     'maxhp',
7169     {
7170     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.',
7171     name => 'max health',
7172     type => 'int'
7173     }
7174     ],
7175     [
7176     'ac',
7177     {
7178     desc => 'Weak walls of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
7179     name => 'armour class',
7180     type => 'int'
7181     }
7182     ]
7183     ],
7184 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.',
7185     ignore => [
7186     $IGNORE_LIST{non_pickable}
7187     ],
7188 root 1.5 name => 'Weak Wall',
7189 root 1.4 section => [
7190     [
7191     'resistance',
7192 root 1.7 [
7193     [
7194     'resist_physical',
7195     {
7196     name => 'resist physical %',
7197     type => 'int'
7198     }
7199     ],
7200     [
7201     'resist_magic',
7202     {
7203     name => 'resist magic %',
7204     type => 'int'
7205     }
7206     ],
7207     [
7208     'resist_fire',
7209     {
7210     name => 'resist fire %',
7211     type => 'int'
7212     }
7213     ],
7214     [
7215     'resist_electricity',
7216     {
7217     name => 'resist electricity %',
7218     type => 'int'
7219     }
7220     ],
7221     [
7222     'resist_cold',
7223     {
7224     name => 'resist cold %',
7225     type => 'int'
7226     }
7227     ],
7228     [
7229     'resist_confusion',
7230     {
7231     name => 'resist confusion %',
7232     type => 'int'
7233     }
7234     ],
7235     [
7236     'resist_acid',
7237     {
7238     name => 'resist acid %',
7239     type => 'int'
7240     }
7241     ],
7242     [
7243     'resist_drain',
7244     {
7245     name => 'resist draining %',
7246     type => 'int'
7247     }
7248     ],
7249     [
7250     'resist_weaponmagic',
7251     {
7252     name => 'resist weaponmagic %',
7253     type => 'int'
7254     }
7255     ],
7256     [
7257     'resist_ghosthit',
7258     {
7259     name => 'resist ghosthit %',
7260     type => 'int'
7261     }
7262     ],
7263     [
7264     'resist_poison',
7265     {
7266     name => 'resist poison %',
7267     type => 'int'
7268     }
7269     ],
7270     [
7271     'resist_slow',
7272     {
7273     name => 'resist slow %',
7274     type => 'int'
7275     }
7276     ],
7277     [
7278     'resist_paralyze',
7279     {
7280     name => 'resist paralyze %',
7281     type => 'int'
7282     }
7283     ],
7284     [
7285     'resist_fear',
7286     {
7287     name => 'resist fear %',
7288     type => 'int'
7289     }
7290     ],
7291     [
7292     'resist_deplete',
7293     {
7294     name => 'resist depletion %',
7295     type => 'int'
7296     }
7297     ],
7298     [
7299     'resist_death',
7300     {
7301     name => 'resist death-attack %',
7302     type => 'int'
7303     }
7304     ],
7305     [
7306     'resist_chaos',
7307     {
7308     name => 'resist chaos %',
7309     type => 'int'
7310     }
7311     ],
7312     [
7313     'resist_blind',
7314     {
7315     name => 'resist blinding %',
7316     type => 'int'
7317     }
7318     ],
7319     [
7320     'resist_holyword',
7321     {
7322     name => 'resist holy power %',
7323     type => 'int'
7324     }
7325     ],
7326     [
7327     'resist_godpower',
7328     {
7329     name => 'resist godpower %',
7330     type => 'int'
7331     }
7332     ]
7333     ]
7334 root 1.4 ]
7335     ],
7336 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.'
7337     },
7338     Weapon => {
7339 root 1.7 attr => [
7340     [
7341     'attacktype',
7342     {
7343     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.',
7344     name => 'attacktype',
7345     type => 'bitmask',
7346     value => $BITMASK{attacktype}
7347     }
7348     ],
7349     [
7350     'weapontype',
7351     {
7352     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.',
7353     name => 'weapontype',
7354     type => 'list',
7355     value => $LIST{weapon_type}
7356     }
7357     ],
7358     [
7359     'skill',
7360     {
7361     desc => 'Matching <skill name> of the skill that is required to use this weapon.',
7362     name => 'skill name',
7363     type => 'string'
7364     }
7365     ],
7366     [
7367     'dam',
7368     {
7369     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.',
7370     name => 'damage',
7371     type => 'int'
7372     }
7373     ],
7374     [
7375     'slaying',
7376     {
7377     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.',
7378     name => 'slaying race',
7379     type => 'string'
7380     }
7381     ],
7382     [
7383     'last_sp',
7384     {
7385     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.',
7386     name => 'weapon speed',
7387     type => 'int'
7388     }
7389     ],
7390     [
7391     'wc',
7392     {
7393     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.',
7394     name => 'weapon class',
7395     type => 'int'
7396     }
7397     ],
7398     [
7399     'magic',
7400     {
7401     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.',
7402     name => 'magic bonus',
7403     type => 'int'
7404     }
7405     ],
7406     [
7407     'item_power',
7408     {
7409     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>.',
7410     name => 'item power',
7411     type => 'int'
7412     }
7413     ],
7414     [
7415     'damned',
7416     {
7417     desc => 'A damned weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
7418     name => 'damnation',
7419     type => 'bool'
7420     }
7421     ],
7422     [
7423     'cursed',
7424     {
7425     desc => 'A cursed weapon cannot be unwielded unless the curse is removed.',
7426     name => 'curse',
7427     type => 'bool'
7428     }
7429     ],
7430     [
7431     'lifesave',
7432     {
7433 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!',
7434 root 1.7 name => 'save life',
7435     type => 'bool'
7436     }
7437     ],
7438     [
7439     'unique',
7440     {
7441     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
7442     name => 'unique item',
7443     type => 'bool'
7444     }
7445     ],
7446     [
7447     'startequip',
7448     {
7449     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
7450     name => 'godgiven item',
7451     type => 'bool'
7452     }
7453     ],
7454     [
7455     'msg',
7456     {
7457     desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
7458     end => 'endmsg',
7459     name => 'description',
7460     type => 'text'
7461     }
7462     ]
7463     ],
7464 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.',
7465 root 1.5 name => 'Weapon',
7466 root 1.4 section => [
7467     [
7468 elmex 1.33 'stats',
7469     [
7470     [
7471     'Str',
7472     {
7473     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.',
7474     name => 'strength',
7475     type => 'int'
7476     }
7477     ],
7478     [
7479     'Dex',
7480     {
7481     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.',
7482     name => 'dexterity',
7483     type => 'int'
7484     }
7485     ],
7486     [
7487     'Con',
7488     {
7489     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.',
7490     name => 'constitution',
7491     type => 'int'
7492     }
7493     ],
7494     [
7495     'Int',
7496     {
7497     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.',
7498     name => 'intelligence',
7499     type => 'int'
7500     }
7501     ],
7502     [
7503     'Pow',
7504     {
7505     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.',
7506     name => 'power',
7507     type => 'int'
7508     }
7509     ],
7510     [
7511     'Wis',
7512     {
7513     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.',
7514     name => 'wisdom',
7515     type => 'int'
7516     }
7517     ],
7518     [
7519     'Cha',
7520     {
7521     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.',
7522     name => 'charisma',
7523     type => 'int'
7524     }
7525     ]
7526     ]
7527     ],
7528     [
7529 root 1.4 'resistance',
7530 root 1.7 [
7531     [
7532     'resist_physical',
7533     {
7534 elmex 1.33 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!',
7535 root 1.7 name => 'resist physical %',
7536     type => 'int'
7537     }
7538     ],
7539     [
7540     'resist_magic',
7541     {
7542 elmex 1.33 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!',
7543 root 1.7 name => 'resist magic %',
7544     type => 'int'
7545     }
7546     ],
7547     [
7548     'resist_fire',
7549     {
7550 elmex 1.33 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!',
7551 root 1.7 name => 'resist fire %',
7552     type => 'int'
7553     }
7554     ],
7555     [
7556     'resist_electricity',
7557     {
7558 elmex 1.33 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!',
7559 root 1.7 name => 'resist electricity %',
7560     type => 'int'
7561     }
7562     ],
7563     [
7564     'resist_cold',
7565     {
7566 elmex 1.33 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!',
7567 root 1.7 name => 'resist cold %',
7568     type => 'int'
7569     }
7570     ],
7571     [
7572     'resist_acid',
7573     {
7574 elmex 1.33 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!',
7575 root 1.7 name => 'resist acid %',
7576     type => 'int'
7577     }
7578     ],
7579     [
7580 elmex 1.33 'resist_confusion',
7581 root 1.7 {
7582 elmex 1.33 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!',
7583     name => 'resist confusion %',
7584 root 1.7 type => 'int'
7585     }
7586     ],
7587     [
7588     'resist_weaponmagic',
7589     {
7590 elmex 1.33 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!',
7591 root 1.7 name => 'resist weaponmagic %',
7592     type => 'int'
7593     }
7594     ],
7595     [
7596     'resist_ghosthit',
7597     {
7598 elmex 1.33 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!',
7599 root 1.7 name => 'resist ghosthit %',
7600     type => 'int'
7601     }
7602     ],
7603     [
7604     'resist_slow',
7605     {
7606 elmex 1.33 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!',
7607 root 1.7 name => 'resist slow %',
7608     type => 'int'
7609     }
7610     ],
7611     [
7612     'resist_fear',
7613     {
7614 elmex 1.33 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!',
7615 root 1.7 name => 'resist fear %',
7616     type => 'int'
7617     }
7618     ],
7619     [
7620     'resist_death',
7621     {
7622 elmex 1.33 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!',
7623 root 1.7 name => 'resist death-attack %',
7624     type => 'int'
7625     }
7626     ],
7627     [
7628     'resist_chaos',
7629     {
7630 elmex 1.33 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!',
7631 root 1.7 name => 'resist chaos %',
7632     type => 'int'
7633     }
7634     ],
7635     [
7636     'resist_blind',
7637     {
7638 elmex 1.33 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!',
7639 root 1.7 name => 'resist blinding %',
7640     type => 'int'
7641     }
7642     ],
7643     [
7644     'resist_holyword',
7645     {
7646 elmex 1.33 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!',
7647 root 1.7 name => 'resist holy power %',
7648     type => 'int'
7649     }
7650     ],
7651     [
7652 elmex 1.33 'resist_godpower',
7653 root 1.7 {
7654 elmex 1.33 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!',
7655     name => 'resist godpower %',
7656 root 1.7 type => 'int'
7657     }
7658     ],
7659     [
7660 elmex 1.33 'resist_paralyze',
7661 root 1.7 {
7662 elmex 1.33 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!',
7663     name => 'resist paralyze %',
7664 root 1.7 type => 'int'
7665     }
7666     ],
7667     [
7668 elmex 1.33 'resist_drain',
7669 root 1.7 {
7670 elmex 1.33 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!',
7671     name => 'resist draining %',
7672 root 1.7 type => 'int'
7673     }
7674     ],
7675     [
7676 elmex 1.33 'resist_deplete',
7677 root 1.7 {
7678 elmex 1.33 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!',
7679     name => 'resist depletion %',
7680 root 1.7 type => 'int'
7681     }
7682     ],
7683     [
7684 elmex 1.33 'resist_poison',
7685 root 1.7 {
7686 elmex 1.33 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!',
7687     name => 'resist poison %',
7688 root 1.7 type => 'int'
7689     }
7690     ]
7691     ]
7692 root 1.4 ],
7693     [
7694     'misc',
7695 root 1.7 [
7696     [
7697     'luck',
7698     {
7699     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.',
7700     name => 'luck bonus',
7701     type => 'int'
7702     }
7703     ],
7704     [
7705     'hp',
7706     {
7707     desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
7708     name => 'health regen.',
7709     type => 'int'
7710     }
7711     ],
7712     [
7713     'sp',
7714     {
7715     desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
7716     name => 'mana regen.',
7717     type => 'int'
7718     }
7719     ],
7720     [
7721     'grace',
7722     {
7723     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!!',
7724     name => 'grace regen.',
7725     type => 'int'
7726     }
7727     ],
7728     [
7729     'food',
7730     {
7731     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.',
7732     name => 'food bonus',
7733     type => 'int'
7734     }
7735     ],
7736     [
7737     'xrays',
7738     {
7739 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.',
7740 root 1.7 name => 'xray vision',
7741     type => 'bool'
7742     }
7743     ],
7744     [
7745     'stealth',
7746     {
7747     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)',
7748     name => 'stealth',
7749     type => 'bool'
7750     }
7751     ],
7752     [
7753     'reflect_spell',
7754     {
7755     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!',
7756     name => 'reflect spells',
7757     type => 'bool'
7758     }
7759     ],
7760     [
7761     'reflect_missile',
7762     {
7763     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.',
7764     name => 'reflect missiles',
7765     type => 'bool'
7766     }
7767     ],
7768     [
7769     'path_attuned',
7770     {
7771     desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this weapon.',
7772     name => 'attuned paths',
7773     type => 'bitmask',
7774     value => $BITMASK{spellpath}
7775     }
7776     ],
7777     [
7778     'path_repelled',
7779     {
7780     desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this weapon.',
7781     name => 'repelled paths',
7782     type => 'bitmask',
7783     value => $BITMASK{spellpath}
7784     }
7785     ],
7786     [
7787     'path_denied',
7788     {
7789     desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this weapon.',
7790     name => 'denied paths',
7791     type => 'bitmask',
7792     value => $BITMASK{spellpath}
7793     }
7794     ]
7795     ]
7796 root 1.4 ]
7797     ],
7798 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.'
7799 root 1.1 }
7800     );
7801    
7802 root 1.3 our %ATTR = (
7803     3 => $TYPE{Rod},
7804     4 => $TYPE{Treasure},
7805     5 => $TYPE{Potion},
7806     6 => $TYPE{Food},
7807     7 => $TYPE{'Poison Food'},
7808     8 => $TYPE{Book},
7809     9 => $TYPE{Clock},
7810     13 => $TYPE{Projectile},
7811     14 => $TYPE{'Shooting Weapon'},
7812     15 => $TYPE{Weapon},
7813     16 => $TYPE{'Brestplate Armour'},
7814     17 => $TYPE{Pedestal},
7815     18 => $TYPE{Altar},
7816     20 => $TYPE{'Locked Door'},
7817     21 => $TYPE{'Special Key'},
7818 root 1.9 23 => $TYPE{Door},
7819     24 => $TYPE{Key},
7820 root 1.8 26 => $TYPE{'Timed Gate'},
7821 root 1.3 27 => $TYPE{'Handle Trigger'},
7822 root 1.9 28 => $TYPE{'Monster (Grimreaper)'},
7823 root 1.3 29 => $TYPE{'Magic Ear'},
7824 root 1.9 30 => $TYPE{'Button Trigger'},
7825 root 1.3 31 => $TYPE{'Altar Trigger'},
7826     33 => $TYPE{Shield},
7827     34 => $TYPE{Helmet},
7828     35 => $TYPE{Horn},
7829     36 => $TYPE{Money},
7830 root 1.9 37 => $TYPE{'Class Changer'},
7831 root 1.3 39 => $TYPE{Amulet},
7832     40 => $TYPE{Mover},
7833     41 => $TYPE{Teleporter},
7834     42 => $TYPE{Creator},
7835     43 => $TYPE{Skill},
7836     51 => $TYPE{Detector},
7837     52 => $TYPE{'Trigger Marker'},
7838     55 => $TYPE{Marker},
7839     56 => $TYPE{'Holy Altar'},
7840     58 => $TYPE{Battleground},
7841     60 => $TYPE{Jewel},
7842     62 => $TYPE{'Magic Wall'},
7843     64 => $TYPE{'Inventory Checker'},
7844     65 => $TYPE{'Mood Floor'},
7845     66 => $TYPE{Exit},
7846     67 => $TYPE{'Floor (Encounter)'},
7847     68 => $TYPE{'Shop Floor'},
7848     69 => $TYPE{'Shop Mat'},
7849     70 => $TYPE{Ring},
7850     72 => $TYPE{Flesh},
7851     73 => $TYPE{Inorganic},
7852 elmex 1.33 74 => $TYPE{'Skill Tool'},
7853 root 1.3 83 => $TYPE{Duplicator},
7854     85 => $TYPE{Spellbook},
7855     87 => $TYPE{Cloak},
7856     88 => $TYPE{'Hazard Floor'},
7857     90 => $TYPE{Spinner},
7858     91 => $TYPE{Gate},
7859     92 => $TYPE{Button},
7860     93 => $TYPE{Handle},
7861     94 => $TYPE{Pit},
7862     95 => $TYPE{Trapdoor},
7863     98 => $TYPE{'Sign & MagicMouth'},
7864     99 => $TYPE{Boots},
7865     100 => $TYPE{Gloves},
7866     101 => $TYPE{Spell},
7867     103 => $TYPE{Converter},
7868     104 => $TYPE{Bracers},
7869     106 => $TYPE{Savebed},
7870     109 => $TYPE{'Wand & Staff'},
7871     110 => $TYPE{Ability},
7872     111 => $TYPE{Scroll},
7873     112 => $TYPE{Director},
7874     113 => $TYPE{Girdle},
7875 root 1.10 116 => $TYPE{'Event Connector'},
7876 root 1.3 122 => $TYPE{Container},
7877     130 => $TYPE{'Skill Scroll'},
7878     138 => $TYPE{Swamp},
7879 elmex 1.27 150 => $TYPE{'Shop Inventory'},
7880 root 1.3 154 => $TYPE{Rune},
7881     155 => $TYPE{Trap},
7882     156 => $TYPE{'Power Crystal'},
7883 root 1.8 158 => $TYPE{Disease},
7884 elmex 1.23 163 => $TYPE{'Item Transformer'},
7885     165 => $TYPE{'Safe ground (CF+)'}
7886 root 1.1 );
7887    
7888 root 1.3 our %TYPENAME = (
7889     0 => '*NONE*',
7890     1 => 'PLAYER',
7891 root 1.9 2 => 'TRANSPORT',
7892 root 1.3 3 => 'ROD',
7893     4 => 'TREASURE',
7894     5 => 'POTION',
7895     6 => 'FOOD',
7896     7 => 'POISON',
7897     8 => 'BOOK',
7898     9 => 'CLOCK',
7899     12 => 'LIGHTNING',
7900     13 => 'ARROW',
7901     14 => 'BOW',
7902     15 => 'WEAPON',
7903     16 => 'ARMOUR',
7904     17 => 'PEDESTAL',
7905     18 => 'ALTAR',
7906     20 => 'LOCKED_DOOR',
7907     21 => 'SPECIAL_KEY',
7908     22 => 'MAP',
7909     23 => 'DOOR',
7910     24 => 'KEY',
7911     26 => 'TIMED_GATE',
7912     27 => 'TRIGGER',
7913     28 => 'GRIMREAPER',
7914     29 => 'MAGIC_EAR',
7915     30 => 'TRIGGER_BUTTON',
7916     31 => 'TRIGGER_ALTAR',
7917     32 => 'TRIGGER_PEDESTAL',
7918     33 => 'SHIELD',
7919     34 => 'HELMET',
7920     35 => 'HORN',
7921     36 => 'MONEY',
7922     37 => 'CLASS',
7923     38 => 'GRAVESTONE',
7924     39 => 'AMULET',
7925     40 => 'PLAYERMOVER',
7926     41 => 'TELEPORTER',
7927     42 => 'CREATOR',
7928     43 => 'SKILL',
7929     44 => 'EXPERIENCE',
7930     45 => 'EARTHWALL',
7931     46 => 'GOLEM',
7932     48 => 'THROWN_OBJ',
7933     49 => 'BLINDNESS',
7934     50 => 'GOD',
7935     51 => 'DETECTOR',
7936     52 => 'TRIGGER_MARKER',
7937     53 => 'DEAD_OBJECT',
7938     54 => 'DRINK',
7939     55 => 'MARKER',
7940     56 => 'HOLY_ALTAR',
7941     57 => 'PLAYER_CHANGER',
7942     58 => 'BATTLEGROUND',
7943     59 => 'PEACEMAKER',
7944     60 => 'GEM',
7945     62 => 'FIREWALL',
7946     63 => 'ANVIL',
7947     64 => 'CHECK_INV',
7948     65 => 'MOOD_FLOOR',
7949     66 => 'EXIT',
7950     67 => 'ENCOUNTER',
7951     68 => 'SHOP_FLOOR',
7952     69 => 'SHOP_MAT',
7953     70 => 'RING',
7954     71 => 'FLOOR',
7955     72 => 'FLESH',
7956     73 => 'INORGANIC',
7957     74 => 'SKILL_TOOL',
7958     75 => 'LIGHTER',
7959     76 => 'TRAP_PART',
7960     77 => 'WALL',
7961     78 => 'LIGHT_SOURCE',
7962     79 => 'MISC_OBJECT',
7963     80 => 'MONSTER',
7964     81 => 'SPAWN_GENERATOR',
7965     82 => 'LAMP',
7966     83 => 'DUPLICATOR',
7967     84 => 'TOOL',
7968     85 => 'SPELLBOOK',
7969     86 => 'BUILDFAC',
7970     87 => 'CLOAK',
7971     90 => 'SPINNER',
7972     91 => 'GATE',
7973     92 => 'BUTTON',
7974     93 => 'CF_HANDLE',
7975     94 => 'HOLE',
7976     95 => 'TRAPDOOR',
7977     98 => 'SIGN',
7978     99 => 'BOOTS',
7979     100 => 'GLOVES',
7980     101 => 'SPELL',
7981     102 => 'SPELL_EFFECT',
7982     103 => 'CONVERTER',
7983     104 => 'BRACERS',
7984     105 => 'POISONING',
7985     106 => 'SAVEBED',
7986     107 => 'POISONCLOUD',
7987     108 => 'FIREHOLES',
7988     109 => 'WAND',
7989     111 => 'SCROLL',
7990     112 => 'DIRECTOR',
7991     113 => 'GIRDLE',
7992     114 => 'FORCE',
7993     115 => 'POTION_EFFECT',
7994 root 1.11 116 => 'EVENT_CONNECTOR',
7995 root 1.3 121 => 'CLOSE_CON',
7996     122 => 'CONTAINER',
7997     123 => 'ARMOUR_IMPROVER',
7998     124 => 'WEAPON_IMPROVER',
7999     130 => 'SKILLSCROLL',
8000     138 => 'DEEP_SWAMP',
8001     139 => 'IDENTIFY_ALTAR',
8002     150 => 'MENU',
8003     154 => 'RUNE',
8004     155 => 'TRAP',
8005     156 => 'POWER_CRYSTAL',
8006     157 => 'CORPSE',
8007     158 => 'DISEASE',
8008     159 => 'SYMPTOM',
8009     160 => 'BUILDER',
8010 root 1.9 161 => 'MATERIAL',
8011     162 => 'GPS',
8012     163 => 'ITEM_TRANSFORMER',
8013     164 => 'QUEST'
8014 root 1.1 );
8015    
8016     our %SPELL = (
8017 root 1.3 0 => 'magic bullet',
8018     1 => 'small fireball',
8019     2 => 'medium fireball',
8020     3 => 'large fireball',
8021     4 => 'burning hands',
8022     5 => 'small lightning',
8023     6 => 'large lightning',
8024     7 => 'magic missile',
8025     8 => 'create bomb',
8026     9 => 'summon golem',
8027     10 => 'summon fire elemental',
8028     11 => 'summon earth elemental',
8029     12 => 'summon water elemental',
8030     13 => 'summon air elemental',
8031     14 => 'dimension door',
8032     15 => 'create earth wall',
8033     16 => 'paralyze',
8034     17 => 'icestorm',
8035     18 => 'magic mapping',
8036     19 => 'turn undead',
8037     20 => 'fear',
8038     21 => 'poison cloud',
8039     22 => 'wonder',
8040     23 => 'destruction',
8041     24 => 'perceive self',
8042     25 => 'word of recall',
8043     26 => 'invisible',
8044     27 => 'invisible to undead',
8045     28 => 'probe',
8046     29 => 'large bullet',
8047     30 => 'improved invisibility',
8048     31 => 'holy word',
8049     32 => 'minor healing',
8050     33 => 'medium healing',
8051     34 => 'major healing',
8052     35 => 'heal',
8053     36 => 'create food',
8054     37 => 'earth to dust',
8055     38 => 'armour',
8056     39 => 'strength',
8057     40 => 'dexterity',
8058     41 => 'constitution',
8059     42 => 'charisma',
8060     43 => 'create fire wall',
8061     44 => 'create frost wall',
8062     45 => 'protection from cold',
8063     46 => 'protection from electricity',
8064     47 => 'protection from fire',
8065     48 => 'protection from poison',
8066     49 => 'protection from slow',
8067     50 => 'protection from paralysis',
8068     51 => 'protection from draining',
8069     52 => 'protection from magic',
8070     53 => 'protection from attack',
8071     54 => 'levitate',
8072     55 => 'small speedball',
8073     56 => 'large speedball',
8074     57 => 'hellfire',
8075     58 => 'dragonbreath',
8076     59 => 'large icestorm',
8077     60 => 'charging',
8078     61 => 'polymorph',
8079     62 => 'cancellation',
8080     63 => 'confusion',
8081     64 => 'mass confusion',
8082     65 => 'summon pet monster',
8083     66 => 'slow',
8084     67 => 'regenerate spellpoints',
8085     68 => 'cure poison',
8086     69 => 'protection from confusion',
8087     70 => 'protection from cancellation',
8088     71 => 'protection from depletion',
8089     72 => 'alchemy',
8090     73 => 'remove curse',
8091     74 => 'remove damnation',
8092     75 => 'identify',
8093     76 => 'detect magic',
8094     77 => 'detect monster',
8095     78 => 'detect evil',
8096     79 => 'detect curse',
8097     80 => 'heroism',
8098     81 => 'aggravation',
8099     82 => 'firebolt',
8100     83 => 'frostbolt',
8101     84 => 'shockwave',
8102     85 => 'color spray',
8103     86 => 'haste',
8104     87 => 'face of death',
8105     88 => 'ball lightning',
8106     89 => 'meteor swarm',
8107     90 => 'comet',
8108     91 => 'mystic fist',
8109     92 => 'raise dead',
8110     93 => 'resurrection',
8111     94 => 'reincarnation',
8112     95 => 'immunity to cold',
8113     96 => 'immunity to electricity',
8114     97 => 'immunity to fire',
8115     98 => 'immunity to poison',
8116     99 => 'immunity to slow',
8117     100 => 'immunity to paralysis',
8118     101 => 'immunity to draining',
8119     102 => 'immunity to magic',
8120     103 => 'immunity to attack',
8121     104 => 'invulnerability',
8122     105 => 'defense',
8123     106 => 'rune of fire',
8124     107 => 'rune of frost',
8125     108 => 'rune of shocking',
8126     109 => 'rune of blasting',
8127     110 => 'rune of death',
8128     111 => 'marking rune',
8129     112 => 'build director',
8130     113 => 'create pool of chaos',
8131     114 => 'build bullet wall',
8132     115 => 'build lightning wall',
8133     116 => 'build fireball wall',
8134     117 => 'magic rune',
8135     118 => 'rune of magic drain',
8136     119 => 'antimagic rune',
8137     120 => 'rune of transferrence',
8138     121 => 'transferrence',
8139     122 => 'magic drain',
8140     123 => 'counterspell',
8141     124 => 'disarm',
8142     125 => 'cure confusion',
8143     126 => 'restoration',
8144     127 => 'summon evil monster',
8145     128 => 'counterwall',
8146     129 => 'cause light wounds',
8147     130 => 'cause medium wounds',
8148     131 => 'cause serious wounds',
8149     132 => 'charm monsters',
8150     133 => 'banishment',
8151     134 => 'create missile',
8152     135 => 'show invisible',
8153     136 => 'xray',
8154     137 => 'pacify',
8155     138 => 'summon fog',
8156     139 => 'steambolt',
8157     140 => 'command undead',
8158     141 => 'holy orb',
8159     142 => 'summon avatar',
8160     143 => 'holy possession',
8161     144 => 'bless',
8162     145 => 'curse',
8163     146 => 'regeneration',
8164     147 => 'consecrate',
8165     148 => 'summon cult monsters',
8166     149 => 'cause critical wounds',
8167     150 => 'holy wrath',
8168     151 => 'retributive strike',
8169     152 => 'finger of death',
8170     153 => 'insect plague',
8171     154 => 'call holy servant',
8172     155 => 'wall of thorns',
8173     156 => 'staff to snake',
8174     157 => 'light',
8175     158 => 'darkness',
8176     159 => 'nightfall',
8177     160 => 'daylight',
8178     161 => 'sunspear',
8179     162 => 'faery fire',
8180     163 => 'cure blindness',
8181     164 => 'dark vision',
8182     165 => 'bullet swarm',
8183     166 => 'bullet storm',
8184     167 => 'cause many wounds',
8185     168 => 'small snowstorm',
8186     169 => 'medium snowstorm',
8187     170 => 'large snowstorm',
8188     171 => 'cure disease',
8189     172 => 'cause red death',
8190     173 => 'cause flu',
8191     174 => 'cause black death',
8192     175 => 'cause leprosy',
8193     176 => 'cause smallpox',
8194     177 => 'cause white death',
8195     178 => 'cause anthrax',
8196     179 => 'cause typhoid',
8197     180 => 'mana blast',
8198     181 => 'small manaball',
8199     182 => 'medium manaball',
8200     183 => 'large manaball',
8201     184 => 'mana bolt',
8202     185 => 'dancing sword',
8203     186 => 'animate weapon',
8204     187 => 'cause cold',
8205     188 => 'divine shock',
8206     189 => 'windstorm',
8207     190 => 'sanctuary',
8208     191 => 'peace',
8209     192 => 'spiderweb',
8210     193 => 'conflict',
8211     194 => 'rage',
8212     195 => 'forked lightning',
8213     196 => 'poison fog',
8214     197 => 'flaming aura',
8215     198 => 'vitriol',
8216     199 => 'vitriol splash',
8217     200 => 'ironwood skin',
8218     201 => 'wrathful eye',
8219     202 => 'town portal',
8220     203 => 'missile swarm',
8221     204 => 'cause rabies',
8222     205 => 'glyph'
8223 root 1.1 );
8224    
8225    
8226     =head1 AUTHOR
8227    
8228     Marc Lehmann <schmorp.de>
8229     http://home.schmorp.de/
8230    
8231     The source files are part of the CFJavaEditor.
8232    
8233     =cut
8234    
8235     1