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Revision: 1.36
Committed: Wed Dec 26 18:05:00 2007 UTC (16 years, 5 months ago) by root
Branch: MAIN
Changes since 1.35: +9 -9 lines
Log Message:
initial deliantra check-in

File Contents

# User Rev Content
1 root 1.1 =head1 NAME
2    
3 root 1.36 Deliantra::Data - various data structures useful for understanding archs and objects
4 root 1.1
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 1.36 package Deliantra::Data;
20 root 1.4
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 root 1.34 'tag',
339     {
340     desc => 'You can tag objects with an identifier. Tagged objects can be found quickly from their tag, which makes them useful to tag exits and refer to those by their name.',
341     name => 'tag',
342     type => 'string'
343     }
344     ],
345     [
346 root 1.7 'nrof',
347     {
348     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.',
349     name => 'number',
350     type => 'int'
351     }
352     ],
353     [
354     'weight',
355     {
356 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 ;) ).',
357 root 1.7 name => 'weight',
358     type => 'int'
359     }
360     ],
361     [
362     'value',
363     {
364 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.',
365 root 1.7 name => 'value',
366     type => 'int'
367     }
368     ],
369     [
370     'glow_radius',
371     {
372 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.',
373 root 1.7 name => 'glow radius',
374     type => 'int'
375     }
376     ],
377     [
378     'material',
379     {
380     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.',
381     name => 'material',
382     type => 'bitmask',
383     value => $BITMASK{material}
384     }
385     ],
386     [
387     'no_pick',
388     {
389     desc => 'If set, the object cannot be picked up (Neither by players nor monsters).',
390     name => 'non-pickable',
391     type => 'bool'
392     }
393     ],
394     [
395     'invisible',
396     {
397     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.',
398     name => 'invisible',
399     type => 'bool'
400     }
401     ],
402     [
403     'blocksview',
404     {
405     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.',
406     name => 'block view',
407     type => 'bool'
408     }
409     ],
410     [
411     'identified',
412     {
413     desc => 'If an item is identified, the player has full knowledge about it.',
414     name => 'identified',
415     type => 'bool'
416     }
417     ],
418     [
419     'unpaid',
420     {
421     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.',
422     name => 'unpaid',
423     type => 'bool'
424     }
425 elmex 1.32 ],
426     [
427     'sound',
428     {
429     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',
430     name => 'sound',
431     type => 'string'
432     }
433     ],
434     [
435     'sound_destroy',
436     {
437     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',
438     name => 'destroy sound',
439     type => 'string'
440     }
441 root 1.7 ]
442     ]
443 root 1.3 );
444    
445     our %TYPE = (
446     Ability => {
447 root 1.7 attr => [
448     [
449     'invisible',
450     {
451     type => 'fixed',
452     value => 1
453     }
454     ],
455     [
456     'no_drop',
457     {
458     type => 'fixed',
459     value => 1
460     }
461     ],
462     [
463     'sp',
464     {
465     desc => 'The monster will use the specified <short range spell> when the player is within 6-square radius (of the monster\'s head).',
466     name => 'short range spell',
467     type => 'spell'
468     }
469     ],
470     [
471     'hp',
472     {
473     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.',
474     name => 'long range spell',
475     type => 'nz_spell'
476     }
477     ],
478     [
479     'maxsp',
480     {
481     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".',
482     name => 'importance',
483     type => 'int'
484     }
485     ],
486     [
487     'attacktype',
488     {
489 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.',
490 root 1.7 name => 'is magical',
491     type => 'bool',
492     value => [
493     0,
494     2
495     ]
496     }
497     ]
498     ],
499 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;.',
500     ignore => [
501     $IGNORE_LIST{system_object}
502     ],
503 root 1.5 name => 'Ability',
504 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?'
505     },
506     Altar => {
507 root 1.7 attr => [
508     [
509     'no_pick',
510     {
511     type => 'fixed',
512     value => 1
513     }
514     ],
515     [
516 root 1.14 'move_on',
517 root 1.7 {
518 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
519     name => 'movement type',
520 elmex 1.26 type => 'movement_type'
521 root 1.7 }
522     ],
523     [
524     'slaying',
525     {
526     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")',
527     name => 'match item name',
528     type => 'string'
529     }
530     ],
531     [
532     'food',
533     {
534     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.',
535     name => 'drop amount',
536     type => 'int'
537     }
538     ],
539     [
540     'connected',
541     {
542     desc => 'If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.',
543     name => 'connection',
544     type => 'int'
545     }
546     ],
547     [
548     'sp',
549     {
550 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.',
551 root 1.7 name => 'spell',
552     type => 'spell'
553     }
554     ],
555     [
556     'msg',
557     {
558     desc => 'This text will be displayed to the player in the exact moment when the altar is activated.',
559     end => 'endmsg',
560     name => 'message',
561     type => 'text'
562     }
563     ]
564     ],
565 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.',
566 root 1.3 ignore => [
567     $IGNORE_LIST{non_pickable}
568 root 1.5 ],
569     name => 'Altar'
570 root 1.3 },
571     'Altar Trigger' => {
572 root 1.7 attr => [
573     [
574     'no_pick',
575     {
576     type => 'fixed',
577     value => 1
578     }
579     ],
580     [
581     'slaying',
582     {
583     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")',
584     name => 'match item name',
585     type => 'string'
586     }
587     ],
588     [
589     'food',
590     {
591     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.',
592     name => 'drop amount',
593     type => 'int'
594     }
595     ],
596     [
597     'connected',
598     {
599     desc => 'If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.',
600     name => 'connection',
601     type => 'int'
602     }
603     ],
604     [
605     'sp',
606     {
607 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.',
608 root 1.7 name => 'spell',
609     type => 'spell'
610     }
611     ],
612     [
613     'exp',
614     {
615     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.',
616     name => 'reset time',
617     type => 'int'
618     }
619     ],
620     [
621     'last_sp',
622     {
623     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.',
624     name => 'ignore reset',
625     type => 'bool'
626     }
627     ],
628     [
629 root 1.14 'move_on',
630 root 1.7 {
631 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
632     name => 'movement type',
633 elmex 1.26 type => 'movement_type'
634 root 1.7 }
635     ],
636     [
637     'msg',
638     {
639     desc => 'This text will be displayed to the player in the exact moment when the altar is activated.',
640     end => 'endmsg',
641     name => 'message',
642     type => 'text'
643     }
644     ]
645     ],
646 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.',
647 root 1.3 ignore => [
648     $IGNORE_LIST{non_pickable}
649     ],
650 root 1.5 name => 'Altar Trigger',
651 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. =)'
652     },
653     Amulet => {
654 root 1.7 attr => [
655     [
656     'ac',
657     {
658     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.',
659     name => 'armour class',
660     type => 'int'
661     }
662     ],
663     [
664     'wc',
665     {
666     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.',
667     name => 'weapon class',
668     type => 'int'
669     }
670     ],
671     [
672     'item_power',
673     {
674     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>.',
675     name => 'item power',
676     type => 'int'
677     }
678     ],
679     [
680     'damned',
681     {
682     desc => 'A damned piece of equipment cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
683     name => 'damnation',
684     type => 'bool'
685     }
686     ],
687     [
688     'cursed',
689     {
690     desc => 'A cursed piece of equipment cannot be unwielded unless the curse is removed.',
691     name => 'curse',
692     type => 'bool'
693     }
694     ],
695     [
696     'lifesave',
697     {
698 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!',
699 root 1.7 name => 'save life',
700     type => 'bool'
701     }
702     ],
703     [
704     'unique',
705     {
706     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
707     name => 'unique item',
708     type => 'bool'
709     }
710     ],
711     [
712     'startequip',
713     {
714     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
715     name => 'godgiven item',
716     type => 'bool'
717     }
718     ],
719     [
720     'applied',
721     {
722     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.',
723     name => 'is applied',
724     type => 'bool'
725     }
726     ],
727     [
728     'msg',
729     {
730     desc => 'This text describes the item\'s "story". Every decent artifact should have such a description.',
731     end => 'endmsg',
732     name => 'description',
733     type => 'text'
734     }
735     ]
736     ],
737 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.',
738 root 1.5 name => 'Amulet',
739 root 1.4 section => [
740     [
741 elmex 1.33 'stats',
742     [
743     [
744     'Str',
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 => 'strength',
748     type => 'int'
749     }
750     ],
751     [
752     'Dex',
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 => 'dexterity',
756     type => 'int'
757     }
758     ],
759     [
760     'Con',
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 => 'constitution',
764     type => 'int'
765     }
766     ],
767     [
768     'Int',
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 => 'intelligence',
772     type => 'int'
773     }
774     ],
775     [
776     'Pow',
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 => 'power',
780     type => 'int'
781     }
782     ],
783     [
784     'Wis',
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 => 'wisdom',
788     type => 'int'
789     }
790     ],
791     [
792     'Cha',
793     {
794     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.',
795     name => 'charisma',
796     type => 'int'
797     }
798     ]
799     ]
800     ],
801     [
802 root 1.4 'resistance',
803 root 1.7 [
804     [
805     'resist_physical',
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 physical %',
809     type => 'int'
810     }
811     ],
812     [
813     'resist_magic',
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 magic %',
817     type => 'int'
818     }
819     ],
820     [
821     'resist_fire',
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 fire %',
825     type => 'int'
826     }
827     ],
828     [
829     'resist_electricity',
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 electricity %',
833     type => 'int'
834     }
835     ],
836     [
837     'resist_cold',
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 cold %',
841     type => 'int'
842     }
843     ],
844     [
845     'resist_acid',
846     {
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 root 1.7 name => 'resist acid %',
849     type => 'int'
850     }
851     ],
852     [
853 elmex 1.33 'resist_confusion',
854 root 1.7 {
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     name => 'resist confusion %',
857 root 1.7 type => 'int'
858     }
859     ],
860     [
861     'resist_weaponmagic',
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 weaponmagic %',
865     type => 'int'
866     }
867     ],
868     [
869     'resist_ghosthit',
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 ghosthit %',
873     type => 'int'
874     }
875     ],
876     [
877     'resist_slow',
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 slow %',
881     type => 'int'
882     }
883     ],
884     [
885     'resist_fear',
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 fear %',
889     type => 'int'
890     }
891     ],
892     [
893     'resist_death',
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 death-attack %',
897     type => 'int'
898     }
899     ],
900     [
901     'resist_chaos',
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 chaos %',
905     type => 'int'
906     }
907     ],
908     [
909     'resist_blind',
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 blinding %',
913     type => 'int'
914     }
915     ],
916     [
917     'resist_holyword',
918     {
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 root 1.7 name => 'resist holy power %',
921     type => 'int'
922     }
923     ],
924     [
925 elmex 1.33 'resist_godpower',
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 godpower %',
929 root 1.7 type => 'int'
930     }
931     ],
932     [
933 elmex 1.33 'resist_paralyze',
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 paralyze %',
937 root 1.7 type => 'int'
938     }
939     ],
940     [
941 elmex 1.33 'resist_drain',
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 draining %',
945 root 1.7 type => 'int'
946     }
947     ],
948     [
949 elmex 1.33 'resist_deplete',
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 depletion %',
953 root 1.7 type => 'int'
954     }
955     ],
956     [
957 elmex 1.33 'resist_poison',
958 root 1.7 {
959 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!',
960     name => 'resist poison %',
961 root 1.7 type => 'int'
962     }
963     ]
964     ]
965     ],
966     [
967     'misc',
968     [
969     [
970     'luck',
971     {
972     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.',
973     name => 'luck bonus',
974     type => 'int'
975     }
976     ],
977     [
978     'hp',
979     {
980     desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
981     name => 'health regen.',
982     type => 'int'
983     }
984     ],
985     [
986     'sp',
987     {
988     desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
989     name => 'mana regen.',
990     type => 'int'
991     }
992     ],
993     [
994     'grace',
995     {
996     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!!',
997     name => 'grace regen.',
998     type => 'int'
999     }
1000     ],
1001     [
1002     'food',
1003     {
1004     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.',
1005     name => 'food bonus',
1006     type => 'int'
1007     }
1008     ],
1009     [
1010     'xrays',
1011     {
1012 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.',
1013 root 1.7 name => 'xray vision',
1014     type => 'bool'
1015     }
1016     ],
1017     [
1018     'stealth',
1019     {
1020     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)',
1021     name => 'stealth',
1022     type => 'bool'
1023     }
1024     ],
1025     [
1026     'reflect_spell',
1027     {
1028     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!',
1029     name => 'reflect spells',
1030     type => 'bool'
1031     }
1032     ],
1033     [
1034     'reflect_missile',
1035     {
1036     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.',
1037     name => 'reflect missiles',
1038     type => 'bool'
1039     }
1040     ],
1041     [
1042 root 1.14 'move_type',
1043 root 1.7 {
1044 root 1.14 desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
1045     name => 'movement type',
1046 elmex 1.26 type => 'movement_type'
1047 root 1.7 }
1048     ],
1049     [
1050     'path_attuned',
1051     {
1052     desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this item.',
1053     name => 'attuned paths',
1054     type => 'bitmask',
1055     value => $BITMASK{spellpath}
1056     }
1057     ],
1058     [
1059     'path_repelled',
1060     {
1061     desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this item.',
1062     name => 'repelled paths',
1063     type => 'bitmask',
1064     value => $BITMASK{spellpath}
1065     }
1066     ],
1067     [
1068     'path_denied',
1069     {
1070     desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this item.',
1071     name => 'denied paths',
1072     type => 'bitmask',
1073     value => $BITMASK{spellpath}
1074     }
1075     ]
1076     ]
1077     ]
1078     ],
1079     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1080     },
1081     Battleground => {
1082     attr => [
1083     [
1084     'no_pick',
1085     {
1086     type => 'fixed',
1087     value => 1
1088     }
1089     ],
1090     [
1091     'is_floor',
1092 root 1.4 {
1093 root 1.7 type => 'fixed',
1094     value => 1
1095 root 1.4 }
1096     ],
1097     [
1098 root 1.7 'hp',
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 X',
1102     type => 'int'
1103 root 1.4 }
1104     ],
1105     [
1106 root 1.7 'sp',
1107 root 1.4 {
1108 root 1.7 desc => 'The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.',
1109     name => 'destination Y',
1110     type => 'int'
1111 root 1.4 }
1112     ]
1113     ],
1114 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.',
1115     ignore => [
1116     $IGNORE_LIST{non_pickable}
1117     ],
1118 root 1.5 name => 'Battleground',
1119 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.)'
1120     },
1121     Book => {
1122 root 1.7 attr => [
1123     [
1124     'level',
1125     {
1126     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.',
1127     name => 'literacy level',
1128     type => 'int'
1129     }
1130     ],
1131     [
1132     'startequip',
1133     {
1134     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1135     name => 'godgiven item',
1136     type => 'bool'
1137     }
1138     ],
1139     [
1140     'unique',
1141     {
1142     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
1143     name => 'unique item',
1144     type => 'bool'
1145     }
1146     ],
1147     [
1148     'msg',
1149     {
1150     desc => 'This is the text that appears "written" in the book.',
1151     end => 'endmsg',
1152     name => 'book content',
1153     type => 'text'
1154     }
1155 root 1.14 ],
1156     [
1157     'slaying',
1158     {
1159     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)',
1160     name => 'key string',
1161     type => 'string'
1162     }
1163 root 1.7 ]
1164     ],
1165 root 1.5 desc => 'Applying a book, the containing message is displayed to the player.',
1166     name => 'Book'
1167 root 1.1 },
1168 root 1.3 Boots => {
1169 root 1.7 attr => [
1170     [
1171     'exp',
1172     {
1173     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.',
1174     name => 'speed bonus',
1175     type => 'int'
1176     }
1177     ],
1178     [
1179     'magic',
1180     {
1181     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>.',
1182     name => 'magic bonus',
1183     type => 'int'
1184     }
1185     ]
1186     ],
1187 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.',
1188     import => [
1189 root 1.29 'Amulet'
1190 root 1.3 ],
1191 root 1.5 name => 'Boots',
1192 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.'
1193     },
1194     Bracers => {
1195 root 1.7 attr => [
1196     [
1197     'magic',
1198     {
1199     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.',
1200     name => 'magic bonus',
1201     type => 'int'
1202     }
1203     ]
1204     ],
1205 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.',
1206     import => [
1207 root 1.29 'Amulet'
1208 root 1.3 ],
1209 root 1.5 name => 'Bracers',
1210 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.'
1211     },
1212     'Brestplate Armour' => {
1213 root 1.7 attr => [
1214     [
1215     'last_heal',
1216     {
1217     desc => 'This poses a penalty to spell regeneration speed, for wearing the armour. The bigger the spellpoint penalty, the worse.',
1218     name => 'spellpoint penalty',
1219     type => 'int'
1220     }
1221     ],
1222     [
1223     'last_sp',
1224     {
1225     desc => 'Slowdown penalty reduces the player\'s walking speed when wearing the armour. Bigger values are worse - zero is best.',
1226     name => 'slowdown penalty',
1227     type => 'int'
1228     }
1229     ],
1230     [
1231     'magic',
1232     {
1233     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.',
1234     name => 'magic bonus',
1235     type => 'int'
1236     }
1237     ]
1238     ],
1239 root 1.3 desc => 'Wearing an armour, the object\'s stats will directly be inherited to the player. Usually enhancing his defense.',
1240 root 1.7 import => [
1241 root 1.29 'Amulet'
1242 root 1.7 ],
1243     name => 'Brestplate Armour',
1244     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1245     },
1246     Button => {
1247     attr => [
1248     [
1249 root 1.14 'move_on',
1250 root 1.7 {
1251 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
1252     name => 'movement type',
1253 elmex 1.26 type => 'movement_type'
1254 root 1.7 }
1255     ],
1256     [
1257 root 1.14 'move_off',
1258 root 1.7 {
1259 root 1.14 desc => 'Which movement types deactivate this object (e.g. button).',
1260     name => 'movement type',
1261 elmex 1.26 type => 'movement_type'
1262 root 1.7 }
1263     ],
1264     [
1265     'no_pick',
1266     {
1267     type => 'fixed',
1268     value => 1
1269     }
1270     ],
1271     [
1272     'weight',
1273     {
1274     desc => 'The button is pressed (triggered), as soon as <press weigh> gram are placed ontop of it.',
1275     name => 'press weight',
1276 root 1.9 type => 'int'
1277 root 1.7 }
1278     ],
1279     [
1280     'connected',
1281     {
1282     desc => 'Every time the button is pressed or released, all objects with the same <connection> value are activated.',
1283     name => 'connection',
1284     type => 'int'
1285     }
1286     ],
1287     [
1288     'msg',
1289     {
1290     desc => 'This text may describe the item. You can use this message to explain the button\'s purpose to the player.',
1291     end => 'endmsg',
1292     name => 'description',
1293     type => 'text'
1294     }
1295     ]
1296 root 1.3 ],
1297     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.',
1298     ignore => [
1299     $IGNORE_LIST{non_pickable}
1300 root 1.5 ],
1301     name => 'Button'
1302 root 1.3 },
1303 root 1.9 'Button Trigger' => {
1304     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.',
1305     ignore => [
1306     $IGNORE_LIST{non_pickable}
1307     ],
1308     import => [
1309 root 1.29 'Button'
1310 root 1.9 ],
1311     name => 'Button Trigger'
1312     },
1313     'Class Changer' => {
1314     attr => [
1315     [
1316     'randomitems',
1317     {
1318     desc => 'This entry determines which initial items the character receives.',
1319     name => 'class items',
1320     type => 'treasurelist'
1321     }
1322     ]
1323     ],
1324     desc => 'Class changer are used while creating a character.',
1325     ignore => [
1326     $IGNORE_LIST{non_pickable}
1327     ],
1328     name => 'Class Changer',
1329     section => [
1330     [
1331     'stats',
1332     [
1333     [
1334     'Str',
1335     {
1336     desc => 'The player\'s strength will rise by the given value if he chooses this class. (Negative values make strength fall)',
1337     name => 'strength',
1338     type => 'int'
1339     }
1340     ],
1341     [
1342     'Dex',
1343     {
1344     desc => 'The player\'s dexterity will rise by the given value if he chooses this class. (Negative values make dexterity fall)',
1345     name => 'dexterity',
1346     type => 'int'
1347     }
1348     ],
1349     [
1350     'Con',
1351     {
1352     desc => 'The player\'s constitution will rise by the given value if he chooses this class. (Negative values make constitution fall)',
1353     name => 'constitution',
1354     type => 'int'
1355     }
1356     ],
1357     [
1358     'Int',
1359     {
1360     desc => 'The player\'s intelligence will rise by the given value if he chooses this class. (Negative values make intelligence fall)',
1361     name => 'intelligence',
1362     type => 'int'
1363     }
1364     ],
1365     [
1366     'Pow',
1367     {
1368     desc => 'The player\'s power will rise by the given value if he chooses this class. (Negative values make power fall)',
1369     name => 'power',
1370     type => 'int'
1371     }
1372     ],
1373     [
1374     'Wis',
1375     {
1376     desc => 'The player\'s wisdom will rise by the given value if he chooses this class. (Negative values make wisdom fall)',
1377     name => 'wisdom',
1378     type => 'int'
1379     }
1380     ],
1381     [
1382     'Cha',
1383     {
1384     desc => 'The player\'s charisma will rise by the given value if he chooses this class. (Negative values make charisma fall)',
1385     name => 'charisma',
1386     type => 'int'
1387     }
1388     ]
1389     ]
1390     ]
1391     ]
1392     },
1393 root 1.3 Cloak => {
1394 root 1.7 attr => [
1395     [
1396     'magic',
1397     {
1398     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>.',
1399     name => 'magic bonus',
1400     type => 'int'
1401     }
1402     ]
1403     ],
1404 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.',
1405     import => [
1406 root 1.29 'Amulet'
1407 root 1.3 ],
1408 root 1.5 name => 'Cloak',
1409 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.'
1410     },
1411     Clock => {
1412 root 1.7 attr => [
1413     [
1414     'msg',
1415     {
1416     desc => 'This text may describe the item',
1417     end => 'endmsg',
1418     name => 'description',
1419     type => 'text'
1420     }
1421     ]
1422     ],
1423 root 1.5 desc => 'Applying a clock, the time is displayed to the player.',
1424     name => 'Clock'
1425 root 1.1 },
1426 root 1.3 Container => {
1427 root 1.7 attr => [
1428     [
1429     'race',
1430     {
1431     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.',
1432     name => 'container class',
1433     type => 'string'
1434     }
1435     ],
1436     [
1437     'slaying',
1438     {
1439     desc => 'If <key string> is set, only players with a special key of matching <key string> are able to open the container.',
1440     name => 'key string',
1441     type => 'string'
1442     }
1443     ],
1444     [
1445     'container',
1446     {
1447     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.',
1448     name => 'maximum weight',
1449     type => 'int'
1450     }
1451     ],
1452     [
1453     'Str',
1454     {
1455     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.',
1456     name => 'reduce weight %',
1457     type => 'int'
1458     }
1459     ],
1460     [
1461     'is_cauldron',
1462     {
1463     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.',
1464     name => 'alchemy cauldron',
1465     type => 'bool'
1466     }
1467     ],
1468     [
1469     'unique',
1470     {
1471     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.',
1472     name => 'unique item',
1473     type => 'bool'
1474     }
1475     ],
1476     [
1477     'startequip',
1478     {
1479     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1480     name => 'godgiven item',
1481     type => 'bool'
1482     }
1483     ],
1484     [
1485     'other_arch',
1486     {
1487     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.',
1488     name => 'animation arch',
1489     type => 'string'
1490     }
1491     ],
1492     [
1493     'msg',
1494     {
1495     desc => 'This text may contain a description of the container.',
1496     end => 'endmsg',
1497     name => 'description',
1498     type => 'text'
1499     }
1500     ]
1501     ],
1502 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.',
1503 root 1.5 name => 'Container',
1504 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>'
1505     },
1506     Converter => {
1507 root 1.7 attr => [
1508     [
1509     'no_pick',
1510     {
1511     type => 'fixed',
1512     value => 1
1513     }
1514     ],
1515     [
1516     'slaying',
1517     {
1518     desc => '<cost arch> is the name of the archetype the player has to put on the converter, as payment.',
1519     name => 'cost arch',
1520     type => 'string'
1521     }
1522     ],
1523     [
1524     'food',
1525     {
1526     desc => 'The player has to put <cost number> items of <cost arch> on the converter, in order to get <receive number> items of <receive arch>.',
1527     name => 'cost number',
1528     type => 'int'
1529     }
1530     ],
1531     [
1532     'other_arch',
1533     {
1534 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.',
1535 root 1.7 name => 'receive arch',
1536     type => 'string'
1537     }
1538     ],
1539     [
1540     'sp',
1541     {
1542     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>.',
1543     name => 'receive number',
1544     type => 'int'
1545     }
1546     ],
1547     [
1548     'msg',
1549     {
1550     desc => 'This text may contain a description of the converter.',
1551     end => 'endmsg',
1552     name => 'description',
1553     type => 'text'
1554     }
1555     ]
1556     ],
1557 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.',
1558     ignore => [
1559     'value',
1560     'nrof',
1561     'name_pl',
1562     'no_pick',
1563     'unpaid',
1564     'title'
1565     ],
1566 root 1.5 name => 'Converter',
1567 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.'
1568     },
1569     Creator => {
1570 root 1.7 attr => [
1571     [
1572     'no_pick',
1573     {
1574     type => 'fixed',
1575     value => 1
1576     }
1577     ],
1578     [
1579     'other_arch',
1580     {
1581 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.',
1582 root 1.7 name => 'create arch',
1583     type => 'string'
1584     }
1585     ],
1586     [
1587     'connected',
1588     {
1589     desc => 'Whenever the connection value is activated, the creator gets triggered.',
1590     name => 'connection',
1591     type => 'int'
1592     }
1593     ],
1594     [
1595 elmex 1.21 'activate_on_push',
1596     {
1597     desc => 'Whether the teleporter should only be activated on push.',
1598     name => 'Activate on push',
1599     type => 'bool'
1600     }
1601     ],
1602     [
1603     'activate_on_release',
1604     {
1605     desc => 'Whether the teleporter should only be activated on release.',
1606     name => 'Activate on release',
1607     type => 'bool'
1608     }
1609     ],
1610     [
1611 root 1.7 'lifesave',
1612     {
1613 root 1.9 desc => 'If <infinit uses> is set, the creator will work infinitely, regardless of the value in <number of uses>.',
1614 root 1.7 name => 'infinit uses',
1615     type => 'bool'
1616     }
1617     ],
1618     [
1619 elmex 1.25 'speed',
1620     {
1621     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.',
1622     name => 'speed',
1623     type => 'float'
1624     }
1625     ],
1626     [
1627 root 1.7 'hp',
1628     {
1629     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).',
1630     name => 'number of uses',
1631     type => 'int'
1632     }
1633     ],
1634     [
1635     'slaying',
1636     {
1637 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.',
1638 root 1.7 name => 'name of creation',
1639     type => 'string'
1640     }
1641     ],
1642     [
1643     'level',
1644     {
1645     desc => 'The created object will be of that level. If zero/unset, the standard level of the archetype is used.',
1646     name => 'level of creation',
1647     type => 'int'
1648     }
1649     ]
1650     ],
1651 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.',
1652 root 1.3 ignore => [
1653     $IGNORE_LIST{system_object}
1654     ],
1655 root 1.5 name => 'Creator',
1656 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.'
1657     },
1658     Detector => {
1659 root 1.7 attr => [
1660     [
1661     'no_pick',
1662     {
1663     type => 'fixed',
1664     value => 1
1665     }
1666     ],
1667     [
1668     'slaying',
1669     {
1670     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.',
1671     name => 'match name',
1672     type => 'string'
1673     }
1674     ],
1675     [
1676     'connected',
1677     {
1678     desc => 'When the detector is triggered, all objects with the same connection value get activated.',
1679     name => 'connection',
1680     type => 'int'
1681     }
1682     ],
1683     [
1684     'speed',
1685     {
1686     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.',
1687     name => 'detection speed',
1688     type => 'float'
1689     }
1690 root 1.17 ],
1691     [
1692     'speed_left',
1693     {
1694     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.',
1695     name => 'speed left',
1696     type => 'float'
1697     }
1698     ],
1699     [
1700     'speed_left',
1701     {
1702     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.',
1703     name => 'speed left',
1704     type => 'float'
1705     }
1706 root 1.7 ]
1707     ],
1708 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.',
1709     ignore => [
1710     $IGNORE_LIST{system_object}
1711     ],
1712 root 1.5 name => 'Detector',
1713 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.'
1714     },
1715     Director => {
1716 root 1.7 attr => [
1717     [
1718     'sp',
1719     {
1720     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).',
1721     name => 'direction',
1722     type => 'list',
1723     value => $LIST{direction}
1724     }
1725     ],
1726     [
1727 root 1.14 'move_on',
1728 root 1.7 {
1729 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
1730     name => 'movement type',
1731 elmex 1.26 type => 'movement_type'
1732 root 1.7 }
1733     ]
1734     ],
1735 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.',
1736     ignore => [
1737     $IGNORE_LIST{non_pickable}
1738     ],
1739 root 1.5 name => 'Director',
1740 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.'
1741     },
1742     Disease => {
1743 root 1.7 attr => [
1744     [
1745     'invisible',
1746     {
1747     type => 'fixed',
1748     value => 1
1749     }
1750     ],
1751     [
1752     'level',
1753     {
1754     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.',
1755     name => 'plaque level',
1756     type => 'int'
1757     }
1758     ],
1759     [
1760     'race',
1761     {
1762     desc => 'The disease will only infect creatures of the specified <race>. "<race> *" means every creature can be infected.',
1763     name => 'infect race',
1764     type => 'string'
1765     }
1766     ],
1767     [
1768     'ac',
1769     {
1770     desc => 'Every time the disease "moves" the severity of the symptoms are increased by <progressiveness>/100. (severity = 1 + (accumlated progression)/100)',
1771     name => 'progressiveness',
1772     type => 'int'
1773     }
1774     ],
1775     [
1776     'msg',
1777     {
1778     desc => 'This text is displayed to the player every time the symptoms strike.',
1779     end => 'endmsg',
1780     name => 'message',
1781     type => 'text'
1782     }
1783     ]
1784     ],
1785 root 1.36 desc => 'Diseases are an intersting form of spellcraft in Deliantra. 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.',
1786 root 1.3 ignore => [
1787     $IGNORE_LIST{system_object}
1788     ],
1789 root 1.5 name => 'Disease',
1790 root 1.4 section => [
1791     [
1792     'spreading',
1793 root 1.7 [
1794     [
1795     'wc',
1796     {
1797     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.',
1798     name => 'infectiosness',
1799     type => 'int'
1800     }
1801     ],
1802     [
1803     'last_grace',
1804     {
1805     desc => 'The <attenuation> value reduces the diseases\' <infectiosness> everytime it infects someone new. This limits how many generations a disease can propagate.',
1806     name => 'attenuation',
1807     type => 'int'
1808     }
1809     ],
1810     [
1811     'magic',
1812     {
1813     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.',
1814     name => 'infection range',
1815     type => 'int'
1816     }
1817     ],
1818     [
1819     'maxhp',
1820     {
1821     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).',
1822     name => 'persistence',
1823     type => 'int'
1824     }
1825     ],
1826     [
1827     'maxgrace',
1828     {
1829     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.',
1830     name => 'curing duration',
1831     type => 'int'
1832     }
1833     ],
1834     [
1835     'speed',
1836     {
1837     desc => 'The <speed> of the disease determines how fast the disease will "move", thus how fast the symptoms strike the host.',
1838     name => 'moving speed',
1839     type => 'float'
1840     }
1841 root 1.17 ],
1842     [
1843     'speed_left',
1844     {
1845     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.',
1846     name => 'speed left',
1847     type => 'float'
1848     }
1849 root 1.7 ]
1850     ]
1851     ],
1852     [
1853     'symptoms',
1854     [
1855     [
1856     'attacktype',
1857     {
1858     desc => 'The disease will attack the host with the given <attacktype>. Godpower attacktype is commonly used for "unresistable" diseases.',
1859     name => 'attacktype',
1860     type => 'bitmask',
1861     value => $BITMASK{attacktype}
1862     }
1863     ],
1864     [
1865     'dam',
1866     {
1867     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.',
1868     name => 'damage',
1869     type => 'int'
1870     }
1871     ],
1872     [
1873     'other_arch',
1874     {
1875     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.',
1876     name => 'create arch',
1877     type => 'string'
1878     }
1879     ],
1880     [
1881     'last_sp',
1882     {
1883     desc => 'If set, the disease imposes a <slowdown penalty> while being infected. The player\'s speed is reduced by <slowdown penalty> % of normal value.',
1884     name => 'slowdown penalty',
1885     type => 'int'
1886     }
1887     ],
1888     [
1889     'exp',
1890     {
1891     desc => 'When the player manages to cure this disease (with a curing spell), he is awarded with <exp. for curing> experience.',
1892     name => 'exp. for curing',
1893     type => 'int'
1894     }
1895     ],
1896     [
1897     'maxsp',
1898     {
1899     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.',
1900     name => 'mana depletion',
1901     type => 'int'
1902     }
1903     ],
1904     [
1905     'last_eat',
1906     {
1907     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.',
1908     name => 'food depletion',
1909     type => 'int'
1910     }
1911     ],
1912     [
1913     'hp',
1914     {
1915     desc => 'This value increases the player\'s healing rate. Negative values decrease it.',
1916     name => 'health regen.',
1917     type => 'int'
1918     }
1919     ],
1920     [
1921     'sp',
1922     {
1923     desc => 'This value increases the player\'s rate of mana regeneration. Negative values decrease it.',
1924     name => 'mana regen.',
1925     type => 'int'
1926     }
1927     ]
1928     ]
1929     ],
1930     [
1931     'disability',
1932     [
1933     [
1934     'Str',
1935     {
1936     desc => 'The player\'s strength will rise by the given value while being infected. (Negative values make strength fall)',
1937     name => 'strength',
1938     type => 'int'
1939     }
1940     ],
1941     [
1942     'Dex',
1943     {
1944     desc => 'The player\'s dexterity will rise by the given value while being infected. (Negative values make dexterity fall)',
1945     name => 'dexterity',
1946     type => 'int'
1947     }
1948     ],
1949     [
1950     'Con',
1951     {
1952     desc => 'The player\'s constitution will rise by the given value while being infected. (Negative values make constitution fall)',
1953     name => 'constitution',
1954     type => 'int'
1955     }
1956     ],
1957     [
1958     'Int',
1959     {
1960     desc => 'The player\'s intelligence will rise by the given value while being infected. (Negative values make intelligence fall)',
1961     name => 'intelligence',
1962     type => 'int'
1963     }
1964     ],
1965     [
1966     'Pow',
1967     {
1968     desc => 'The player\'s power will rise by the given value while being infected. (Negative values make power fall)',
1969     name => 'power',
1970     type => 'int'
1971     }
1972     ],
1973     [
1974     'Wis',
1975     {
1976     desc => 'The player\'s wisdom will rise by the given value while being infected. (Negative values make wisdom fall)',
1977     name => 'wisdom',
1978     type => 'int'
1979     }
1980     ],
1981     [
1982     'Cha',
1983     {
1984     desc => 'The player\'s charisma will rise by the given value while being infected. (Negative values make charisma fall)',
1985     name => 'charisma',
1986     type => 'int'
1987     }
1988     ]
1989     ]
1990     ]
1991     ],
1992     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.'
1993     },
1994 root 1.9 Door => {
1995     attr => [
1996     [
1997     'no_pick',
1998     {
1999     type => 'fixed',
2000     value => 1
2001     }
2002     ],
2003     [
2004     'alive',
2005     {
2006     type => 'fixed',
2007     value => 1
2008     }
2009     ],
2010     [
2011 root 1.14 'move_block',
2012 root 1.9 {
2013 root 1.14 desc => 'Objects using these movement types cannot move over this space.',
2014     name => 'blocked movement',
2015 elmex 1.26 type => 'movement_type'
2016 root 1.14 }
2017     ],
2018     [
2019     'move_allow',
2020     {
2021     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2022     name => 'allowed movement',
2023 elmex 1.26 type => 'movement_type'
2024 root 1.14 }
2025     ],
2026     [
2027     'move_slow',
2028     {
2029     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2030     name => 'slowed movement',
2031 elmex 1.26 type => 'movement_type'
2032 root 1.14 }
2033     ],
2034     [
2035     'move_slow_penalty',
2036     {
2037     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)',
2038     name => 'slow movement penalty',
2039     type => 'int'
2040 root 1.9 }
2041     ],
2042     [
2043     'hp',
2044     {
2045     desc => 'The more <hitpoints> the door has, the longer it takes to be broken.',
2046     name => 'hitpoints',
2047     type => 'int'
2048     }
2049     ],
2050     [
2051     'ac',
2052     {
2053     desc => 'Doors of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
2054     name => 'armour class',
2055     type => 'int'
2056     }
2057     ],
2058     [
2059     'other_arch',
2060     {
2061     desc => 'This string defines the object that will be created when the door was defeated.',
2062     name => 'drop arch',
2063     type => 'string'
2064     }
2065     ],
2066     [
2067     'randomitems',
2068     {
2069     desc => 'This entry determines what kind of traps will appear in the door.',
2070     name => 'treasurelist',
2071     type => 'treasurelist'
2072     }
2073 root 1.28 ],
2074     [
2075     'treasure_env',
2076     {
2077     desc => 'Set this flag to move treasure items created into the environment (map) instead of putting them into the object.',
2078     name => 'treasure in env',
2079     type => 'bool'
2080     }
2081 root 1.9 ]
2082     ],
2083     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.',
2084     ignore => [
2085     $IGNORE_LIST{non_pickable}
2086     ],
2087     name => 'Door'
2088     },
2089 root 1.7 Duplicator => {
2090     attr => [
2091     [
2092     'other_arch',
2093 root 1.4 {
2094 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.',
2095 root 1.7 name => 'target arch',
2096     type => 'string'
2097 root 1.4 }
2098     ],
2099     [
2100 root 1.7 'level',
2101 root 1.4 {
2102 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.',
2103     name => 'multiply factor',
2104     type => 'int'
2105 root 1.4 }
2106     ],
2107     [
2108 root 1.7 'connected',
2109 root 1.4 {
2110 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!',
2111     name => 'connection',
2112     type => 'int'
2113 root 1.4 }
2114 elmex 1.21 ],
2115     [
2116     'activate_on_push',
2117     {
2118     desc => 'Whether the teleporter should only be activated on push.',
2119     name => 'Activate on push',
2120     type => 'bool'
2121     }
2122     ],
2123     [
2124     'activate_on_release',
2125     {
2126     desc => 'Whether the teleporter should only be activated on release.',
2127     name => 'Activate on release',
2128     type => 'bool'
2129     }
2130 root 1.4 ]
2131     ],
2132 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.',
2133     ignore => [
2134     $IGNORE_LIST{system_object}
2135     ],
2136 root 1.5 name => 'Duplicator',
2137 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%.'
2138     },
2139 root 1.10 'Event Connector' => {
2140     attr => [
2141     [
2142     'subtype',
2143     {
2144     desc => 'The type of event that triggers a notify to the plug-in.',
2145     name => 'event type',
2146     type => 'list',
2147     value => $LIST{event_type}
2148     }
2149     ],
2150     [
2151     'title',
2152     {
2153 root 1.36 desc => 'The name of the plug-in that should be notified of the event, e.g. "cfpython" for python and "perl" for the Deliantra-Perl plug-in.',
2154 root 1.10 name => 'plug-in',
2155 root 1.11 type => 'string'
2156 root 1.10 }
2157     ],
2158     [
2159     'slaying',
2160     {
2161     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.',
2162     name => 'extension',
2163 root 1.11 type => 'string'
2164 root 1.10 }
2165     ],
2166     [
2167     'name',
2168     {
2169     desc => 'A string that is passed unaltered to the extension above. Often used to pass options to the extension that alter its behaviour.',
2170     name => 'options',
2171 root 1.11 type => 'string'
2172 root 1.10 }
2173     ]
2174     ],
2175     desc => 'Event connectors link specific events that happen to objects to a crossfire plug-in.',
2176     name => 'Event Connector'
2177     },
2178 root 1.3 Exit => {
2179 root 1.7 attr => [
2180     [
2181     'slaying',
2182     {
2183     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".',
2184     name => 'exit path',
2185     type => 'string'
2186     }
2187     ],
2188     [
2189     'hp',
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 X',
2193     type => 'int'
2194     }
2195     ],
2196     [
2197     'sp',
2198     {
2199     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.',
2200     name => 'destination Y',
2201     type => 'int'
2202     }
2203     ],
2204     [
2205 root 1.14 'move_on',
2206 root 1.7 {
2207 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2208     name => 'movement type',
2209 elmex 1.26 type => 'movement_type'
2210 root 1.7 }
2211     ],
2212     [
2213     'msg',
2214     {
2215     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. =)',
2216     end => 'endmsg',
2217     name => 'exit message',
2218     type => 'text'
2219     }
2220     ],
2221     [
2222 root 1.30 'damned',
2223 root 1.7 {
2224 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.',
2225 root 1.30 name => 'set savebed',
2226 root 1.7 type => 'bool'
2227     }
2228     ]
2229     ],
2230 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.',
2231     ignore => [
2232     $IGNORE_LIST{non_pickable}
2233     ],
2234 root 1.5 name => 'Exit',
2235 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.'
2236     },
2237     Flesh => {
2238 root 1.7 attr => [
2239     [
2240     'food',
2241     {
2242     desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2243     name => 'foodpoints',
2244     type => 'int'
2245     }
2246     ],
2247     [
2248     'level',
2249     {
2250     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.',
2251     name => 'flesh level',
2252     type => 'int'
2253     }
2254     ],
2255     [
2256     'startequip',
2257     {
2258     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2259     name => 'godgiven item',
2260     type => 'bool'
2261     }
2262     ],
2263     [
2264     'msg',
2265     {
2266     desc => 'This text may describe the item.',
2267     end => 'endmsg',
2268     name => 'description',
2269     type => 'text'
2270     }
2271     ]
2272     ],
2273 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.',
2274 root 1.5 name => 'Flesh',
2275 root 1.4 section => [
2276     [
2277     'resistance',
2278 root 1.7 [
2279     [
2280     'resist_physical',
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 physical %',
2284     type => 'int'
2285     }
2286     ],
2287     [
2288     'resist_magic',
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 magic %',
2292     type => 'int'
2293     }
2294     ],
2295     [
2296     'resist_fire',
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 fire %',
2300     type => 'int'
2301     }
2302     ],
2303     [
2304     'resist_electricity',
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 electricity %',
2308     type => 'int'
2309     }
2310     ],
2311     [
2312     'resist_cold',
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 cold %',
2316     type => 'int'
2317     }
2318     ],
2319     [
2320     'resist_confusion',
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 confusion %',
2324     type => 'int'
2325     }
2326     ],
2327     [
2328     'resist_acid',
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 acid %',
2332     type => 'int'
2333     }
2334     ],
2335     [
2336     'resist_drain',
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 draining %',
2340     type => 'int'
2341     }
2342     ],
2343     [
2344     'resist_weaponmagic',
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 weaponmagic %',
2348     type => 'int'
2349     }
2350     ],
2351     [
2352     'resist_ghosthit',
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 ghosthit %',
2356     type => 'int'
2357     }
2358     ],
2359     [
2360     'resist_poison',
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 poison %',
2364     type => 'int'
2365     }
2366     ],
2367     [
2368     'resist_slow',
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 slow %',
2372     type => 'int'
2373     }
2374     ],
2375     [
2376     'resist_paralyze',
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 paralyze %',
2380     type => 'int'
2381     }
2382     ],
2383     [
2384     'resist_fear',
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 fear %',
2388     type => 'int'
2389     }
2390     ],
2391     [
2392     'resist_deplete',
2393     {
2394     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2395     name => 'resist depletion %',
2396     type => 'int'
2397     }
2398     ],
2399     [
2400     'resist_death',
2401     {
2402 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.',
2403 root 1.7 name => 'resist death-attack %',
2404     type => 'int'
2405     }
2406     ],
2407     [
2408     'resist_chaos',
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 chaos %',
2412     type => 'int'
2413     }
2414     ],
2415     [
2416     'resist_blind',
2417     {
2418     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.',
2419     name => 'resist blinding %',
2420     type => 'int'
2421     }
2422     ]
2423     ]
2424 root 1.4 ]
2425     ],
2426 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.'
2427     },
2428     Floor => {
2429 root 1.7 attr => [
2430     [
2431     'is_floor',
2432     {
2433     type => 'fixed',
2434     value => 1
2435     }
2436     ],
2437     [
2438     'no_pick',
2439     {
2440     type => 'fixed',
2441     value => 1
2442     }
2443     ],
2444     [
2445     'no_magic',
2446     {
2447     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2448     name => 'no spells',
2449     type => 'bool'
2450     }
2451     ],
2452     [
2453     'damned',
2454     {
2455     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2456     name => 'no prayers',
2457     type => 'bool'
2458     }
2459     ],
2460     [
2461     'unique',
2462     {
2463     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>.',
2464     name => 'unique map',
2465     type => 'bool'
2466     }
2467     ],
2468     [
2469     'msg',
2470     {
2471     desc => 'This text may describe the object.',
2472     end => 'endmsg',
2473     name => 'description',
2474     type => 'text'
2475     }
2476     ]
2477     ],
2478 root 1.3 desc => 'Floor is a very basic thing whithout too much functionality. It\'s a floor - you stand on it.',
2479     ignore => [
2480     $IGNORE_LIST{non_pickable}
2481     ],
2482 root 1.5 name => 'Floor',
2483 root 1.4 section => [
2484     [
2485     'terrain',
2486 root 1.7 [
2487     [
2488 root 1.14 'move_block',
2489     {
2490     desc => 'Objects using these movement types cannot move over this space.',
2491     name => 'blocked movement',
2492 elmex 1.26 type => 'movement_type'
2493 root 1.14 }
2494     ],
2495     [
2496     'move_allow',
2497     {
2498     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2499     name => 'allowed movement',
2500 elmex 1.26 type => 'movement_type'
2501 root 1.14 }
2502     ],
2503     [
2504     'move_slow',
2505     {
2506     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2507     name => 'slowed movement',
2508 elmex 1.26 type => 'movement_type'
2509 root 1.14 }
2510     ],
2511     [
2512     'move_slow_penalty',
2513 root 1.7 {
2514 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)',
2515     name => 'slow movement penalty',
2516 root 1.7 type => 'int'
2517     }
2518     ],
2519     [
2520     'is_wooded',
2521     {
2522     desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2523     name => 'wooded terrain',
2524     type => 'bool'
2525     }
2526     ],
2527     [
2528     'is_hilly',
2529     {
2530     desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2531     name => 'hilly terrain',
2532     type => 'bool'
2533     }
2534     ]
2535     ]
2536 root 1.4 ]
2537     ]
2538 root 1.3 },
2539     'Floor (Encounter)' => {
2540 root 1.7 attr => [
2541     [
2542     'is_floor',
2543     {
2544     type => 'fixed',
2545     value => 1
2546     }
2547     ],
2548     [
2549     'no_pick',
2550     {
2551     type => 'fixed',
2552     value => 1
2553     }
2554     ],
2555     [
2556     'no_magic',
2557     {
2558     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2559     name => 'no spells',
2560     type => 'bool'
2561     }
2562     ],
2563     [
2564     'damned',
2565     {
2566     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2567     name => 'no prayers',
2568     type => 'bool'
2569     }
2570     ],
2571     [
2572     'unique',
2573     {
2574     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>.',
2575     name => 'unique map',
2576     type => 'bool'
2577     }
2578     ],
2579     [
2580     'msg',
2581     {
2582     desc => 'This text may describe the object.',
2583     end => 'endmsg',
2584     name => 'description',
2585     type => 'text'
2586     }
2587     ]
2588     ],
2589 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.',
2590     ignore => [
2591     $IGNORE_LIST{non_pickable}
2592 root 1.4 ],
2593 root 1.5 name => 'Floor (Encounter)',
2594 root 1.4 section => [
2595     [
2596     'terrain',
2597 root 1.7 [
2598     [
2599 root 1.14 'move_block',
2600     {
2601     desc => 'Objects using these movement types cannot move over this space.',
2602     name => 'blocked movement',
2603 elmex 1.26 type => 'movement_type'
2604 root 1.14 }
2605     ],
2606     [
2607     'move_allow',
2608 root 1.7 {
2609 root 1.14 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2610     name => 'allowed movement',
2611 elmex 1.26 type => 'movement_type'
2612 root 1.14 }
2613     ],
2614     [
2615     'move_slow',
2616     {
2617     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2618     name => 'slowed movement',
2619 elmex 1.26 type => 'movement_type'
2620 root 1.14 }
2621     ],
2622     [
2623     'move_slow_penalty',
2624     {
2625     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)',
2626     name => 'slow movement penalty',
2627 root 1.7 type => 'int'
2628     }
2629     ],
2630     [
2631     'is_wooded',
2632     {
2633     desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2634     name => 'wooded terrain',
2635     type => 'bool'
2636     }
2637     ],
2638     [
2639     'is_hilly',
2640     {
2641     desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2642     name => 'hilly terrain',
2643     type => 'bool'
2644     }
2645     ]
2646     ]
2647 root 1.4 ]
2648 root 1.3 ]
2649     },
2650     Food => {
2651 root 1.7 attr => [
2652     [
2653     'food',
2654     {
2655     desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2656     name => 'foodpoints',
2657     type => 'int'
2658     }
2659     ],
2660     [
2661     'startequip',
2662     {
2663     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2664     name => 'godgiven item',
2665     type => 'bool'
2666     }
2667     ]
2668     ],
2669 root 1.5 desc => 'By eating/drinking food-objects, the player can fill his stomache and gain a little health.',
2670     name => 'Food'
2671 root 1.1 },
2672 root 1.3 Gate => {
2673 root 1.7 attr => [
2674     [
2675     'no_pick',
2676     {
2677     type => 'fixed',
2678     value => 1
2679     }
2680     ],
2681     [
2682 elmex 1.20 'speed',
2683     {
2684     desc => 'The speed of the gate affects how fast it is closing/opening.',
2685     type => 'float'
2686     }
2687     ],
2688     [
2689 root 1.7 'connected',
2690     {
2691     desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
2692     name => 'connection',
2693     type => 'int'
2694     }
2695     ],
2696     [
2697     'wc',
2698     {
2699     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.',
2700     name => 'position state',
2701     type => 'int'
2702     }
2703     ],
2704     [
2705 root 1.14 'move_block',
2706     {
2707     desc => 'Objects using these movement types cannot move over this space.',
2708     name => 'blocked movement',
2709 elmex 1.26 type => 'movement_type'
2710 root 1.14 }
2711     ],
2712     [
2713     'move_allow',
2714     {
2715     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2716     name => 'allowed movement',
2717 elmex 1.26 type => 'movement_type'
2718 root 1.14 }
2719     ],
2720     [
2721     'move_slow',
2722 root 1.7 {
2723 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2724     name => 'slowed movement',
2725 elmex 1.26 type => 'movement_type'
2726 root 1.14 }
2727     ],
2728     [
2729     'move_slow_penalty',
2730     {
2731     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)',
2732     name => 'slow movement penalty',
2733     type => 'int'
2734 root 1.7 }
2735     ],
2736     [
2737     'no_magic',
2738     {
2739     desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
2740     name => 'restrict spells',
2741     type => 'bool'
2742     }
2743     ],
2744     [
2745     'damned',
2746     {
2747     desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
2748     name => 'restrict prayers',
2749     type => 'bool'
2750     }
2751     ]
2752     ],
2753 root 1.36 desc => 'Gates play an important role in Deliantra. 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.',
2754 root 1.3 ignore => [
2755     $IGNORE_LIST{non_pickable}
2756     ],
2757 root 1.5 name => 'Gate',
2758 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".'
2759     },
2760     Girdle => {
2761 root 1.7 attr => [
2762     [
2763     'magic',
2764     {
2765     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.',
2766     name => 'magic bonus',
2767     type => 'int'
2768     }
2769     ]
2770     ],
2771     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.',
2772     import => [
2773 root 1.29 'Amulet'
2774 root 1.7 ],
2775     name => 'Girdle',
2776     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2777     },
2778     Gloves => {
2779     attr => [
2780     [
2781     'magic',
2782     {
2783     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.',
2784     name => 'magic bonus',
2785     type => 'int'
2786     }
2787     ]
2788     ],
2789     desc => 'Wearing gloves, the object\'s stats will directly be inherited to the player. Gloves can add defense or damage bonuses.',
2790     import => [
2791 root 1.29 'Amulet'
2792 root 1.7 ],
2793     name => 'Gloves',
2794     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2795     },
2796     Handle => {
2797     attr => [
2798     [
2799     'no_pick',
2800     {
2801     type => 'fixed',
2802     value => 1
2803     }
2804     ],
2805     [
2806     'connected',
2807     {
2808     desc => 'Every time the handle is applied, all objects with the same <connection> value are activated.',
2809     name => 'connection',
2810     type => 'int'
2811     }
2812     ],
2813     [
2814     'msg',
2815     {
2816     desc => 'This text may describe the item. You can use this message to explain the handle\'s purpose to the player.',
2817     end => 'endmsg',
2818     name => 'description',
2819     type => 'text'
2820     }
2821     ]
2822     ],
2823     desc => 'A handle can be applied by players and (certain) monsters. Every time it is applied, the &lt;connection&gt; value is triggered.',
2824     ignore => [
2825     $IGNORE_LIST{non_pickable}
2826     ],
2827     name => 'Handle',
2828     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.'
2829     },
2830     'Handle Trigger' => {
2831     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.',
2832     ignore => [
2833     $IGNORE_LIST{non_pickable}
2834     ],
2835     import => [
2836 root 1.29 'Handle'
2837 root 1.7 ],
2838     name => 'Handle Trigger',
2839     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.'
2840     },
2841     'Hazard Floor' => {
2842     attr => [
2843     [
2844     'is_floor',
2845     {
2846     type => 'fixed',
2847     value => 1
2848     }
2849     ],
2850     [
2851     'lifesave',
2852     {
2853     type => 'fixed',
2854     value => 1
2855     }
2856     ],
2857     [
2858 root 1.14 'move_on',
2859 root 1.7 {
2860 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2861     name => 'movement type',
2862 elmex 1.26 type => 'movement_type'
2863 root 1.7 }
2864     ],
2865     [
2866     'no_pick',
2867     {
2868     type => 'fixed',
2869     value => 1
2870     }
2871     ],
2872     [
2873     'attacktype',
2874     {
2875     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.',
2876     name => 'attacktype',
2877     type => 'bitmask',
2878     value => $BITMASK{attacktype}
2879     }
2880     ],
2881     [
2882     'dam',
2883     {
2884     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.',
2885     name => 'base damage',
2886     type => 'int'
2887     }
2888     ],
2889     [
2890     'wc',
2891     {
2892     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.',
2893     name => 'weaponclass',
2894     type => 'int'
2895     }
2896     ],
2897     [
2898     'level',
2899     {
2900     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.',
2901     name => 'attack level',
2902     type => 'int'
2903     }
2904     ],
2905     [
2906     'no_magic',
2907     {
2908     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2909     name => 'no spells',
2910     type => 'bool'
2911     }
2912     ],
2913     [
2914     'damned',
2915     {
2916     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2917     name => 'no prayers',
2918     type => 'bool'
2919     }
2920     ],
2921     [
2922     'unique',
2923     {
2924     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>.',
2925     name => 'unique map',
2926     type => 'bool'
2927     }
2928     ]
2929 root 1.3 ],
2930     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.',
2931     ignore => [
2932     $IGNORE_LIST{non_pickable}
2933     ],
2934 root 1.5 name => 'Hazard Floor',
2935 root 1.4 section => [
2936     [
2937     'terrain',
2938 root 1.7 [
2939     [
2940 root 1.14 'move_block',
2941     {
2942     desc => 'Objects using these movement types cannot move over this space.',
2943     name => 'blocked movement',
2944 elmex 1.26 type => 'movement_type'
2945 root 1.14 }
2946     ],
2947     [
2948     'move_allow',
2949 root 1.7 {
2950 root 1.14 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2951     name => 'allowed movement',
2952 elmex 1.26 type => 'movement_type'
2953 root 1.14 }
2954     ],
2955     [
2956     'move_slow',
2957     {
2958     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2959     name => 'slowed movement',
2960 elmex 1.26 type => 'movement_type'
2961 root 1.14 }
2962     ],
2963     [
2964     'move_slow_penalty',
2965     {
2966     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)',
2967     name => 'slow movement penalty',
2968 root 1.7 type => 'int'
2969     }
2970     ],
2971     [
2972     'is_wooded',
2973     {
2974     desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2975     name => 'wooded terrain',
2976     type => 'bool'
2977     }
2978     ],
2979     [
2980     'is_hilly',
2981     {
2982     desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2983     name => 'hilly terrain',
2984     type => 'bool'
2985     }
2986     ]
2987     ]
2988 root 1.4 ]
2989     ],
2990 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.'
2991     },
2992     Helmet => {
2993 root 1.7 attr => [
2994     [
2995     'magic',
2996     {
2997     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>.',
2998     name => 'magic bonus',
2999     type => 'int'
3000     }
3001     ]
3002     ],
3003 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.',
3004     import => [
3005 root 1.29 'Amulet'
3006 root 1.3 ],
3007 root 1.5 name => 'Helmet',
3008 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.'
3009     },
3010     'Holy Altar' => {
3011 root 1.7 attr => [
3012     [
3013     'no_pick',
3014     {
3015     type => 'fixed',
3016     value => 1
3017     }
3018     ],
3019     [
3020     'other_arch',
3021     {
3022     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.',
3023     name => 'god name',
3024     type => 'string'
3025     }
3026     ],
3027     [
3028     'level',
3029     {
3030 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.',
3031 root 1.7 name => 'reconsecrate level',
3032     type => 'int'
3033     }
3034     ]
3035     ],
3036 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.',
3037     ignore => [
3038     $IGNORE_LIST{non_pickable}
3039 root 1.5 ],
3040     name => 'Holy Altar'
3041 root 1.3 },
3042     Horn => {
3043 root 1.7 attr => [
3044     [
3045     'sp',
3046     {
3047     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!',
3048     name => 'spell',
3049     type => 'spell'
3050     }
3051     ],
3052     [
3053     'level',
3054     {
3055     desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should not be set too high.',
3056     name => 'casting level',
3057     type => 'int'
3058     }
3059     ],
3060     [
3061     'hp',
3062     {
3063     desc => 'This value represents the initial amount of spellpoints in the horn. Naturally, this is quite unimportant.',
3064     name => 'initial spellpoints',
3065     type => 'int'
3066     }
3067     ],
3068     [
3069     'maxhp',
3070     {
3071     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.',
3072     name => 'max. spellpoints',
3073     type => 'int'
3074     }
3075     ],
3076     [
3077     'startequip',
3078     {
3079     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3080     name => 'godgiven item',
3081     type => 'bool'
3082     }
3083     ],
3084     [
3085     'msg',
3086     {
3087     desc => 'This text may contain a description of the horn.',
3088     end => 'endmsg',
3089     name => 'description',
3090     type => 'text'
3091     }
3092     ]
3093     ],
3094 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.',
3095     ignore => [
3096     'title'
3097     ],
3098 root 1.5 name => 'Horn',
3099 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.'
3100     },
3101     Inorganic => {
3102 root 1.7 attr => [
3103     [
3104     'is_dust',
3105     {
3106     name => 'is dust',
3107     type => 'bool'
3108     }
3109     ]
3110     ],
3111 root 1.4 desc => 'Inorganic materials are generally used as ingredients for alchemical receipes. By themselves, they have no special functionalities.',
3112 root 1.5 name => 'Inorganic',
3113 root 1.4 section => [
3114     [
3115     'resistance',
3116 root 1.7 [
3117     [
3118     'resist_physical',
3119     {
3120     name => 'resist physical %',
3121     type => 'int'
3122     }
3123     ],
3124     [
3125     'resist_magic',
3126     {
3127     name => 'resist magic %',
3128     type => 'int'
3129     }
3130     ],
3131     [
3132     'resist_fire',
3133     {
3134     name => 'resist fire %',
3135     type => 'int'
3136     }
3137     ],
3138     [
3139     'resist_electricity',
3140     {
3141     name => 'resist electricity %',
3142     type => 'int'
3143     }
3144     ],
3145     [
3146     'resist_cold',
3147     {
3148     name => 'resist cold %',
3149     type => 'int'
3150     }
3151     ],
3152     [
3153 elmex 1.33 'resist_confusion',
3154     {
3155     name => 'resist confusion %',
3156     type => 'int'
3157     }
3158     ],
3159     [
3160 root 1.7 'resist_acid',
3161     {
3162     name => 'resist acid %',
3163     type => 'int'
3164     }
3165     ],
3166     [
3167 elmex 1.33 'resist_drain',
3168     {
3169     name => 'resist draining %',
3170     type => 'int'
3171     }
3172     ],
3173     [
3174 root 1.7 'resist_weaponmagic',
3175     {
3176     name => 'resist weaponmagic %',
3177     type => 'int'
3178     }
3179     ],
3180     [
3181     'resist_ghosthit',
3182     {
3183     name => 'resist ghosthit %',
3184     type => 'int'
3185     }
3186     ],
3187     [
3188     'resist_poison',
3189     {
3190     name => 'resist poison %',
3191     type => 'int'
3192     }
3193     ],
3194     [
3195 elmex 1.33 'resist_slow',
3196     {
3197     name => 'resist slow %',
3198     type => 'int'
3199     }
3200     ],
3201     [
3202     'resist_paralyze',
3203     {
3204     name => 'resist paralyze %',
3205     type => 'int'
3206     }
3207     ],
3208     [
3209     'resist_fear',
3210     {
3211     name => 'resist fear %',
3212     type => 'int'
3213     }
3214     ],
3215     [
3216     'resist_deplete',
3217     {
3218     name => 'resist depletion %',
3219     type => 'int'
3220     }
3221     ],
3222     [
3223 root 1.7 'resist_death',
3224     {
3225     name => 'resist death-attack %',
3226     type => 'int'
3227     }
3228     ],
3229     [
3230     'resist_chaos',
3231     {
3232     name => 'resist chaos %',
3233     type => 'int'
3234     }
3235     ],
3236     [
3237 elmex 1.33 'resist_blind',
3238     {
3239     name => 'resist blinding %',
3240     type => 'int'
3241     }
3242     ],
3243     [
3244 root 1.7 'resist_holyword',
3245     {
3246     name => 'resist holy power %',
3247     type => 'int'
3248     }
3249 elmex 1.33 ],
3250     [
3251     'resist_godpower',
3252     {
3253     name => 'resist godpower %',
3254     type => 'int'
3255     }
3256 root 1.7 ]
3257     ]
3258 root 1.4 ]
3259     ]
3260 root 1.1 },
3261 root 1.3 'Inventory Checker' => {
3262 root 1.7 attr => [
3263     [
3264     'no_pick',
3265     {
3266     type => 'fixed',
3267     value => 1
3268     }
3269     ],
3270     [
3271     'slaying',
3272     {
3273     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.',
3274     name => 'match key string',
3275     type => 'string'
3276     }
3277     ],
3278     [
3279     'race',
3280     {
3281     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>.',
3282     name => 'match arch name',
3283     type => 'string'
3284     }
3285     ],
3286     [
3287     'hp',
3288     {
3289     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. ;)',
3290     name => 'match type',
3291     type => 'int'
3292     }
3293     ],
3294     [
3295     'last_sp',
3296     {
3297     desc => 'Enabled means having that object is a match. Disabled means not having that object is a match.',
3298     name => 'match = having',
3299     type => 'bool'
3300     }
3301     ],
3302     [
3303     'connected',
3304     {
3305     desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
3306     name => 'connection',
3307     type => 'int'
3308     }
3309     ],
3310     [
3311 root 1.14 'move_block',
3312 root 1.7 {
3313 root 1.14 desc => 'Objects using these movement types cannot move over this space.',
3314     name => 'blocked movement',
3315 elmex 1.26 type => 'movement_type'
3316 root 1.14 }
3317     ],
3318     [
3319     'move_allow',
3320     {
3321     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3322     name => 'allowed movement',
3323 elmex 1.26 type => 'movement_type'
3324 root 1.14 }
3325     ],
3326     [
3327     'move_slow',
3328     {
3329     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3330     name => 'slowed movement',
3331 elmex 1.26 type => 'movement_type'
3332 root 1.14 }
3333     ],
3334     [
3335     'move_slow_penalty',
3336     {
3337     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)',
3338     name => 'slow movement penalty',
3339     type => 'int'
3340 root 1.7 }
3341     ],
3342     [
3343     'last_heal',
3344     {
3345     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!',
3346     name => 'remove match',
3347     type => 'bool'
3348     }
3349     ]
3350     ],
3351 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.',
3352 root 1.3 ignore => [
3353     $IGNORE_LIST{system_object}
3354     ],
3355 root 1.5 name => 'Inventory Checker',
3356 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.'
3357     },
3358 root 1.8 'Item Transformer' => {
3359     attr => [
3360     [
3361     'food',
3362     {
3363     desc => '<number of uses> controls how many times the item transformer can be used. The value 0 means "unlimited"',
3364     name => 'number of uses',
3365     type => 'int'
3366     }
3367     ],
3368     [
3369     'slaying',
3370     {
3371     desc => 'Contains the verb that is used to construct a message to the player applying the item transformer.',
3372     name => 'verb',
3373     type => 'string'
3374     }
3375     ],
3376     [
3377     'startequip',
3378     {
3379     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3380     name => 'godgiven item',
3381     type => 'bool'
3382     }
3383     ],
3384     [
3385     'msg',
3386     {
3387     desc => 'This text may contain a description of the item transformer.',
3388     end => 'endmsg',
3389     name => 'description',
3390     type => 'text'
3391     }
3392     ]
3393     ],
3394     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.',
3395     name => 'Item Transformer',
3396     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\'.'
3397     },
3398 root 1.3 Jewel => {
3399 root 1.7 attr => [
3400     [
3401     'race',
3402     {
3403     type => 'fixed',
3404     value => 'gold and jewels'
3405     }
3406     ],
3407     [
3408     'msg',
3409     {
3410     desc => 'This text may describe the object.',
3411     end => 'endmsg',
3412     name => 'description',
3413     type => 'text'
3414     }
3415     ]
3416     ],
3417 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.',
3418     name => 'Jewel'
3419 root 1.1 },
3420 root 1.9 Key => {
3421     attr => [
3422     [
3423     'startequip',
3424     {
3425     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3426     name => 'godgiven item',
3427     type => 'bool'
3428     }
3429     ]
3430     ],
3431     desc => 'When carrying a key, a normal door can be opened. The key will disappear.',
3432     name => 'Key'
3433     },
3434 root 1.3 'Locked Door' => {
3435 root 1.7 attr => [
3436     [
3437 root 1.14 'move_type',
3438 root 1.7 {
3439     type => 'fixed',
3440 root 1.14 value => 0
3441 root 1.7 }
3442     ],
3443     [
3444     'no_pick',
3445     {
3446     type => 'fixed',
3447     value => 1
3448     }
3449     ],
3450     [
3451     'slaying',
3452     {
3453     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".',
3454     name => 'key string',
3455     type => 'string'
3456     }
3457     ],
3458     [
3459     'no_magic',
3460     {
3461     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).',
3462     name => 'restrict spells',
3463     type => 'bool'
3464     }
3465     ],
3466     [
3467     'damned',
3468     {
3469     desc => 'Restricting the use of prayers to pass this door. This should be set in most cases.',
3470     name => 'restrict prayers',
3471     type => 'bool'
3472     }
3473     ],
3474     [
3475     'msg',
3476     {
3477     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.',
3478     end => 'endmsg',
3479     name => 'lock message',
3480     type => 'text'
3481     }
3482     ]
3483     ],
3484     desc => 'A locked door can be opened only when carrying the appropriate special key.',
3485     ignore => [
3486     $IGNORE_LIST{non_pickable}
3487     ],
3488     name => 'Locked Door',
3489     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).'
3490     },
3491     'Magic Ear' => {
3492     attr => [
3493     [
3494     'no_pick',
3495     {
3496     type => 'fixed',
3497     value => 1
3498     }
3499     ],
3500     [
3501     'connected',
3502     {
3503     desc => 'The Magic_ear will trigger all objects with the same connection value, every time it is activated.',
3504     name => 'connection',
3505     type => 'int'
3506     }
3507     ],
3508     [
3509     'msg',
3510     {
3511     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!',
3512     end => 'endmsg',
3513     name => 'keyword-matching',
3514     type => 'text'
3515     }
3516     ]
3517     ],
3518     desc => 'Magic_ears trigger a connected value when the player speaks a specific keyword.',
3519     ignore => [
3520     $IGNORE_LIST{system_object}
3521     ],
3522     name => 'Magic Ear',
3523     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.'
3524     },
3525     'Magic Wall' => {
3526     attr => [
3527     [
3528     'dam',
3529     {
3530     desc => 'The magic wall will cast this <spell>.',
3531     name => 'spell',
3532     type => 'spell'
3533     }
3534     ],
3535     [
3536     'level',
3537     {
3538     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.',
3539     name => 'spell level',
3540     type => 'int'
3541     }
3542     ],
3543     [
3544     'connected',
3545     {
3546     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.',
3547     name => 'connection',
3548     type => 'int'
3549     }
3550     ],
3551     [
3552 elmex 1.21 'activate_on_push',
3553     {
3554     desc => 'Whether the teleporter should only be activated on push.',
3555     name => 'Activate on push',
3556     type => 'bool'
3557     }
3558     ],
3559     [
3560     'activate_on_release',
3561     {
3562     desc => 'Whether the teleporter should only be activated on release.',
3563     name => 'Activate on release',
3564     type => 'bool'
3565     }
3566     ],
3567     [
3568 root 1.7 'speed',
3569     {
3570     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".',
3571     name => 'casting speed',
3572     type => 'float'
3573     }
3574     ],
3575     [
3576 root 1.17 'speed_left',
3577     {
3578     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.',
3579     name => 'speed left',
3580     type => 'float'
3581     }
3582     ],
3583     [
3584 root 1.7 'sp',
3585     {
3586     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.',
3587     name => 'direction',
3588     type => 'list',
3589     value => $LIST{direction}
3590     }
3591     ],
3592     [
3593 root 1.14 'move_block',
3594     {
3595     desc => 'Objects using these movement types cannot move over this space.',
3596     name => 'blocked movement',
3597 elmex 1.26 type => 'movement_type'
3598 root 1.14 }
3599     ],
3600     [
3601     'move_allow',
3602     {
3603     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3604     name => 'allowed movement',
3605 elmex 1.26 type => 'movement_type'
3606 root 1.14 }
3607     ],
3608     [
3609     'move_slow',
3610 root 1.7 {
3611 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3612     name => 'slowed movement',
3613 elmex 1.26 type => 'movement_type'
3614 root 1.14 }
3615     ],
3616     [
3617     'move_slow_penalty',
3618     {
3619     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)',
3620     name => 'slow movement penalty',
3621     type => 'int'
3622 root 1.7 }
3623     ]
3624 root 1.3 ],
3625     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.',
3626     ignore => [
3627     $IGNORE_LIST{non_pickable}
3628     ],
3629 root 1.5 name => 'Magic Wall',
3630 root 1.4 section => [
3631     [
3632     'destroyable',
3633 root 1.7 [
3634     [
3635     'alive',
3636     {
3637     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.',
3638     name => 'is destroyable',
3639     type => 'bool'
3640     }
3641     ],
3642     [
3643     'hp',
3644     {
3645     desc => 'The more <hitpoints> the wall has, the longer it takes to be destroyed.',
3646     name => 'hitpoints',
3647     type => 'int'
3648     }
3649     ],
3650     [
3651     'maxhp',
3652     {
3653     desc => '<max hitpoints> are the maximum amount of hitpoints the wall can have. This only makes sense if the wall can regain health.',
3654     name => 'max hitpoints',
3655     type => 'int'
3656     }
3657     ],
3658     [
3659     'ac',
3660     {
3661     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>.',
3662     name => 'armour class',
3663     type => 'int'
3664     }
3665     ]
3666     ]
3667     ],
3668     [
3669     'resistance',
3670     [
3671     [
3672     'resist_physical',
3673     {
3674     name => 'resist physical %',
3675     type => 'int'
3676     }
3677     ],
3678     [
3679     'resist_magic',
3680     {
3681     name => 'resist magic %',
3682     type => 'int'
3683     }
3684     ],
3685     [
3686     'resist_fire',
3687     {
3688     name => 'resist fire %',
3689     type => 'int'
3690     }
3691     ],
3692     [
3693     'resist_electricity',
3694     {
3695     name => 'resist electricity %',
3696     type => 'int'
3697     }
3698     ],
3699     [
3700     'resist_cold',
3701     {
3702     name => 'resist cold %',
3703     type => 'int'
3704     }
3705     ],
3706     [
3707     'resist_confusion',
3708     {
3709     name => 'resist confusion %',
3710     type => 'int'
3711     }
3712     ],
3713     [
3714     'resist_acid',
3715     {
3716     name => 'resist acid %',
3717     type => 'int'
3718     }
3719     ],
3720     [
3721     'resist_drain',
3722     {
3723     name => 'resist draining %',
3724     type => 'int'
3725     }
3726     ],
3727     [
3728     'resist_weaponmagic',
3729     {
3730     name => 'resist weaponmagic %',
3731     type => 'int'
3732     }
3733     ],
3734     [
3735     'resist_ghosthit',
3736     {
3737     name => 'resist ghosthit %',
3738     type => 'int'
3739     }
3740     ],
3741     [
3742     'resist_poison',
3743     {
3744     name => 'resist poison %',
3745     type => 'int'
3746     }
3747     ],
3748     [
3749     'resist_slow',
3750     {
3751     name => 'resist slow %',
3752     type => 'int'
3753     }
3754     ],
3755     [
3756     'resist_paralyze',
3757     {
3758     name => 'resist paralyze %',
3759     type => 'int'
3760     }
3761     ],
3762     [
3763     'resist_fear',
3764     {
3765     name => 'resist fear %',
3766     type => 'int'
3767     }
3768     ],
3769     [
3770     'resist_deplete',
3771     {
3772     name => 'resist depletion %',
3773     type => 'int'
3774     }
3775     ],
3776     [
3777     'resist_death',
3778     {
3779     name => 'resist death-attack %',
3780     type => 'int'
3781     }
3782     ],
3783     [
3784     'resist_chaos',
3785     {
3786     name => 'resist chaos %',
3787     type => 'int'
3788     }
3789     ],
3790     [
3791     'resist_blind',
3792     {
3793     name => 'resist blinding %',
3794     type => 'int'
3795     }
3796     ],
3797     [
3798     'resist_holyword',
3799     {
3800     name => 'resist holy power %',
3801     type => 'int'
3802     }
3803     ],
3804     [
3805     'resist_godpower',
3806     {
3807     name => 'resist godpower %',
3808     type => 'int'
3809     }
3810     ]
3811     ]
3812     ]
3813     ],
3814     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".'
3815     },
3816     Marker => {
3817     attr => [
3818     [
3819     'no_pick',
3820     {
3821     type => 'fixed',
3822     value => 1
3823     }
3824     ],
3825     [
3826     'slaying',
3827     {
3828     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.',
3829     name => 'key string',
3830     type => 'string'
3831     }
3832     ],
3833     [
3834     'connected',
3835     {
3836     desc => 'When the detector is triggered, all objects with the same connection value get activated.',
3837     name => 'connection',
3838     type => 'int'
3839     }
3840     ],
3841     [
3842     'speed',
3843 root 1.4 {
3844 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.',
3845     name => 'marking speed',
3846     type => 'float'
3847 root 1.4 }
3848     ],
3849     [
3850 root 1.17 'speed_left',
3851     {
3852     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.',
3853     name => 'speed left',
3854     type => 'float'
3855     }
3856     ],
3857     [
3858 root 1.7 'food',
3859     {
3860     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.',
3861     name => 'mark duration',
3862     type => 'int'
3863     }
3864     ],
3865     [
3866     'name',
3867     {
3868     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.',
3869     name => 'delete mark',
3870     type => 'string'
3871     }
3872     ],
3873     [
3874     'msg',
3875 root 1.4 {
3876 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.',
3877     end => 'endmsg',
3878     name => 'marking message',
3879     type => 'text'
3880 root 1.4 }
3881     ]
3882     ],
3883 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.',
3884     ignore => [
3885     $IGNORE_LIST{system_object}
3886     ],
3887 root 1.5 name => 'Marker',
3888 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.'
3889     },
3890     Misc => {
3891 root 1.7 attr => [
3892     [
3893 root 1.14 'move_block',
3894     {
3895     desc => 'Objects using these movement types cannot move over this space.',
3896     name => 'blocked movement',
3897 elmex 1.26 type => 'movement_type'
3898 root 1.14 }
3899     ],
3900     [
3901     'move_allow',
3902     {
3903     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3904     name => 'allowed movement',
3905 elmex 1.26 type => 'movement_type'
3906 root 1.14 }
3907     ],
3908     [
3909     'move_slow',
3910 root 1.7 {
3911 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3912     name => 'slowed movement',
3913 elmex 1.26 type => 'movement_type'
3914 root 1.14 }
3915     ],
3916     [
3917     'move_slow_penalty',
3918     {
3919     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)',
3920     name => 'slow movement penalty',
3921     type => 'int'
3922 root 1.7 }
3923     ],
3924     [
3925     'cursed',
3926     {
3927     desc => 'Curses can have various effects: On equipment and food, they generally harm the player in some way.',
3928     name => 'cursed',
3929     type => 'bool'
3930     }
3931     ],
3932     [
3933     'damned',
3934     {
3935     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.',
3936     name => 'damned',
3937     type => 'bool'
3938     }
3939     ],
3940     [
3941     'unique',
3942     {
3943     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
3944     name => 'unique item',
3945     type => 'bool'
3946     }
3947     ],
3948     [
3949     'startequip',
3950     {
3951     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3952     name => 'godgiven item',
3953     type => 'bool'
3954     }
3955     ],
3956     [
3957     'msg',
3958     {
3959     desc => 'This text may describe the object.',
3960     end => 'endmsg',
3961     name => 'description',
3962     type => 'text'
3963     }
3964     ]
3965     ],
3966 root 1.5 name => 'Misc'
3967 root 1.1 },
3968 root 1.3 Money => {
3969 root 1.7 attr => [
3970     [
3971     'race',
3972     {
3973     type => 'fixed',
3974     value => 'gold and jewels'
3975     }
3976     ]
3977     ],
3978 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.',
3979     ignore => [
3980     'unpaid'
3981 root 1.5 ],
3982     name => 'Money'
3983 root 1.3 },
3984     'Monster & NPC' => {
3985 root 1.7 attr => [
3986     [
3987     'alive',
3988     {
3989     type => 'fixed',
3990     value => 1
3991     }
3992     ],
3993     [
3994     'randomitems',
3995     {
3996     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>.',
3997     name => 'treasurelist',
3998     type => 'treasurelist'
3999     }
4000     ],
4001     [
4002 root 1.28 'treasure_env',
4003     {
4004     desc => 'Set this flag to move treasure items created into the environment (map) instead of putting them into the object.',
4005     name => 'treasure in env',
4006     type => 'bool'
4007     }
4008     ],
4009     [
4010 root 1.7 'level',
4011     {
4012     desc => 'A monster\'s <level> is the most important attribute. <level> affects the power of a monster in various ways.',
4013     name => 'level',
4014     type => 'int'
4015     }
4016     ],
4017     [
4018     'race',
4019     {
4020 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.',
4021 root 1.7 name => 'race',
4022     type => 'string'
4023     }
4024     ],
4025     [
4026     'exp',
4027     {
4028 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!',
4029 root 1.7 name => 'experience',
4030     type => 'int'
4031     }
4032     ],
4033     [
4034     'speed',
4035     {
4036     desc => 'The <speed> determines how fast a monster will both move and fight. High <speed> makes a monster considerably stronger.',
4037     name => 'speed',
4038     type => 'float'
4039     }
4040     ],
4041     [
4042 root 1.17 'speed_left',
4043     {
4044     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.',
4045     name => 'speed left',
4046     type => 'float'
4047     }
4048     ],
4049     [
4050 root 1.7 'other_arch',
4051     {
4052     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.',
4053     name => 'breed monster',
4054     type => 'string'
4055     }
4056     ],
4057     [
4058     'generator',
4059     {
4060     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.',
4061     name => 'multiply',
4062     type => 'bool'
4063     }
4064     ],
4065     [
4066     'use_content_on_gen',
4067     {
4068     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.',
4069     name => 'template generation',
4070     type => 'bool'
4071     }
4072     ],
4073     [
4074 root 1.14 'move_type',
4075 root 1.7 {
4076 root 1.14 desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
4077     name => 'movement type',
4078 elmex 1.26 type => 'movement_type'
4079 root 1.7 }
4080     ],
4081     [
4082     'undead',
4083     {
4084     desc => 'Several spells only affect undead monsters: turn undead, banish undead, holy word, etc.',
4085     name => 'undead',
4086     type => 'bool'
4087     }
4088     ],
4089     [
4090     'carrying',
4091     {
4092     desc => 'If a monster has something in the inventory, this value can be set to reflect the slowdown due to the carried weight.',
4093     name => 'carries weight',
4094     type => 'int'
4095     }
4096     ],
4097     [
4098 root 1.28 'precious',
4099     {
4100 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.',
4101 root 1.28 name => 'precious',
4102     type => 'bool'
4103     }
4104     ],
4105     [
4106 root 1.7 'msg',
4107     {
4108     end => 'endmsg',
4109     name => 'npc message',
4110     type => 'text'
4111     }
4112     ]
4113     ],
4114 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.',
4115     ignore => [
4116     'material',
4117     'name_pl',
4118     'nrof',
4119     'value',
4120     'unpaid'
4121     ],
4122 root 1.5 name => 'Monster & NPC',
4123 root 1.4 section => [
4124     [
4125     'melee',
4126 root 1.7 [
4127     [
4128     'attacktype',
4129     {
4130     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.',
4131     name => 'attacktype',
4132     type => 'bitmask',
4133     value => $BITMASK{attacktype}
4134     }
4135     ],
4136     [
4137     'dam',
4138     {
4139     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.',
4140     name => 'damage',
4141     type => 'int'
4142     }
4143     ],
4144     [
4145     'wc',
4146     {
4147     desc => 'Monsters of high <weapon class> are more likely to really hit their opponent. <weapon class> can be considered the "counterpiece" to <armour class>.',
4148     name => 'weapon class',
4149     type => 'int'
4150     }
4151     ],
4152     [
4153     'hp',
4154     {
4155     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>.',
4156     name => 'health points',
4157     type => 'int'
4158     }
4159     ],
4160     [
4161     'maxhp',
4162     {
4163     desc => '<max health> is the maximum amount of <health points> this monster can have.',
4164     name => 'max health',
4165     type => 'int'
4166     }
4167     ],
4168     [
4169     'ac',
4170     {
4171     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).',
4172     name => 'armour class',
4173     type => 'int'
4174     }
4175     ],
4176     [
4177     'Con',
4178     {
4179 root 1.8 desc => 'Monsters regenerate this many health points each 4 ticks. Hence, the healing rate is independent of <speed>.',
4180 root 1.7 name => 'healing rate',
4181     type => 'int'
4182     }
4183     ],
4184     [
4185     'reflect_missile',
4186     {
4187     desc => 'A monster with this flag has the ability to <reflect missiles>, all kinds of projectiles (e.g. arrows, bolts, boulders) will bounce off.',
4188     name => 'reflect missiles',
4189     type => 'bool'
4190     }
4191     ],
4192     [
4193     'hitback',
4194     {
4195     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.',
4196     name => 'hitback',
4197     type => 'bool'
4198     }
4199     ],
4200     [
4201     'one_hit',
4202     {
4203     desc => 'Monsters with <one hit only> dissapear after one successful hit to a player.',
4204     name => 'one hit only',
4205     type => 'bool'
4206     }
4207     ]
4208     ]
4209     ],
4210     [
4211     'spellcraft',
4212     [
4213     [
4214     'can_cast_spell',
4215     {
4216     desc => 'If <can cast spell> is disabled, the monster cannot cast any spell. Only wands/rods/etc can be used, given the appropriate abilities.',
4217     name => 'can cast spell',
4218     type => 'bool'
4219     }
4220     ],
4221     [
4222     'reflect_spell',
4223     {
4224     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.',
4225     name => 'reflect spells',
4226     type => 'bool'
4227     }
4228     ],
4229     [
4230     'sp',
4231     {
4232     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>.',
4233     name => 'spellpoints',
4234     type => 'int'
4235     }
4236     ],
4237     [
4238     'maxsp',
4239     {
4240     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.',
4241     name => 'max spellpoints',
4242     type => 'int'
4243     }
4244     ],
4245     [
4246     'Pow',
4247     {
4248 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.',
4249 root 1.7 name => 'spellpoint regen.',
4250     type => 'int'
4251     }
4252     ],
4253     [
4254     'path_attuned',
4255     {
4256     desc => 'Click on the <attuned paths> button to select spellpaths. The creature will get attuned to the specified spellpaths.',
4257     name => 'attuned paths',
4258     type => 'bitmask',
4259     value => $BITMASK{spellpath}
4260     }
4261     ],
4262     [
4263     'path_repelled',
4264     {
4265     desc => 'Click on the <repelled paths> button to select spellpaths. The creature will get repelled to the specified spellpaths.',
4266     name => 'repelled paths',
4267     type => 'bitmask',
4268     value => $BITMASK{spellpath}
4269     }
4270     ],
4271     [
4272     'path_denied',
4273     {
4274     desc => 'Click on the <denied paths> button to select spellpaths. The creature won\'t be able to cast spells of the specified paths.',
4275     name => 'denied paths',
4276     type => 'bitmask',
4277     value => $BITMASK{spellpath}
4278     }
4279     ]
4280     ]
4281     ],
4282     [
4283     'ability',
4284     [
4285     [
4286     'Int',
4287     {
4288     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.',
4289     name => 'detect hidden',
4290     type => 'int'
4291     }
4292     ],
4293     [
4294     'see_invisible',
4295     {
4296     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.',
4297     name => 'see invisible',
4298     type => 'bool'
4299     }
4300     ],
4301     [
4302     'can_see_in_dark',
4303     {
4304     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.',
4305     name => 'see in darkness',
4306     type => 'bool'
4307     }
4308     ],
4309     [
4310     'can_use_weapon',
4311     {
4312     desc => 'Monster is able to wield weapon type objects.',
4313     name => 'can use weapons',
4314     type => 'bool'
4315     }
4316     ],
4317     [
4318     'can_use_bow',
4319     {
4320     desc => 'Monster is able to use missile-weapon type objects.',
4321     name => 'can use bows',
4322     type => 'bool'
4323     }
4324     ],
4325     [
4326     'can_use_armour',
4327     {
4328     desc => 'Monster is able to wear protective equipment like brestplate armour, shields, helmets etc.',
4329     name => 'can use armour',
4330     type => 'bool'
4331     }
4332     ],
4333     [
4334     'can_use_ring',
4335     {
4336     desc => 'Monster is able to wear rings.',
4337     name => 'can use rings',
4338     type => 'bool'
4339     }
4340     ],
4341     [
4342     'can_use_wand',
4343     {
4344     desc => 'Monster is able to use wands and staves.',
4345     name => 'can use wands',
4346     type => 'bool'
4347     }
4348     ],
4349     [
4350     'can_use_rod',
4351     {
4352     desc => 'Monster is able to use rods.',
4353     name => 'can use rods',
4354     type => 'bool'
4355     }
4356     ],
4357     [
4358     'can_use_scroll',
4359     {
4360     desc => 'Monster is able to read scrolls.',
4361     name => 'can use scrolls',
4362     type => 'bool'
4363     }
4364     ],
4365     [
4366     'can_use_skill',
4367     {
4368     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>.',
4369     name => 'can use skills',
4370     type => 'bool'
4371     }
4372     ]
4373     ]
4374     ],
4375     [
4376     'behave',
4377     [
4378     [
4379     'monster',
4380     {
4381     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.',
4382     name => 'monster behaviour',
4383     type => 'bool'
4384     }
4385     ],
4386     [
4387     'unaggressive',
4388     {
4389     desc => '<unaggressive> monsters do not attack players unless attacked first.',
4390     name => 'unaggressive',
4391     type => 'bool'
4392     }
4393     ],
4394     [
4395     'friendly',
4396     {
4397     desc => '<friendly> monsters help the player, attacking any non-friendly monsters in range.',
4398     name => 'friendly',
4399     type => 'bool'
4400     }
4401     ],
4402     [
4403     'stand_still',
4404     {
4405 root 1.36 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 Deliantra 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.',
4406 root 1.7 name => 'stand still',
4407     type => 'bool'
4408     }
4409     ],
4410     [
4411     'sleep',
4412     {
4413     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.',
4414     name => 'asleep',
4415     type => 'bool'
4416     }
4417     ],
4418     [
4419     'will_apply',
4420     {
4421     desc => 'This entry defines which kinds of environment actions the creature is able to perform.',
4422     name => 'misc. actions',
4423     type => 'bitmask',
4424     value => $BITMASK{will_apply}
4425     }
4426     ],
4427     [
4428     'pick_up',
4429     {
4430     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.',
4431     name => 'pick up',
4432     type => 'bitmask',
4433     value => $BITMASK{pick_up}
4434     }
4435     ],
4436     [
4437     'Wis',
4438     {
4439     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.',
4440     name => 'sensing range',
4441     type => 'int'
4442     }
4443     ],
4444     [
4445 root 1.15 'attack_movement_bits_0_3',
4446 root 1.7 {
4447 root 1.15 desc => 'If this is set to default, the standard mode of movement will be used.',
4448 root 1.7 name => 'attack movement',
4449 root 1.15 type => 'list',
4450     value => $LIST{attack_movement_bits_0_3}
4451     }
4452     ],
4453     [
4454     'attack_movement_bits_4_7',
4455     {
4456     desc => 'This movement is not in effect when the monster has an enemy and should only be used for non agressive monsters.',
4457     name => 'normal movement',
4458     type => 'list',
4459     value => $LIST{attack_movement_bits_4_7}
4460 root 1.7 }
4461     ],
4462     [
4463     'run_away',
4464     {
4465     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.',
4466     name => 'run at % health',
4467     type => 'int'
4468     }
4469     ]
4470     ]
4471     ],
4472     [
4473     'resistance',
4474     [
4475     [
4476     'resist_physical',
4477     {
4478     name => 'resist physical %',
4479     type => 'int'
4480     }
4481     ],
4482     [
4483     'resist_magic',
4484     {
4485     name => 'resist magic %',
4486     type => 'int'
4487     }
4488     ],
4489     [
4490     'resist_fire',
4491     {
4492     name => 'resist fire %',
4493     type => 'int'
4494     }
4495     ],
4496     [
4497     'resist_electricity',
4498     {
4499     name => 'resist electricity %',
4500     type => 'int'
4501     }
4502     ],
4503     [
4504     'resist_cold',
4505     {
4506     name => 'resist cold %',
4507     type => 'int'
4508     }
4509     ],
4510     [
4511     'resist_confusion',
4512     {
4513     name => 'resist confusion %',
4514     type => 'int'
4515     }
4516     ],
4517     [
4518     'resist_acid',
4519     {
4520     name => 'resist acid %',
4521     type => 'int'
4522     }
4523     ],
4524     [
4525     'resist_drain',
4526     {
4527     name => 'resist draining %',
4528     type => 'int'
4529     }
4530     ],
4531     [
4532     'resist_weaponmagic',
4533     {
4534     name => 'resist weaponmagic %',
4535     type => 'int'
4536     }
4537     ],
4538     [
4539     'resist_ghosthit',
4540     {
4541     name => 'resist ghosthit %',
4542     type => 'int'
4543     }
4544     ],
4545     [
4546     'resist_poison',
4547     {
4548     name => 'resist poison %',
4549     type => 'int'
4550     }
4551     ],
4552     [
4553     'resist_slow',
4554     {
4555     name => 'resist slow %',
4556     type => 'int'
4557     }
4558     ],
4559     [
4560     'resist_paralyze',
4561     {
4562     name => 'resist paralyze %',
4563     type => 'int'
4564     }
4565     ],
4566     [
4567     'resist_fear',
4568     {
4569     name => 'resist fear %',
4570     type => 'int'
4571     }
4572     ],
4573     [
4574     'resist_deplete',
4575     {
4576     name => 'resist depletion %',
4577     type => 'int'
4578     }
4579     ],
4580     [
4581     'resist_death',
4582     {
4583     name => 'resist death-attack %',
4584     type => 'int'
4585     }
4586     ],
4587     [
4588     'resist_chaos',
4589     {
4590     name => 'resist chaos %',
4591     type => 'int'
4592     }
4593     ],
4594     [
4595     'resist_blind',
4596     {
4597     name => 'resist blinding %',
4598     type => 'int'
4599     }
4600     ],
4601     [
4602     'resist_holyword',
4603     {
4604     name => 'resist holy power %',
4605     type => 'int'
4606     }
4607     ],
4608     [
4609     'resist_godpower',
4610     {
4611     name => 'resist godpower %',
4612     type => 'int'
4613     }
4614     ]
4615     ]
4616     ]
4617     ],
4618     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. :-)'
4619     },
4620 root 1.9 'Monster (Grimreaper)' => {
4621     desc => 'A grimreaper is a monster that vanishes after it did some number of draining attacks.',
4622     ignore => [
4623     'material',
4624     'name_pl',
4625     'nrof',
4626     'value',
4627     'unpaid'
4628     ],
4629     import => [
4630 root 1.29 'Monster & NPC'
4631 root 1.9 ],
4632     name => 'Monster (Grimreaper)',
4633     section => [
4634     [
4635     'grimreaper',
4636     [
4637     [
4638     'value',
4639     {
4640     desc => 'The object vanishes after this number of draining attacks.',
4641     name => 'attacks',
4642     type => 'int'
4643     }
4644     ]
4645     ]
4646     ]
4647     ]
4648     },
4649 root 1.7 'Mood Floor' => {
4650     attr => [
4651     [
4652     'no_pick',
4653 root 1.4 {
4654 root 1.7 type => 'fixed',
4655     value => 1
4656 root 1.4 }
4657     ],
4658     [
4659 root 1.7 'last_sp',
4660     {
4661     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!',
4662     name => 'mood',
4663     type => 'list',
4664     value => $LIST{mood}
4665     }
4666     ],
4667     [
4668     'connected',
4669     {
4670     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!',
4671     name => 'connection',
4672     type => 'int'
4673     }
4674     ],
4675     [
4676     'no_magic',
4677     {
4678     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
4679     name => 'no spells',
4680     type => 'bool'
4681     }
4682     ],
4683     [
4684     'damned',
4685     {
4686     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
4687     name => 'no prayers',
4688     type => 'bool'
4689     }
4690     ]
4691     ],
4692     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.',
4693     ignore => [
4694     $IGNORE_LIST{system_object}
4695     ],
4696     name => 'Mood Floor',
4697     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.)'
4698     },
4699     Mover => {
4700     attr => [
4701     [
4702     'attacktype',
4703     {
4704     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.',
4705     name => 'forced movement',
4706     type => 'bool'
4707     }
4708     ],
4709     [
4710     'maxsp',
4711     {
4712     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.',
4713     name => 'freeze duration',
4714     type => 'int'
4715     }
4716     ],
4717     [
4718     'speed',
4719     {
4720     desc => 'The movement speed value determines how fast a chain of these movers will push a player along (default is -0.2).',
4721     name => 'movement speed',
4722     type => 'float'
4723     }
4724     ],
4725     [
4726 root 1.17 'speed_left',
4727     {
4728     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.',
4729     name => 'speed left',
4730     type => 'float'
4731     }
4732     ],
4733     [
4734 root 1.7 'sp',
4735     {
4736     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.',
4737     name => 'direction',
4738     type => 'list',
4739     value => $LIST{direction}
4740     }
4741     ],
4742     [
4743     'lifesave',
4744     {
4745 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.',
4746 root 1.7 name => 'gets used up',
4747     type => 'bool'
4748     }
4749     ],
4750     [
4751     'hp',
4752     {
4753     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).',
4754     name => 'number of uses',
4755     type => 'int'
4756     }
4757     ]
4758     ],
4759     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.',
4760     ignore => [
4761     $IGNORE_LIST{non_pickable}
4762     ],
4763     name => 'Mover',
4764     section => [
4765     [
4766     'targets',
4767     [
4768     [
4769     'level',
4770     {
4771     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.',
4772     name => 'move players',
4773     type => 'bool'
4774     }
4775     ],
4776     [
4777 root 1.14 'move_on',
4778 root 1.7 {
4779 root 1.14 desc => 'Which movement types activate the mover.',
4780     name => 'movement type',
4781     type => 'movement_type'
4782 root 1.7 }
4783     ]
4784     ]
4785     ]
4786     ],
4787     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).'
4788     },
4789     Pedestal => {
4790     attr => [
4791     [
4792     'no_pick',
4793 root 1.4 {
4794 root 1.7 type => 'fixed',
4795     value => 1
4796 root 1.4 }
4797     ],
4798     [
4799 root 1.7 'slaying',
4800 root 1.4 {
4801 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.',
4802     name => 'match race',
4803     type => 'string'
4804 root 1.4 }
4805     ],
4806     [
4807 root 1.7 'connected',
4808 root 1.4 {
4809 root 1.7 desc => 'When the pedestal is triggered, all objects with the same connection value get activated.',
4810     name => 'connection',
4811     type => 'int'
4812 root 1.4 }
4813     ],
4814     [
4815 root 1.14 'move_on',
4816 root 1.4 {
4817 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
4818     name => 'movement type',
4819 elmex 1.26 type => 'movement_type'
4820 root 1.4 }
4821     ]
4822     ],
4823 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.',
4824     ignore => [
4825     $IGNORE_LIST{non_pickable}
4826     ],
4827 root 1.5 name => 'Pedestal',
4828 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.'
4829     },
4830     Pit => {
4831 root 1.7 attr => [
4832     [
4833     'no_pick',
4834     {
4835     type => 'fixed',
4836     value => 1
4837     }
4838     ],
4839     [
4840     'connected',
4841     {
4842     desc => 'When a <connection> value is set, the pit can be opened/closed by activating the connection.',
4843     name => 'connection',
4844     type => 'int'
4845     }
4846     ],
4847     [
4848 elmex 1.21 'activate_on_push',
4849     {
4850     desc => 'Whether the teleporter should only be activated on push.',
4851     name => 'Activate on push',
4852     type => 'bool'
4853     }
4854     ],
4855     [
4856     'activate_on_release',
4857     {
4858     desc => 'Whether the teleporter should only be activated on release.',
4859     name => 'Activate on release',
4860     type => 'bool'
4861     }
4862     ],
4863     [
4864 root 1.7 'hp',
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 X',
4868     type => 'int'
4869     }
4870     ],
4871     [
4872     'sp',
4873     {
4874     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!',
4875     name => 'destination Y',
4876     type => 'int'
4877     }
4878     ],
4879     [
4880     'wc',
4881     {
4882     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.',
4883     name => 'position state',
4884     type => 'int'
4885     }
4886     ],
4887     [
4888 root 1.14 'move_on',
4889 root 1.7 {
4890 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
4891     name => 'movement type',
4892 elmex 1.26 type => 'movement_type'
4893 root 1.7 }
4894     ]
4895     ],
4896 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.',
4897     ignore => [
4898     $IGNORE_LIST{non_pickable}
4899     ],
4900 root 1.5 name => 'Pit',
4901 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.'
4902     },
4903     'Poison Food' => {
4904 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.',
4905     name => 'Poison Food'
4906 root 1.3 },
4907     Potion => {
4908 root 1.7 attr => [
4909     [
4910     'level',
4911     {
4912     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.',
4913     name => 'potion level',
4914     type => 'int'
4915     }
4916     ],
4917     [
4918     'sp',
4919     {
4920     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".',
4921     name => 'spell',
4922     type => 'spell'
4923     }
4924     ],
4925     [
4926     'attacktype',
4927     {
4928     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.',
4929     name => 'special effect',
4930     type => 'list',
4931     value => $LIST{potion_effect}
4932     }
4933     ],
4934     [
4935     'cursed',
4936     {
4937     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 >:)',
4938     name => 'cursed',
4939     type => 'bool'
4940     }
4941     ],
4942     [
4943     'startequip',
4944     {
4945     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4946     name => 'godgiven item',
4947     type => 'bool'
4948     }
4949     ]
4950     ],
4951 root 1.3 desc => 'The player can drink these and gain various kinds of benefits (/penalties) by doing so.',
4952 root 1.5 name => 'Potion',
4953 root 1.4 section => [
4954     [
4955     'stats',
4956 root 1.7 [
4957     [
4958     'Str',
4959     {
4960     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     name => 'strength',
4962     type => 'int'
4963     }
4964     ],
4965     [
4966     'Dex',
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 => 'dexterity',
4970     type => 'int'
4971     }
4972     ],
4973     [
4974     'Con',
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 => 'constitution',
4978     type => 'int'
4979     }
4980     ],
4981     [
4982     'Int',
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 => 'intelligence',
4986     type => 'int'
4987     }
4988     ],
4989     [
4990     'Pow',
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 => 'power',
4994     type => 'int'
4995     }
4996     ],
4997     [
4998     'Wis',
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 => 'wisdom',
5002     type => 'int'
5003     }
5004     ],
5005     [
5006     'Cha',
5007     {
5008 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.',
5009 root 1.7 name => 'charisma',
5010     type => 'int'
5011     }
5012     ]
5013     ]
5014     ],
5015     [
5016     'resistance',
5017     [
5018     [
5019     'resist_physical',
5020     {
5021     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     name => 'resist physical %',
5023     type => 'int'
5024     }
5025     ],
5026     [
5027     'resist_magic',
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 magic %',
5031     type => 'int'
5032     }
5033     ],
5034     [
5035     'resist_fire',
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 fire %',
5039     type => 'int'
5040     }
5041     ],
5042     [
5043     'resist_electricity',
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 electricity %',
5047     type => 'int'
5048     }
5049     ],
5050     [
5051     'resist_cold',
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 cold %',
5055     type => 'int'
5056     }
5057     ],
5058     [
5059     'resist_acid',
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 acid %',
5063     type => 'int'
5064     }
5065     ],
5066     [
5067     'resist_confusion',
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 confusion %',
5071     type => 'int'
5072     }
5073     ],
5074     [
5075     'resist_weaponmagic',
5076     {
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 root 1.7 name => 'resist weaponmagic %',
5079     type => 'int'
5080     }
5081     ],
5082     [
5083 elmex 1.33 'resist_ghosthit',
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 ghosthit %',
5087 root 1.7 type => 'int'
5088     }
5089     ],
5090     [
5091 elmex 1.33 'resist_slow',
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 slow %',
5095 root 1.7 type => 'int'
5096     }
5097     ],
5098     [
5099 elmex 1.33 'resist_fear',
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 fear %',
5103 root 1.7 type => 'int'
5104     }
5105     ],
5106     [
5107 elmex 1.33 'resist_death',
5108 root 1.7 {
5109 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!',
5110     name => 'resist death-attack %',
5111     type => 'int'
5112     }
5113     ],
5114     [
5115     'resist_chaos',
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 chaos %',
5119     type => 'int'
5120     }
5121     ],
5122     [
5123     'resist_blind',
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 blinding %',
5127     type => 'int'
5128     }
5129     ],
5130     [
5131     'resist_holyword',
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 holy power %',
5135     type => 'int'
5136     }
5137     ],
5138     [
5139     'resist_godpower',
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 godpower %',
5143     type => 'int'
5144     }
5145     ],
5146     [
5147     'resist_paralyze',
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 paralyze %',
5151     type => 'int'
5152     }
5153     ],
5154     [
5155     'resist_drain',
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 draining %',
5159     type => 'int'
5160     }
5161     ],
5162     [
5163     'resist_deplete',
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 depletion %',
5167     type => 'int'
5168     }
5169     ],
5170     [
5171     'resist_poison',
5172     {
5173     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!',
5174     name => 'resist poison %',
5175 root 1.7 type => 'int'
5176     }
5177     ]
5178     ]
5179     ]
5180     ],
5181     use => 'One potion should never give multiple benefits at once.'
5182     },
5183     'Power Crystal' => {
5184     attr => [
5185     [
5186     'sp',
5187 root 1.4 {
5188 root 1.7 desc => '<initial mana> is the amount of spellpoints that the crystal holds when the map is loaded.',
5189     name => 'initial mana',
5190     type => 'int'
5191 root 1.4 }
5192     ],
5193     [
5194 root 1.7 'maxsp',
5195 root 1.4 {
5196 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.',
5197     name => 'mana capacity',
5198     type => 'int'
5199 root 1.4 }
5200     ]
5201     ],
5202 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.',
5203     name => 'Power Crystal'
5204 root 1.1 },
5205 root 1.3 Projectile => {
5206 root 1.7 attr => [
5207     [
5208     'attacktype',
5209     {
5210     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.',
5211     name => 'attacktype',
5212     type => 'bitmask',
5213     value => $BITMASK{attacktype}
5214     }
5215     ],
5216     [
5217     'race',
5218     {
5219     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>.',
5220     name => 'ammunition class',
5221     type => 'string'
5222     }
5223     ],
5224     [
5225     'slaying',
5226     {
5227     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.',
5228     name => 'slaying race',
5229     type => 'string'
5230     }
5231     ],
5232     [
5233     'dam',
5234     {
5235     desc => 'The projectile <damage> significantly affects the damage done. Damage can be further increased by the shooting weapon\'s attributes.',
5236     name => 'damage',
5237     type => 'int'
5238     }
5239     ],
5240     [
5241     'wc',
5242     {
5243     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.',
5244     name => 'weaponclass',
5245     type => 'int'
5246     }
5247     ],
5248     [
5249     'food',
5250     {
5251     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).',
5252     name => 'chance to break',
5253     type => 'int'
5254     }
5255     ],
5256     [
5257     'magic',
5258     {
5259     desc => 'Magic bonus increases chance to hit and damage a little bit.',
5260     name => 'magic bonus',
5261     type => 'int'
5262     }
5263     ],
5264     [
5265     'unique',
5266     {
5267     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5268     name => 'unique item',
5269     type => 'bool'
5270     }
5271     ],
5272     [
5273     'startequip',
5274     {
5275     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5276     name => 'godgiven item',
5277     type => 'bool'
5278     }
5279     ],
5280     [
5281     'no_drop',
5282     {
5283     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.',
5284     name => 'don\'t drop',
5285     type => 'bool'
5286     }
5287     ],
5288     [
5289     'msg',
5290     {
5291     desc => 'This text may describe the projectile. This could be nice for very special ones.',
5292     end => 'endmsg',
5293     name => 'description',
5294     type => 'text'
5295     }
5296     ]
5297     ],
5298     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.',
5299     name => 'Projectile',
5300     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.'
5301     },
5302     Ring => {
5303     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.',
5304     import => [
5305 root 1.29 'Amulet'
5306 root 1.7 ],
5307     name => 'Ring',
5308     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.'
5309     },
5310     Rod => {
5311     attr => [
5312     [
5313     'sp',
5314     {
5315     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!',
5316     name => 'spell',
5317     type => 'spell'
5318     }
5319     ],
5320     [
5321     'level',
5322     {
5323     desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should be set to something reasonable.',
5324     name => 'casting level',
5325     type => 'int'
5326     }
5327     ],
5328     [
5329     'hp',
5330     {
5331     desc => 'This value represents the initial amount of spellpoints in the rod. Naturally, this is quite unimportant.',
5332     name => 'initial spellpoints',
5333     type => 'int'
5334     }
5335     ],
5336     [
5337     'maxhp',
5338     {
5339     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.',
5340     name => 'max. spellpoints',
5341     type => 'int'
5342     }
5343     ],
5344     [
5345     'startequip',
5346     {
5347     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5348     name => 'godgiven item',
5349     type => 'bool'
5350     }
5351     ],
5352     [
5353     'msg',
5354     {
5355     desc => 'This text may contain a description of the rod.',
5356     end => 'endmsg',
5357     name => 'description',
5358     type => 'text'
5359     }
5360     ]
5361     ],
5362     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.',
5363     ignore => [
5364     'title'
5365     ],
5366     name => 'Rod',
5367     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>'
5368     },
5369     Rune => {
5370     attr => [
5371     [
5372     'no_pick',
5373     {
5374     type => 'fixed',
5375     value => 1
5376     }
5377     ],
5378     [
5379 root 1.14 'move_on',
5380 root 1.7 {
5381 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5382     name => 'movement type',
5383 elmex 1.26 type => 'movement_type'
5384 root 1.7 }
5385     ],
5386     [
5387     'level',
5388     {
5389     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.',
5390     name => 'rune level',
5391     type => 'int'
5392     }
5393     ],
5394     [
5395     'Cha',
5396     {
5397     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.',
5398     name => 'visibility',
5399     type => 'int'
5400     }
5401     ],
5402     [
5403     'hp',
5404     {
5405     desc => 'The rune will detonate <number of charges> times before disappearing.',
5406     name => 'number of charges',
5407     type => 'int'
5408     }
5409     ],
5410     [
5411     'dam',
5412     {
5413     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.',
5414     name => 'direct damage',
5415     type => 'int'
5416     }
5417     ],
5418     [
5419     'attacktype',
5420     {
5421     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.',
5422     name => 'attacktype',
5423     type => 'bitmask',
5424     value => $BITMASK{attacktype}
5425     }
5426     ],
5427     [
5428     'msg',
5429     {
5430     desc => 'When the rune detonates, this text is displayed to the victim. For especially powerful runes, create an appropriate thrilling description. ;)',
5431     end => 'endmsg',
5432     name => 'detonation text',
5433     type => 'text'
5434     }
5435     ]
5436 root 1.3 ],
5437     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.',
5438     ignore => [
5439     'no_pick',
5440     'title',
5441     'name_pl',
5442     'weight',
5443     'value',
5444     'material',
5445     'unpaid'
5446     ],
5447 root 1.5 name => 'Rune',
5448 root 1.4 section => [
5449     [
5450     'spellcraft',
5451 root 1.7 [
5452     [
5453     'sp',
5454     {
5455     desc => 'The selected <spell> defines the spell in the rune, if any. (Many runes do direct damage).',
5456     name => 'spell',
5457     type => 'spell'
5458     }
5459     ],
5460     [
5461     'slaying',
5462     {
5463     desc => 'Name of the spell in the rune, if any. <spell name> is optional, but if present, overrides the <spell> setting.',
5464     name => 'spell name',
5465     type => 'string'
5466     }
5467     ],
5468     [
5469     'other_arch',
5470     {
5471     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.',
5472     name => 'spell arch',
5473     type => 'string'
5474     }
5475     ],
5476     [
5477     'maxsp',
5478     {
5479     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.',
5480     name => 'direction',
5481     type => 'list',
5482     value => $LIST{direction}
5483     }
5484     ],
5485     [
5486     'race',
5487     {
5488     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.',
5489     name => 'summon monster',
5490     type => 'string'
5491     }
5492     ],
5493     [
5494     'maxhp',
5495     {
5496     desc => 'This should only be set to a summoning rune. It will then summon that many creatures of the kind <summon monster>.',
5497     name => 'summon amount',
5498     type => 'int'
5499     }
5500     ]
5501     ]
5502 root 1.4 ]
5503     ],
5504 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.'
5505     },
5506 elmex 1.23 'Safe ground (CF+)' => {
5507     attr => [
5508     [
5509 root 1.35 'move_block',
5510     {
5511     desc => 'Objects using these movement types cannot move over this space.',
5512     name => 'blocked movement',
5513     type => 'movement_type'
5514     }
5515     ],
5516     [
5517     'move_allow',
5518     {
5519     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
5520     name => 'allowed movement',
5521     type => 'movement_type'
5522     }
5523     ],
5524     [
5525     'move_slow',
5526     {
5527     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
5528     name => 'slowed movement',
5529     type => 'movement_type'
5530     }
5531     ],
5532     [
5533     'move_slow_penalty',
5534     {
5535     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)',
5536     name => 'slow movement penalty',
5537     type => 'int'
5538     }
5539     ],
5540     [
5541 elmex 1.23 'no_pick',
5542     {
5543     type => 'fixed',
5544     value => 1
5545     }
5546     ]
5547     ],
5548 root 1.36 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 Deliantra+ feature, and might not work elsewhere)',
5549 elmex 1.23 ignore => [
5550     $IGNORE_LIST{non_pickable}
5551     ],
5552     name => 'Safe ground (CF+)',
5553 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.'
5554 elmex 1.23 },
5555 root 1.3 Savebed => {
5556 root 1.7 attr => [
5557     [
5558     'no_pick',
5559     {
5560     type => 'fixed',
5561     value => 1
5562     }
5563     ],
5564     [
5565     'no_magic',
5566     {
5567     type => 'fixed',
5568     value => 1
5569     }
5570     ],
5571     [
5572     'damned',
5573     {
5574     type => 'fixed',
5575     value => 1
5576     }
5577     ]
5578     ],
5579 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.',
5580     ignore => [
5581     $IGNORE_LIST{non_pickable}
5582     ],
5583 root 1.5 name => 'Savebed',
5584 root 1.35 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 reliable 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>'
5585 root 1.3 },
5586     Scroll => {
5587 root 1.7 attr => [
5588     [
5589     'level',
5590     {
5591     desc => 'The spell of the scroll will be casted at this level. This value should always be set, at least to 1.',
5592     name => 'casting level',
5593     type => 'int'
5594     }
5595     ],
5596     [
5597     'sp',
5598     {
5599     desc => 'When a player/monster applies this scroll, the selected <spell> will be casted (once). This should work for any given spell.',
5600     name => 'spell',
5601     type => 'spell'
5602     }
5603     ],
5604     [
5605     'startequip',
5606     {
5607     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5608     name => 'godgiven item',
5609     type => 'bool'
5610     }
5611     ]
5612     ],
5613 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.',
5614     ignore => [
5615     'title'
5616     ],
5617 root 1.5 name => 'Scroll',
5618 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.'
5619     },
5620     Shield => {
5621 root 1.7 attr => [
5622     [
5623     'magic',
5624     {
5625     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.',
5626     name => 'magic bonus',
5627     type => 'int'
5628     }
5629     ]
5630     ],
5631 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.',
5632     import => [
5633 root 1.29 'Amulet'
5634 root 1.3 ],
5635 root 1.5 name => 'Shield',
5636 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.'
5637     },
5638     'Shooting Weapon' => {
5639 root 1.7 attr => [
5640     [
5641     'race',
5642     {
5643     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.',
5644     name => 'ammunition class',
5645     type => 'string'
5646     }
5647     ],
5648     [
5649     'sp',
5650     {
5651     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).',
5652     name => 'shooting speed',
5653     type => 'int'
5654     }
5655     ],
5656     [
5657     'dam',
5658     {
5659     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.',
5660     name => 'base damage',
5661     type => 'int'
5662     }
5663     ],
5664     [
5665     'wc',
5666     {
5667     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.',
5668     name => 'weaponclass',
5669     type => 'int'
5670     }
5671     ],
5672     [
5673     'item_power',
5674     {
5675     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>.',
5676     name => 'item power',
5677     type => 'int'
5678     }
5679     ],
5680     [
5681     'no_strength',
5682     {
5683     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.',
5684     name => 'ignore strength',
5685     type => 'bool'
5686     }
5687     ],
5688     [
5689     'damned',
5690     {
5691     desc => 'A damned shooting weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
5692     name => 'damnation',
5693     type => 'bool'
5694     }
5695     ],
5696     [
5697     'cursed',
5698     {
5699     desc => 'A cursed shooting weapon cannot be unwielded unless the curse is removed.',
5700     name => 'curse',
5701     type => 'bool'
5702     }
5703     ],
5704     [
5705     'unique',
5706     {
5707     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5708     name => 'unique item',
5709     type => 'bool'
5710     }
5711     ],
5712     [
5713     'startequip',
5714     {
5715     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5716     name => 'godgiven item',
5717     type => 'bool'
5718     }
5719     ],
5720     [
5721     'msg',
5722     {
5723     desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
5724     end => 'endmsg',
5725     name => 'description',
5726     type => 'text'
5727     }
5728     ]
5729     ],
5730 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.',
5731 root 1.5 name => 'Shooting Weapon',
5732 root 1.4 section => [
5733     [
5734     'stats',
5735 root 1.7 [
5736     [
5737     'Str',
5738     {
5739     desc => 'The player\'s strentgh will rise/fall by the given value while wearing this shooting weapon.',
5740     name => 'strength',
5741     type => 'int'
5742     }
5743     ],
5744     [
5745     'Dex',
5746     {
5747     desc => 'The player\'s dexterity will rise/fall by the given value while wearing this shooting weapon.',
5748     name => 'dexterity',
5749     type => 'int'
5750     }
5751     ],
5752     [
5753     'Con',
5754     {
5755     desc => 'The player\'s constitution will rise/fall by the given value while wearing this shooting weapon.',
5756     name => 'constitution',
5757     type => 'int'
5758     }
5759     ],
5760     [
5761     'Int',
5762     {
5763     desc => 'The player\'s intelligence will rise/fall by the given value while wearing this shooting weapon.',
5764     name => 'intelligence',
5765     type => 'int'
5766     }
5767     ],
5768     [
5769     'Pow',
5770     {
5771     desc => 'The player\'s power will rise/fall by the given value while wearing this shooting weapon.',
5772     name => 'power',
5773     type => 'int'
5774     }
5775     ],
5776     [
5777     'Wis',
5778     {
5779     desc => 'The player\'s wisdom will rise/fall by the given value while wearing this shooting weapon.',
5780     name => 'wisdom',
5781     type => 'int'
5782     }
5783     ],
5784     [
5785     'Cha',
5786     {
5787     desc => 'The player\'s charisma will rise/fall by the given value while wearing this shooting weapon.',
5788     name => 'charisma',
5789     type => 'int'
5790     }
5791     ]
5792     ]
5793     ],
5794     [
5795     'bonus',
5796     [
5797     [
5798     'luck',
5799     {
5800     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.',
5801     name => 'luck bonus',
5802     type => 'int'
5803     }
5804     ],
5805     [
5806     'magic',
5807     {
5808     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.',
5809     name => 'magic bonus',
5810     type => 'int'
5811     }
5812     ]
5813     ]
5814     ]
5815     ],
5816 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.'
5817 root 1.7 },
5818     'Shop Floor' => {
5819     attr => [
5820     [
5821     'is_floor',
5822     {
5823     type => 'fixed',
5824     value => 1
5825     }
5826     ],
5827     [
5828     'no_pick',
5829     {
5830     type => 'fixed',
5831     value => 1
5832     }
5833     ],
5834     [
5835     'no_magic',
5836     {
5837     type => 'fixed',
5838     value => 1
5839     }
5840     ],
5841     [
5842     'auto_apply',
5843 root 1.4 {
5844 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.',
5845     name => 'generate goods',
5846     type => 'bool'
5847 root 1.4 }
5848     ],
5849     [
5850 root 1.7 'randomitems',
5851     {
5852     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.',
5853     name => 'treasurelist',
5854     type => 'treasurelist'
5855     }
5856     ],
5857     [
5858     'exp',
5859     {
5860     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.',
5861     name => 'quality level',
5862     type => 'int'
5863     }
5864     ],
5865     [
5866     'damned',
5867 root 1.4 {
5868 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.)',
5869     name => 'no prayers',
5870     type => 'bool'
5871 root 1.4 }
5872     ]
5873     ],
5874 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).',
5875     ignore => [
5876     $IGNORE_LIST{non_pickable}
5877     ],
5878 root 1.5 name => 'Shop Floor',
5879 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.'
5880     },
5881 elmex 1.27 'Shop Inventory' => {
5882     attr => [
5883     [
5884     'shop_coords',
5885     {
5886     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.',
5887     name => 'shop rectangle',
5888     type => 'string'
5889     }
5890     ]
5891     ],
5892     desc => 'The purpose of a sign is to display the contents of a shop.',
5893     ignore => [
5894     $IGNORE_LIST{non_pickable}
5895     ],
5896     name => 'Shop Inventory',
5897     use => 'Use these signs to present the player a list of the items in the shop'
5898     },
5899 root 1.3 'Shop Mat' => {
5900 root 1.7 attr => [
5901     [
5902     'no_pick',
5903     {
5904     type => 'fixed',
5905     value => 1
5906     }
5907     ],
5908     [
5909 root 1.14 'move_on',
5910 root 1.7 {
5911 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5912     name => 'movement type',
5913 elmex 1.26 type => 'movement_type'
5914 root 1.7 }
5915     ]
5916     ],
5917 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).',
5918     ignore => [
5919     $IGNORE_LIST{non_pickable}
5920     ],
5921 root 1.5 name => 'Shop Mat',
5922 root 1.3 use => 'As stated above, always place TWO shop mats into your shop. Not more and not less than that.'
5923     },
5924     'Sign & MagicMouth' => {
5925 root 1.7 attr => [
5926     [
5927     'connected',
5928     {
5929     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.',
5930     name => 'connection',
5931     type => 'int'
5932     }
5933     ],
5934     [
5935 elmex 1.21 'activate_on_push',
5936     {
5937     desc => 'Whether the teleporter should only be activated on push.',
5938     name => 'Activate on push',
5939     type => 'bool'
5940     }
5941     ],
5942     [
5943     'activate_on_release',
5944     {
5945     desc => 'Whether the teleporter should only be activated on release.',
5946     name => 'Activate on release',
5947     type => 'bool'
5948     }
5949     ],
5950     [
5951 root 1.14 'move_on',
5952 root 1.7 {
5953 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5954     name => 'movement type',
5955 elmex 1.26 type => 'movement_type'
5956 root 1.7 }
5957     ],
5958     [
5959     'food',
5960     {
5961     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).',
5962     name => 'counter',
5963     type => 'int'
5964     }
5965     ],
5966     [
5967     'msg',
5968     {
5969     desc => 'This text will be displayed to the player.',
5970     end => 'endmsg',
5971     name => 'message',
5972     type => 'text'
5973     }
5974     ]
5975     ],
5976     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).',
5977     ignore => [
5978     $IGNORE_LIST{non_pickable}
5979     ],
5980     name => 'Sign & MagicMouth',
5981     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.'
5982     },
5983     Skill => {
5984     attr => [
5985     [
5986     'invisible',
5987     {
5988     type => 'fixed',
5989     value => 1
5990     }
5991     ],
5992     [
5993     'no_drop',
5994     {
5995     type => 'fixed',
5996     value => 1
5997     }
5998     ],
5999     [
6000     'skill',
6001     {
6002     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.',
6003     name => 'skill name',
6004     type => 'string'
6005     }
6006     ],
6007     [
6008     'expmul',
6009     {
6010     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.',
6011     name => 'exp multiplier',
6012     type => 'float'
6013     }
6014     ],
6015     [
6016     'subtype',
6017     {
6018 root 1.36 desc => 'The <skill type> defines the base functionality of the skill. Skill types are hardcoded in the Deliantra server. It isn\'t hard to create new skill types, but it requires a bit of server-coding.',
6019 root 1.7 name => 'skill type',
6020     type => 'list',
6021     value => $LIST{skill_type}
6022     }
6023     ],
6024     [
6025     'level',
6026     {
6027     name => 'level',
6028     type => 'int'
6029     }
6030     ],
6031     [
6032     'exp',
6033     {
6034     name => 'experience',
6035     type => 'int'
6036     }
6037     ],
6038     [
6039     'can_use_skill',
6040     {
6041     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.',
6042     name => 'is native skill',
6043     type => 'bool'
6044     }
6045     ]
6046 root 1.3 ],
6047     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.',
6048     ignore => [
6049     $IGNORE_LIST{system_object}
6050     ],
6051 root 1.5 name => 'Skill',
6052 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>'
6053     },
6054     'Skill Scroll' => {
6055 root 1.7 attr => [
6056     [
6057     'race',
6058     {
6059     type => 'fixed',
6060     value => 'scrolls'
6061     }
6062     ],
6063     [
6064     'skill',
6065     {
6066     desc => 'The <skill name> matches the skill object that can be learned from this scroll.',
6067     name => 'skill name',
6068     type => 'string'
6069     }
6070     ]
6071     ],
6072 root 1.3 desc => 'By reading a skill scroll, a player has a chance to learn the contained skill.',
6073 root 1.5 name => 'Skill Scroll',
6074 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.'
6075     },
6076 elmex 1.33 'Skill Tool' => {
6077     attr => [
6078     [
6079     'skill',
6080     {
6081     desc => 'This field describes which skill the player will be able to use wearing this item.',
6082     name => 'skill name',
6083     type => 'string'
6084     }
6085     ]
6086     ],
6087     desc => 'Wearing a skill tool will give the player the ability to use a skill.',
6088     name => 'Skill Tool',
6089     section => [
6090     [
6091     'stats',
6092     [
6093     [
6094     'Str',
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 => 'strength',
6098     type => 'int'
6099     }
6100     ],
6101     [
6102     'Dex',
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 => 'dexterity',
6106     type => 'int'
6107     }
6108     ],
6109     [
6110     'Con',
6111     {
6112     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.',
6113     name => 'constitution',
6114     type => 'int'
6115     }
6116     ],
6117     [
6118     'Int',
6119     {
6120     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.',
6121     name => 'intelligence',
6122     type => 'int'
6123     }
6124     ],
6125     [
6126     'Pow',
6127     {
6128     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.',
6129     name => 'power',
6130     type => 'int'
6131     }
6132     ],
6133     [
6134     'Wis',
6135     {
6136     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.',
6137     name => 'wisdom',
6138     type => 'int'
6139     }
6140     ],
6141     [
6142     'Cha',
6143     {
6144     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.',
6145     name => 'charisma',
6146     type => 'int'
6147     }
6148     ]
6149     ]
6150     ],
6151     [
6152     'resistance',
6153     [
6154     [
6155     'resist_physical',
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 physical %',
6159     type => 'int'
6160     }
6161     ],
6162     [
6163     'resist_magic',
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 magic %',
6167     type => 'int'
6168     }
6169     ],
6170     [
6171     'resist_fire',
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 fire %',
6175     type => 'int'
6176     }
6177     ],
6178     [
6179     'resist_electricity',
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 electricity %',
6183     type => 'int'
6184     }
6185     ],
6186     [
6187     'resist_cold',
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 cold %',
6191     type => 'int'
6192     }
6193     ],
6194     [
6195     'resist_acid',
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 acid %',
6199     type => 'int'
6200     }
6201     ],
6202     [
6203     'resist_confusion',
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 confusion %',
6207     type => 'int'
6208     }
6209     ],
6210     [
6211     'resist_weaponmagic',
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 weaponmagic %',
6215     type => 'int'
6216     }
6217     ],
6218     [
6219     'resist_ghosthit',
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 ghosthit %',
6223     type => 'int'
6224     }
6225     ],
6226     [
6227     'resist_slow',
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 slow %',
6231     type => 'int'
6232     }
6233     ],
6234     [
6235     'resist_fear',
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 fear %',
6239     type => 'int'
6240     }
6241     ],
6242     [
6243     'resist_death',
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 death-attack %',
6247     type => 'int'
6248     }
6249     ],
6250     [
6251     'resist_chaos',
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 chaos %',
6255     type => 'int'
6256     }
6257     ],
6258     [
6259     'resist_blind',
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 blinding %',
6263     type => 'int'
6264     }
6265     ],
6266     [
6267     'resist_holyword',
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 holy power %',
6271     type => 'int'
6272     }
6273     ],
6274     [
6275     'resist_godpower',
6276     {
6277     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!',
6278     name => 'resist godpower %',
6279     type => 'int'
6280     }
6281     ],
6282     [
6283     'resist_paralyze',
6284     {
6285     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!',
6286     name => 'resist paralyze %',
6287     type => 'int'
6288     }
6289     ],
6290     [
6291     'resist_drain',
6292     {
6293     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!',
6294     name => 'resist draining %',
6295     type => 'int'
6296     }
6297     ],
6298     [
6299     'resist_deplete',
6300     {
6301     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!',
6302     name => 'resist depletion %',
6303     type => 'int'
6304     }
6305     ],
6306     [
6307     'resist_poison',
6308     {
6309     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!',
6310     name => 'resist poison %',
6311     type => 'int'
6312     }
6313     ]
6314     ]
6315     ]
6316     ],
6317     use => 'Feel free to assign resistancies and stats to a skill tools or change the skill that is given.'
6318     },
6319 root 1.3 'Special Key' => {
6320 root 1.7 attr => [
6321     [
6322     'slaying',
6323     {
6324     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.',
6325     name => 'key string',
6326     type => 'string'
6327     }
6328     ],
6329     [
6330     'material',
6331     {
6332     desc => 'For Special Keys, material should always be unset or set to Adamantite. This prevents the key from getting burned or otherwise destroyed.',
6333     name => 'material',
6334     type => 'bitmask',
6335     value => $BITMASK{material}
6336     }
6337     ],
6338     [
6339     'unique',
6340     {
6341     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.',
6342     name => 'unique item',
6343     type => 'bool'
6344     }
6345     ],
6346     [
6347     'startequip',
6348     {
6349     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6350     name => 'godgiven item',
6351     type => 'bool'
6352     }
6353     ],
6354     [
6355     'msg',
6356     {
6357     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.',
6358     end => 'endmsg',
6359     name => 'description',
6360     type => 'text'
6361     }
6362     ]
6363     ],
6364 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.',
6365     ignore => [
6366     'material'
6367     ],
6368 root 1.5 name => 'Special Key',
6369 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".'
6370     },
6371     Spell => {
6372 root 1.7 attr => [
6373     [
6374     'no_drop',
6375     {
6376     type => 'fixed',
6377     value => 1
6378     }
6379     ],
6380     [
6381     'invisible',
6382     {
6383     type => 'fixed',
6384     value => 1
6385     }
6386     ],
6387     [
6388     'skill',
6389     {
6390     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.',
6391     name => 'skill name',
6392     type => 'string'
6393     }
6394     ],
6395     [
6396     'subtype',
6397     {
6398     desc => 'The <spell type> defines the basic type of spell. Some of these types are of a more generic nature than others.',
6399     name => 'spell type',
6400     type => 'list',
6401     value => $LIST{spell_type}
6402     }
6403     ],
6404     [
6405     'level',
6406     {
6407     name => 'spell level',
6408     type => 'int'
6409     }
6410     ],
6411     [
6412     'casting_time',
6413     {
6414     name => 'casting time',
6415     type => 'int'
6416     }
6417     ],
6418     [
6419     'duration',
6420     {
6421     name => 'duration',
6422     type => 'int'
6423     }
6424     ],
6425     [
6426     'other_arch',
6427     {
6428     name => 'create object',
6429     type => 'string'
6430     }
6431     ],
6432     [
6433     'sp',
6434     {
6435     name => 'cost spellpoints',
6436     type => 'int'
6437     }
6438     ],
6439     [
6440     'grace',
6441     {
6442     name => 'cost grace',
6443     type => 'int'
6444     }
6445     ],
6446     [
6447     'maxsp',
6448     {
6449     name => 'double cost per level',
6450     type => 'int'
6451     }
6452     ]
6453     ],
6454 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.',
6455     ignore => [
6456     $IGNORE_LIST{system_object}
6457     ],
6458 root 1.5 name => 'Spell',
6459 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.'
6460     },
6461     Spellbook => {
6462 root 1.7 attr => [
6463     [
6464     'skill',
6465     {
6466     type => 'fixed',
6467     value => 'literacy'
6468     }
6469     ],
6470     [
6471     'randomitems',
6472     {
6473     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.',
6474     name => 'treasurelist',
6475     type => 'treasurelist'
6476     }
6477     ],
6478     [
6479     'startequip',
6480     {
6481     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6482     name => 'godgiven item',
6483     type => 'bool'
6484     }
6485     ],
6486     [
6487     'msg',
6488     {
6489     desc => 'This text may contain a nice description of the spellbook\'s cover or something.',
6490     end => 'endmsg',
6491     name => 'description',
6492     type => 'text'
6493     }
6494     ]
6495     ],
6496 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.',
6497 root 1.5 name => 'Spellbook',
6498 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.'
6499     },
6500     Spinner => {
6501 root 1.7 attr => [
6502     [
6503     'sp',
6504     {
6505     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.',
6506     name => 'direction number',
6507     type => 'int'
6508     }
6509     ],
6510     [
6511 root 1.14 'move_on',
6512 root 1.7 {
6513 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6514     name => 'movement type',
6515 elmex 1.26 type => 'movement_type'
6516 root 1.7 }
6517     ]
6518     ],
6519 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.',
6520     ignore => [
6521     $IGNORE_LIST{non_pickable}
6522     ],
6523 root 1.5 name => 'Spinner',
6524 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.'
6525     },
6526     Swamp => {
6527 root 1.7 attr => [
6528     [
6529     'is_floor',
6530     {
6531     type => 'fixed',
6532     value => 1
6533     }
6534     ],
6535     [
6536     'is_wooded',
6537     {
6538     type => 'fixed',
6539     value => 1
6540     }
6541     ],
6542     [
6543     'speed',
6544     {
6545     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.',
6546     name => 'drowning speed',
6547     type => 'float'
6548     }
6549     ],
6550     [
6551 root 1.17 'speed_left',
6552     {
6553     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.',
6554     name => 'speed left',
6555     type => 'float'
6556     }
6557     ],
6558     [
6559 root 1.14 'move_on',
6560     {
6561     desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6562     name => 'movement type',
6563 elmex 1.26 type => 'movement_type'
6564 root 1.14 }
6565     ],
6566     [
6567     'move_block',
6568 root 1.7 {
6569 root 1.14 desc => 'Objects using these movement types cannot move over this space.',
6570     name => 'blocked movement',
6571 elmex 1.26 type => 'movement_type'
6572 root 1.14 }
6573     ],
6574     [
6575     'move_allow',
6576     {
6577     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6578     name => 'allowed movement',
6579 elmex 1.26 type => 'movement_type'
6580 root 1.14 }
6581     ],
6582     [
6583     'move_slow',
6584     {
6585     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6586     name => 'slowed movement',
6587 elmex 1.26 type => 'movement_type'
6588 root 1.14 }
6589     ],
6590     [
6591     'move_slow_penalty',
6592     {
6593     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)',
6594     name => 'slow movement penalty',
6595 root 1.7 type => 'int'
6596     }
6597     ],
6598     [
6599     'no_magic',
6600     {
6601     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
6602     name => 'no spells',
6603     type => 'bool'
6604     }
6605     ],
6606     [
6607     'damned',
6608     {
6609     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
6610     name => 'no prayers',
6611     type => 'bool'
6612     }
6613     ]
6614     ],
6615 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.',
6616     ignore => [
6617     $IGNORE_LIST{non_pickable}
6618 root 1.5 ],
6619     name => 'Swamp'
6620 root 1.3 },
6621     Teleporter => {
6622 root 1.7 attr => [
6623     [
6624     'slaying',
6625     {
6626     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.',
6627     name => 'exit path',
6628     type => 'string'
6629     }
6630     ],
6631     [
6632     'hp',
6633     {
6634     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.',
6635     name => 'destination X',
6636     type => 'int'
6637     }
6638     ],
6639     [
6640     'sp',
6641     {
6642     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.',
6643     name => 'destination Y',
6644     type => 'int'
6645     }
6646     ],
6647     [
6648     'connected',
6649     {
6650     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.',
6651     name => 'connection',
6652     type => 'int'
6653     }
6654     ],
6655     [
6656 elmex 1.21 'activate_on_push',
6657     {
6658     desc => 'Whether the teleporter should only be activated on push.',
6659     name => 'Activate on push',
6660     type => 'bool'
6661     }
6662     ],
6663     [
6664     'activate_on_release',
6665     {
6666     desc => 'Whether the teleporter should only be activated on release.',
6667     name => 'Activate on release',
6668     type => 'bool'
6669     }
6670     ],
6671     [
6672 root 1.7 'speed',
6673     {
6674     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!',
6675     name => 'activation speed',
6676     type => 'float'
6677     }
6678 root 1.17 ],
6679     [
6680     'speed_left',
6681     {
6682     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.',
6683     name => 'speed left',
6684     type => 'float'
6685     }
6686 root 1.7 ]
6687     ],
6688 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.',
6689     ignore => [
6690     $IGNORE_LIST{non_pickable}
6691     ],
6692 root 1.5 name => 'Teleporter',
6693 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.'
6694     },
6695 root 1.8 'Timed Gate' => {
6696     attr => [
6697     [
6698     'no_pick',
6699     {
6700     type => 'fixed',
6701     value => 1
6702     }
6703     ],
6704     [
6705     'connected',
6706     {
6707     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.',
6708     name => 'connection',
6709     type => 'int'
6710     }
6711     ],
6712     [
6713 elmex 1.21 'activate_on_push',
6714     {
6715     desc => 'Whether the teleporter should only be activated on push.',
6716     name => 'Activate on push',
6717     type => 'bool'
6718     }
6719     ],
6720     [
6721     'activate_on_release',
6722     {
6723     desc => 'Whether the teleporter should only be activated on release.',
6724     name => 'Activate on release',
6725     type => 'bool'
6726     }
6727     ],
6728     [
6729 root 1.8 'wc',
6730     {
6731     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.',
6732     name => 'position state',
6733     type => 'int'
6734     }
6735     ],
6736     [
6737 root 1.14 'move_block',
6738     {
6739     desc => 'Objects using these movement types cannot move over this space.',
6740     name => 'blocked movement',
6741 elmex 1.26 type => 'movement_type'
6742 root 1.14 }
6743     ],
6744     [
6745     'move_allow',
6746     {
6747     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6748     name => 'allowed movement',
6749 elmex 1.26 type => 'movement_type'
6750 root 1.14 }
6751     ],
6752     [
6753     'move_slow',
6754 root 1.8 {
6755 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6756     name => 'slowed movement',
6757 elmex 1.26 type => 'movement_type'
6758 root 1.14 }
6759     ],
6760     [
6761     'move_slow_penalty',
6762     {
6763     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)',
6764     name => 'slow movement penalty',
6765     type => 'int'
6766 root 1.8 }
6767     ],
6768     [
6769     'no_magic',
6770     {
6771     desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
6772     name => 'restrict spells',
6773     type => 'bool'
6774     }
6775     ],
6776     [
6777     'damned',
6778     {
6779     desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
6780     name => 'restrict prayers',
6781     type => 'bool'
6782     }
6783     ],
6784     [
6785     'hp',
6786     {
6787     desc => 'Defines the duration the gate remains closed. This only takes effect if the gate is not connected.',
6788     name => 'open duration',
6789     type => 'int'
6790     }
6791     ]
6792     ],
6793 root 1.36 desc => 'Gates play an important role in Deliantra. 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.',
6794 root 1.8 ignore => [
6795     $IGNORE_LIST{non_pickable}
6796     ],
6797     name => 'Timed Gate',
6798     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".'
6799     },
6800 root 1.3 Trap => {
6801 root 1.7 attr => [
6802     [
6803     'no_pick',
6804     {
6805     type => 'fixed',
6806     value => 1
6807     }
6808     ],
6809     [
6810 root 1.14 'move_on',
6811 root 1.7 {
6812 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6813     name => 'movement type',
6814 elmex 1.26 type => 'movement_type'
6815 root 1.7 }
6816     ],
6817     [
6818     'level',
6819     {
6820     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.',
6821     name => 'trap level',
6822     type => 'int'
6823     }
6824     ],
6825     [
6826     'Cha',
6827     {
6828     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.',
6829     name => 'visibility',
6830     type => 'int'
6831     }
6832     ],
6833     [
6834     'hp',
6835     {
6836     desc => 'The trap will detonate <number of charges> times before disappearing.',
6837     name => 'number of charges',
6838     type => 'int'
6839     }
6840     ],
6841     [
6842     'dam',
6843     {
6844     desc => '<direct damage> specifies how much damage is done by the trap. This should be set in reasonable relation to the trap\'s level.',
6845     name => 'direct damage',
6846     type => 'int'
6847     }
6848     ],
6849     [
6850     'attacktype',
6851     {
6852     desc => 'This attribute defines what attacktype to use for direct damage when the trap detonates.',
6853     name => 'attacktype',
6854     type => 'bitmask',
6855     value => $BITMASK{attacktype}
6856     }
6857     ],
6858     [
6859     'connected',
6860     {
6861     desc => 'When the trap is detonated, all objects with the same connection value get activated.',
6862     name => 'connection',
6863     type => 'int'
6864     }
6865     ],
6866     [
6867     'msg',
6868     {
6869     desc => 'When the trap detonates, this text is displayed to the victim. For especially powerful or complex traps, create an appropriate and thrilling description. ;)',
6870     end => 'endmsg',
6871     name => 'detonation text',
6872     type => 'text'
6873     }
6874     ]
6875     ],
6876 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.',
6877     ignore => [
6878     'no_pick',
6879     'title',
6880     'name_pl',
6881     'weight',
6882     'value',
6883     'material',
6884     'unpaid'
6885     ],
6886 root 1.5 name => 'Trap',
6887 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.'
6888     },
6889     Trapdoor => {
6890 root 1.7 attr => [
6891     [
6892     'no_pick',
6893     {
6894     type => 'fixed',
6895     value => 1
6896     }
6897     ],
6898     [
6899 root 1.14 'move_on',
6900 root 1.7 {
6901 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6902     name => 'movement type',
6903 elmex 1.26 type => 'movement_type'
6904 root 1.7 }
6905     ],
6906     [
6907     'weight',
6908     {
6909     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.',
6910     name => 'hold weight',
6911     type => 'int'
6912     }
6913     ],
6914     [
6915     'hp',
6916     {
6917     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!',
6918     name => 'destination X',
6919     type => 'int'
6920     }
6921     ],
6922     [
6923     'sp',
6924     {
6925     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!',
6926     name => 'destination Y',
6927     type => 'int'
6928     }
6929     ]
6930     ],
6931 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.',
6932     ignore => [
6933     $IGNORE_LIST{non_pickable}
6934     ],
6935 root 1.5 name => 'Trapdoor',
6936 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.'
6937     },
6938     Treasure => {
6939 root 1.7 attr => [
6940     [
6941     'randomitems',
6942     {
6943     desc => 'This entry determines what kind of treasure will appear. Look into /crossfire/share/crossfire/treasures for details about existing treasurelists.',
6944     name => 'treasurelist',
6945     type => 'treasurelist'
6946     }
6947     ],
6948     [
6949     'auto_apply',
6950     {
6951     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.',
6952     name => 'auto-generate',
6953     type => 'bool'
6954     }
6955     ],
6956     [
6957     'hp',
6958     {
6959     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.',
6960     name => 'create number',
6961     type => 'int'
6962     }
6963     ],
6964     [
6965     'exp',
6966     {
6967     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).',
6968     name => 'quality level',
6969     type => 'int'
6970     }
6971     ]
6972     ],
6973 root 1.3 desc => 'A treasure-object turns into certain randomitems when the map is loaded into the game.',
6974     ignore => [
6975     'nrof',
6976     'title',
6977     'name_pl',
6978     'weight',
6979     'value',
6980     'material'
6981     ],
6982 root 1.5 name => 'Treasure',
6983 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.'
6984     },
6985     'Trigger Marker' => {
6986 root 1.7 attr => [
6987     [
6988     'no_pick',
6989     {
6990     type => 'fixed',
6991     value => 1
6992     }
6993     ],
6994     [
6995     'slaying',
6996     {
6997     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.',
6998     name => 'key string',
6999     type => 'string'
7000     }
7001     ],
7002     [
7003     'connected',
7004     {
7005     desc => 'Unlike a regular marker this is the connection that triggers this marker to activate.',
7006     name => 'connection',
7007     type => 'int'
7008     }
7009     ],
7010     [
7011     'food',
7012     {
7013     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.',
7014     name => 'mark duration',
7015     type => 'int'
7016     }
7017     ],
7018     [
7019     'name',
7020     {
7021     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.',
7022     name => 'delete mark',
7023     type => 'string'
7024     }
7025     ],
7026     [
7027     'msg',
7028     {
7029     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.',
7030     end => 'endmsg',
7031     name => 'marking message',
7032     type => 'text'
7033     }
7034     ]
7035     ],
7036 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.',
7037     ignore => [
7038     $IGNORE_LIST{system_object}
7039     ],
7040 root 1.5 name => 'Trigger Marker',
7041 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.'
7042     },
7043     Wall => {
7044 root 1.7 attr => [
7045     [
7046 root 1.14 'move_block',
7047     {
7048     desc => 'Objects using these movement types cannot move over this space.',
7049     name => 'blocked movement',
7050 elmex 1.26 type => 'movement_type'
7051 root 1.14 }
7052     ],
7053     [
7054     'move_allow',
7055     {
7056     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
7057     name => 'allowed movement',
7058 elmex 1.26 type => 'movement_type'
7059 root 1.14 }
7060     ],
7061     [
7062     'move_slow',
7063 root 1.7 {
7064 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
7065     name => 'slowed movement',
7066 elmex 1.26 type => 'movement_type'
7067 root 1.14 }
7068     ],
7069     [
7070     'move_slow_penalty',
7071     {
7072     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)',
7073     name => 'slow movement penalty',
7074     type => 'int'
7075 root 1.7 }
7076     ],
7077     [
7078     'can_roll',
7079     {
7080     desc => 'If set, the object is able to "roll", so it can be pushed around. This setting is used for boulders and barrels.',
7081     name => 'moveable',
7082     type => 'bool'
7083     }
7084     ],
7085     [
7086     'no_magic',
7087     {
7088     desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
7089     name => 'restrict spells',
7090     type => 'bool'
7091     }
7092     ],
7093     [
7094     'damned',
7095     {
7096     desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
7097     name => 'restrict prayers',
7098     type => 'bool'
7099     }
7100     ]
7101     ],
7102 root 1.3 desc => 'Walls usually block passage and sight.',
7103     ignore => [
7104     'nrof',
7105     'title',
7106     'name_pl',
7107     'value',
7108     'unpaid'
7109     ],
7110 root 1.19 name => 'Wall'
7111 root 1.3 },
7112     'Wand & Staff' => {
7113 root 1.7 attr => [
7114     [
7115     'sp',
7116     {
7117     desc => 'The <spell> specifies the contained spell.',
7118     name => 'spell',
7119     type => 'spell'
7120     }
7121     ],
7122     [
7123     'level',
7124     {
7125     desc => 'The <casting level> of the wand determines it\'s power. An average level for wands in shops is about 10.',
7126     name => 'casting level',
7127     type => 'int'
7128     }
7129     ],
7130     [
7131     'food',
7132     {
7133     desc => 'The wand can be used <number of charges> times before it is used up. It can be recharged with scrolls of charging.',
7134     name => 'number of charges',
7135     type => 'int'
7136     }
7137     ],
7138     [
7139     'startequip',
7140     {
7141     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
7142     name => 'godgiven item',
7143     type => 'bool'
7144     }
7145     ],
7146     [
7147     'msg',
7148     {
7149     desc => 'This text may contain a description of the wand.',
7150     end => 'endmsg',
7151     name => 'description',
7152     type => 'text'
7153     }
7154     ]
7155     ],
7156 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.',
7157 root 1.5 name => 'Wand & Staff',
7158 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.'
7159 root 1.3 },
7160     'Weak Wall' => {
7161 root 1.7 attr => [
7162     [
7163     'alive',
7164     {
7165     type => 'fixed',
7166     value => 1
7167     }
7168     ],
7169     [
7170     'no_pick',
7171     {
7172     type => 'fixed',
7173     value => 1
7174     }
7175     ],
7176     [
7177     'tear_down',
7178     {
7179     type => 'fixed',
7180     value => 1
7181     }
7182     ],
7183     [
7184     'race',
7185     {
7186     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.',
7187     name => 'race',
7188     type => 'string'
7189     }
7190     ],
7191     [
7192     'level',
7193     {
7194     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.',
7195     name => 'level',
7196     type => 'int'
7197     }
7198     ],
7199     [
7200     'hp',
7201     {
7202     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.',
7203     name => 'health points',
7204     type => 'int'
7205     }
7206     ],
7207     [
7208     'maxhp',
7209     {
7210     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.',
7211     name => 'max health',
7212     type => 'int'
7213     }
7214     ],
7215     [
7216     'ac',
7217     {
7218     desc => 'Weak walls of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
7219     name => 'armour class',
7220     type => 'int'
7221     }
7222     ]
7223     ],
7224 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.',
7225     ignore => [
7226     $IGNORE_LIST{non_pickable}
7227     ],
7228 root 1.5 name => 'Weak Wall',
7229 root 1.4 section => [
7230     [
7231     'resistance',
7232 root 1.7 [
7233     [
7234     'resist_physical',
7235     {
7236     name => 'resist physical %',
7237     type => 'int'
7238     }
7239     ],
7240     [
7241     'resist_magic',
7242     {
7243     name => 'resist magic %',
7244     type => 'int'
7245     }
7246     ],
7247     [
7248     'resist_fire',
7249     {
7250     name => 'resist fire %',
7251     type => 'int'
7252     }
7253     ],
7254     [
7255     'resist_electricity',
7256     {
7257     name => 'resist electricity %',
7258     type => 'int'
7259     }
7260     ],
7261     [
7262     'resist_cold',
7263     {
7264     name => 'resist cold %',
7265     type => 'int'
7266     }
7267     ],
7268     [
7269     'resist_confusion',
7270     {
7271     name => 'resist confusion %',
7272     type => 'int'
7273     }
7274     ],
7275     [
7276     'resist_acid',
7277     {
7278     name => 'resist acid %',
7279     type => 'int'
7280     }
7281     ],
7282     [
7283     'resist_drain',
7284     {
7285     name => 'resist draining %',
7286     type => 'int'
7287     }
7288     ],
7289     [
7290     'resist_weaponmagic',
7291     {
7292     name => 'resist weaponmagic %',
7293     type => 'int'
7294     }
7295     ],
7296     [
7297     'resist_ghosthit',
7298     {
7299     name => 'resist ghosthit %',
7300     type => 'int'
7301     }
7302     ],
7303     [
7304     'resist_poison',
7305     {
7306     name => 'resist poison %',
7307     type => 'int'
7308     }
7309     ],
7310     [
7311     'resist_slow',
7312     {
7313     name => 'resist slow %',
7314     type => 'int'
7315     }
7316     ],
7317     [
7318     'resist_paralyze',
7319     {
7320     name => 'resist paralyze %',
7321     type => 'int'
7322     }
7323     ],
7324     [
7325     'resist_fear',
7326     {
7327     name => 'resist fear %',
7328     type => 'int'
7329     }
7330     ],
7331     [
7332     'resist_deplete',
7333     {
7334     name => 'resist depletion %',
7335     type => 'int'
7336     }
7337     ],
7338     [
7339     'resist_death',
7340     {
7341     name => 'resist death-attack %',
7342     type => 'int'
7343     }
7344     ],
7345     [
7346     'resist_chaos',
7347     {
7348     name => 'resist chaos %',
7349     type => 'int'
7350     }
7351     ],
7352     [
7353     'resist_blind',
7354     {
7355     name => 'resist blinding %',
7356     type => 'int'
7357     }
7358     ],
7359     [
7360     'resist_holyword',
7361     {
7362     name => 'resist holy power %',
7363     type => 'int'
7364     }
7365     ],
7366     [
7367     'resist_godpower',
7368     {
7369     name => 'resist godpower %',
7370     type => 'int'
7371     }
7372     ]
7373     ]
7374 root 1.4 ]
7375     ],
7376 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.'
7377     },
7378     Weapon => {
7379 root 1.7 attr => [
7380     [
7381     'attacktype',
7382     {
7383     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.',
7384     name => 'attacktype',
7385     type => 'bitmask',
7386     value => $BITMASK{attacktype}
7387     }
7388     ],
7389     [
7390     'weapontype',
7391     {
7392     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.',
7393     name => 'weapontype',
7394     type => 'list',
7395     value => $LIST{weapon_type}
7396     }
7397     ],
7398     [
7399     'skill',
7400     {
7401     desc => 'Matching <skill name> of the skill that is required to use this weapon.',
7402     name => 'skill name',
7403     type => 'string'
7404     }
7405     ],
7406     [
7407     'dam',
7408     {
7409     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.',
7410     name => 'damage',
7411     type => 'int'
7412     }
7413     ],
7414     [
7415     'slaying',
7416     {
7417     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.',
7418     name => 'slaying race',
7419     type => 'string'
7420     }
7421     ],
7422     [
7423     'last_sp',
7424     {
7425     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.',
7426     name => 'weapon speed',
7427     type => 'int'
7428     }
7429     ],
7430     [
7431     'wc',
7432     {
7433     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.',
7434     name => 'weapon class',
7435     type => 'int'
7436     }
7437     ],
7438     [
7439     'magic',
7440     {
7441     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.',
7442     name => 'magic bonus',
7443     type => 'int'
7444     }
7445     ],
7446     [
7447     'item_power',
7448     {
7449     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>.',
7450     name => 'item power',
7451     type => 'int'
7452     }
7453     ],
7454     [
7455     'damned',
7456     {
7457     desc => 'A damned weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
7458     name => 'damnation',
7459     type => 'bool'
7460     }
7461     ],
7462     [
7463     'cursed',
7464     {
7465     desc => 'A cursed weapon cannot be unwielded unless the curse is removed.',
7466     name => 'curse',
7467     type => 'bool'
7468     }
7469     ],
7470     [
7471     'lifesave',
7472     {
7473 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!',
7474 root 1.7 name => 'save life',
7475     type => 'bool'
7476     }
7477     ],
7478     [
7479     'unique',
7480     {
7481     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
7482     name => 'unique item',
7483     type => 'bool'
7484     }
7485     ],
7486     [
7487     'startequip',
7488     {
7489     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
7490     name => 'godgiven item',
7491     type => 'bool'
7492     }
7493     ],
7494     [
7495     'msg',
7496     {
7497     desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
7498     end => 'endmsg',
7499     name => 'description',
7500     type => 'text'
7501     }
7502     ]
7503     ],
7504 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.',
7505 root 1.5 name => 'Weapon',
7506 root 1.4 section => [
7507     [
7508 elmex 1.33 'stats',
7509     [
7510     [
7511     'Str',
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 => 'strength',
7515     type => 'int'
7516     }
7517     ],
7518     [
7519     'Dex',
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 => 'dexterity',
7523     type => 'int'
7524     }
7525     ],
7526     [
7527     'Con',
7528     {
7529     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.',
7530     name => 'constitution',
7531     type => 'int'
7532     }
7533     ],
7534     [
7535     'Int',
7536     {
7537     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.',
7538     name => 'intelligence',
7539     type => 'int'
7540     }
7541     ],
7542     [
7543     'Pow',
7544     {
7545     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.',
7546     name => 'power',
7547     type => 'int'
7548     }
7549     ],
7550     [
7551     'Wis',
7552     {
7553     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.',
7554     name => 'wisdom',
7555     type => 'int'
7556     }
7557     ],
7558     [
7559     'Cha',
7560     {
7561     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.',
7562     name => 'charisma',
7563     type => 'int'
7564     }
7565     ]
7566     ]
7567     ],
7568     [
7569 root 1.4 'resistance',
7570 root 1.7 [
7571     [
7572     'resist_physical',
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 physical %',
7576     type => 'int'
7577     }
7578     ],
7579     [
7580     'resist_magic',
7581     {
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 root 1.7 name => 'resist magic %',
7584     type => 'int'
7585     }
7586     ],
7587     [
7588     'resist_fire',
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 fire %',
7592     type => 'int'
7593     }
7594     ],
7595     [
7596     'resist_electricity',
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 electricity %',
7600     type => 'int'
7601     }
7602     ],
7603     [
7604     'resist_cold',
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 cold %',
7608     type => 'int'
7609     }
7610     ],
7611     [
7612     'resist_acid',
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 acid %',
7616     type => 'int'
7617     }
7618     ],
7619     [
7620 elmex 1.33 'resist_confusion',
7621 root 1.7 {
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     name => 'resist confusion %',
7624 root 1.7 type => 'int'
7625     }
7626     ],
7627     [
7628     'resist_weaponmagic',
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 weaponmagic %',
7632     type => 'int'
7633     }
7634     ],
7635     [
7636     'resist_ghosthit',
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 ghosthit %',
7640     type => 'int'
7641     }
7642     ],
7643     [
7644     'resist_slow',
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 slow %',
7648     type => 'int'
7649     }
7650     ],
7651     [
7652     'resist_fear',
7653     {
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 root 1.7 name => 'resist fear %',
7656     type => 'int'
7657     }
7658     ],
7659     [
7660     'resist_death',
7661     {
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 root 1.7 name => 'resist death-attack %',
7664     type => 'int'
7665     }
7666     ],
7667     [
7668     'resist_chaos',
7669     {
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 root 1.7 name => 'resist chaos %',
7672     type => 'int'
7673     }
7674     ],
7675     [
7676     'resist_blind',
7677     {
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 root 1.7 name => 'resist blinding %',
7680     type => 'int'
7681     }
7682     ],
7683     [
7684     'resist_holyword',
7685     {
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 root 1.7 name => 'resist holy power %',
7688     type => 'int'
7689     }
7690     ],
7691     [
7692 elmex 1.33 'resist_godpower',
7693 root 1.7 {
7694 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!',
7695     name => 'resist godpower %',
7696 root 1.7 type => 'int'
7697     }
7698     ],
7699     [
7700 elmex 1.33 'resist_paralyze',
7701 root 1.7 {
7702 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!',
7703     name => 'resist paralyze %',
7704 root 1.7 type => 'int'
7705     }
7706     ],
7707     [
7708 elmex 1.33 'resist_drain',
7709 root 1.7 {
7710 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!',
7711     name => 'resist draining %',
7712 root 1.7 type => 'int'
7713     }
7714     ],
7715     [
7716 elmex 1.33 'resist_deplete',
7717 root 1.7 {
7718 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!',
7719     name => 'resist depletion %',
7720 root 1.7 type => 'int'
7721     }
7722     ],
7723     [
7724 elmex 1.33 'resist_poison',
7725 root 1.7 {
7726 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!',
7727     name => 'resist poison %',
7728 root 1.7 type => 'int'
7729     }
7730     ]
7731     ]
7732 root 1.4 ],
7733     [
7734     'misc',
7735 root 1.7 [
7736     [
7737     'luck',
7738     {
7739     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.',
7740     name => 'luck bonus',
7741     type => 'int'
7742     }
7743     ],
7744     [
7745     'hp',
7746     {
7747     desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
7748     name => 'health regen.',
7749     type => 'int'
7750     }
7751     ],
7752     [
7753     'sp',
7754     {
7755     desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
7756     name => 'mana regen.',
7757     type => 'int'
7758     }
7759     ],
7760     [
7761     'grace',
7762     {
7763     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!!',
7764     name => 'grace regen.',
7765     type => 'int'
7766     }
7767     ],
7768     [
7769     'food',
7770     {
7771     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.',
7772     name => 'food bonus',
7773     type => 'int'
7774     }
7775     ],
7776     [
7777     'xrays',
7778     {
7779 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.',
7780 root 1.7 name => 'xray vision',
7781     type => 'bool'
7782     }
7783     ],
7784     [
7785     'stealth',
7786     {
7787     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)',
7788     name => 'stealth',
7789     type => 'bool'
7790     }
7791     ],
7792     [
7793     'reflect_spell',
7794     {
7795     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!',
7796     name => 'reflect spells',
7797     type => 'bool'
7798     }
7799     ],
7800     [
7801     'reflect_missile',
7802     {
7803     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.',
7804     name => 'reflect missiles',
7805     type => 'bool'
7806     }
7807     ],
7808     [
7809     'path_attuned',
7810     {
7811     desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this weapon.',
7812     name => 'attuned paths',
7813     type => 'bitmask',
7814     value => $BITMASK{spellpath}
7815     }
7816     ],
7817     [
7818     'path_repelled',
7819     {
7820     desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this weapon.',
7821     name => 'repelled paths',
7822     type => 'bitmask',
7823     value => $BITMASK{spellpath}
7824     }
7825     ],
7826     [
7827     'path_denied',
7828     {
7829     desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this weapon.',
7830     name => 'denied paths',
7831     type => 'bitmask',
7832     value => $BITMASK{spellpath}
7833     }
7834     ]
7835     ]
7836 root 1.4 ]
7837     ],
7838 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.'
7839 root 1.1 }
7840     );
7841    
7842 root 1.3 our %ATTR = (
7843     3 => $TYPE{Rod},
7844     4 => $TYPE{Treasure},
7845     5 => $TYPE{Potion},
7846     6 => $TYPE{Food},
7847     7 => $TYPE{'Poison Food'},
7848     8 => $TYPE{Book},
7849     9 => $TYPE{Clock},
7850     13 => $TYPE{Projectile},
7851     14 => $TYPE{'Shooting Weapon'},
7852     15 => $TYPE{Weapon},
7853     16 => $TYPE{'Brestplate Armour'},
7854     17 => $TYPE{Pedestal},
7855     18 => $TYPE{Altar},
7856     20 => $TYPE{'Locked Door'},
7857     21 => $TYPE{'Special Key'},
7858 root 1.9 23 => $TYPE{Door},
7859     24 => $TYPE{Key},
7860 root 1.8 26 => $TYPE{'Timed Gate'},
7861 root 1.3 27 => $TYPE{'Handle Trigger'},
7862 root 1.9 28 => $TYPE{'Monster (Grimreaper)'},
7863 root 1.3 29 => $TYPE{'Magic Ear'},
7864 root 1.9 30 => $TYPE{'Button Trigger'},
7865 root 1.3 31 => $TYPE{'Altar Trigger'},
7866     33 => $TYPE{Shield},
7867     34 => $TYPE{Helmet},
7868     35 => $TYPE{Horn},
7869     36 => $TYPE{Money},
7870 root 1.9 37 => $TYPE{'Class Changer'},
7871 root 1.3 39 => $TYPE{Amulet},
7872     40 => $TYPE{Mover},
7873     41 => $TYPE{Teleporter},
7874     42 => $TYPE{Creator},
7875     43 => $TYPE{Skill},
7876     51 => $TYPE{Detector},
7877     52 => $TYPE{'Trigger Marker'},
7878     55 => $TYPE{Marker},
7879     56 => $TYPE{'Holy Altar'},
7880     58 => $TYPE{Battleground},
7881     60 => $TYPE{Jewel},
7882     62 => $TYPE{'Magic Wall'},
7883     64 => $TYPE{'Inventory Checker'},
7884     65 => $TYPE{'Mood Floor'},
7885     66 => $TYPE{Exit},
7886     67 => $TYPE{'Floor (Encounter)'},
7887     68 => $TYPE{'Shop Floor'},
7888     69 => $TYPE{'Shop Mat'},
7889     70 => $TYPE{Ring},
7890     72 => $TYPE{Flesh},
7891     73 => $TYPE{Inorganic},
7892 elmex 1.33 74 => $TYPE{'Skill Tool'},
7893 root 1.3 83 => $TYPE{Duplicator},
7894     85 => $TYPE{Spellbook},
7895     87 => $TYPE{Cloak},
7896     88 => $TYPE{'Hazard Floor'},
7897     90 => $TYPE{Spinner},
7898     91 => $TYPE{Gate},
7899     92 => $TYPE{Button},
7900     93 => $TYPE{Handle},
7901     94 => $TYPE{Pit},
7902     95 => $TYPE{Trapdoor},
7903     98 => $TYPE{'Sign & MagicMouth'},
7904     99 => $TYPE{Boots},
7905     100 => $TYPE{Gloves},
7906     101 => $TYPE{Spell},
7907     103 => $TYPE{Converter},
7908     104 => $TYPE{Bracers},
7909     106 => $TYPE{Savebed},
7910     109 => $TYPE{'Wand & Staff'},
7911     110 => $TYPE{Ability},
7912     111 => $TYPE{Scroll},
7913     112 => $TYPE{Director},
7914     113 => $TYPE{Girdle},
7915 root 1.10 116 => $TYPE{'Event Connector'},
7916 root 1.3 122 => $TYPE{Container},
7917     130 => $TYPE{'Skill Scroll'},
7918     138 => $TYPE{Swamp},
7919 elmex 1.27 150 => $TYPE{'Shop Inventory'},
7920 root 1.3 154 => $TYPE{Rune},
7921     155 => $TYPE{Trap},
7922     156 => $TYPE{'Power Crystal'},
7923 root 1.8 158 => $TYPE{Disease},
7924 elmex 1.23 163 => $TYPE{'Item Transformer'},
7925     165 => $TYPE{'Safe ground (CF+)'}
7926 root 1.1 );
7927    
7928 root 1.3 our %TYPENAME = (
7929     0 => '*NONE*',
7930     1 => 'PLAYER',
7931 root 1.9 2 => 'TRANSPORT',
7932 root 1.3 3 => 'ROD',
7933     4 => 'TREASURE',
7934     5 => 'POTION',
7935     6 => 'FOOD',
7936     7 => 'POISON',
7937     8 => 'BOOK',
7938     9 => 'CLOCK',
7939     12 => 'LIGHTNING',
7940     13 => 'ARROW',
7941     14 => 'BOW',
7942     15 => 'WEAPON',
7943     16 => 'ARMOUR',
7944     17 => 'PEDESTAL',
7945     18 => 'ALTAR',
7946     20 => 'LOCKED_DOOR',
7947     21 => 'SPECIAL_KEY',
7948     22 => 'MAP',
7949     23 => 'DOOR',
7950     24 => 'KEY',
7951     26 => 'TIMED_GATE',
7952     27 => 'TRIGGER',
7953     28 => 'GRIMREAPER',
7954     29 => 'MAGIC_EAR',
7955     30 => 'TRIGGER_BUTTON',
7956     31 => 'TRIGGER_ALTAR',
7957     32 => 'TRIGGER_PEDESTAL',
7958     33 => 'SHIELD',
7959     34 => 'HELMET',
7960     35 => 'HORN',
7961     36 => 'MONEY',
7962     37 => 'CLASS',
7963     38 => 'GRAVESTONE',
7964     39 => 'AMULET',
7965     40 => 'PLAYERMOVER',
7966     41 => 'TELEPORTER',
7967     42 => 'CREATOR',
7968     43 => 'SKILL',
7969     44 => 'EXPERIENCE',
7970     45 => 'EARTHWALL',
7971     46 => 'GOLEM',
7972     48 => 'THROWN_OBJ',
7973     49 => 'BLINDNESS',
7974     50 => 'GOD',
7975     51 => 'DETECTOR',
7976     52 => 'TRIGGER_MARKER',
7977     53 => 'DEAD_OBJECT',
7978     54 => 'DRINK',
7979     55 => 'MARKER',
7980     56 => 'HOLY_ALTAR',
7981     57 => 'PLAYER_CHANGER',
7982     58 => 'BATTLEGROUND',
7983     59 => 'PEACEMAKER',
7984     60 => 'GEM',
7985     62 => 'FIREWALL',
7986     63 => 'ANVIL',
7987     64 => 'CHECK_INV',
7988     65 => 'MOOD_FLOOR',
7989     66 => 'EXIT',
7990     67 => 'ENCOUNTER',
7991     68 => 'SHOP_FLOOR',
7992     69 => 'SHOP_MAT',
7993     70 => 'RING',
7994     71 => 'FLOOR',
7995     72 => 'FLESH',
7996     73 => 'INORGANIC',
7997     74 => 'SKILL_TOOL',
7998     75 => 'LIGHTER',
7999     76 => 'TRAP_PART',
8000     77 => 'WALL',
8001     78 => 'LIGHT_SOURCE',
8002     79 => 'MISC_OBJECT',
8003     80 => 'MONSTER',
8004     81 => 'SPAWN_GENERATOR',
8005     82 => 'LAMP',
8006     83 => 'DUPLICATOR',
8007     84 => 'TOOL',
8008     85 => 'SPELLBOOK',
8009     86 => 'BUILDFAC',
8010     87 => 'CLOAK',
8011     90 => 'SPINNER',
8012     91 => 'GATE',
8013     92 => 'BUTTON',
8014     93 => 'CF_HANDLE',
8015     94 => 'HOLE',
8016     95 => 'TRAPDOOR',
8017     98 => 'SIGN',
8018     99 => 'BOOTS',
8019     100 => 'GLOVES',
8020     101 => 'SPELL',
8021     102 => 'SPELL_EFFECT',
8022     103 => 'CONVERTER',
8023     104 => 'BRACERS',
8024     105 => 'POISONING',
8025     106 => 'SAVEBED',
8026     107 => 'POISONCLOUD',
8027     108 => 'FIREHOLES',
8028     109 => 'WAND',
8029     111 => 'SCROLL',
8030     112 => 'DIRECTOR',
8031     113 => 'GIRDLE',
8032     114 => 'FORCE',
8033     115 => 'POTION_EFFECT',
8034 root 1.11 116 => 'EVENT_CONNECTOR',
8035 root 1.3 121 => 'CLOSE_CON',
8036     122 => 'CONTAINER',
8037     123 => 'ARMOUR_IMPROVER',
8038     124 => 'WEAPON_IMPROVER',
8039     130 => 'SKILLSCROLL',
8040     138 => 'DEEP_SWAMP',
8041     139 => 'IDENTIFY_ALTAR',
8042     150 => 'MENU',
8043     154 => 'RUNE',
8044     155 => 'TRAP',
8045     156 => 'POWER_CRYSTAL',
8046     157 => 'CORPSE',
8047     158 => 'DISEASE',
8048     159 => 'SYMPTOM',
8049     160 => 'BUILDER',
8050 root 1.9 161 => 'MATERIAL',
8051     162 => 'GPS',
8052     163 => 'ITEM_TRANSFORMER',
8053     164 => 'QUEST'
8054 root 1.1 );
8055    
8056     our %SPELL = (
8057 root 1.3 0 => 'magic bullet',
8058     1 => 'small fireball',
8059     2 => 'medium fireball',
8060     3 => 'large fireball',
8061     4 => 'burning hands',
8062     5 => 'small lightning',
8063     6 => 'large lightning',
8064     7 => 'magic missile',
8065     8 => 'create bomb',
8066     9 => 'summon golem',
8067     10 => 'summon fire elemental',
8068     11 => 'summon earth elemental',
8069     12 => 'summon water elemental',
8070     13 => 'summon air elemental',
8071     14 => 'dimension door',
8072     15 => 'create earth wall',
8073     16 => 'paralyze',
8074     17 => 'icestorm',
8075     18 => 'magic mapping',
8076     19 => 'turn undead',
8077     20 => 'fear',
8078     21 => 'poison cloud',
8079     22 => 'wonder',
8080     23 => 'destruction',
8081     24 => 'perceive self',
8082     25 => 'word of recall',
8083     26 => 'invisible',
8084     27 => 'invisible to undead',
8085     28 => 'probe',
8086     29 => 'large bullet',
8087     30 => 'improved invisibility',
8088     31 => 'holy word',
8089     32 => 'minor healing',
8090     33 => 'medium healing',
8091     34 => 'major healing',
8092     35 => 'heal',
8093     36 => 'create food',
8094     37 => 'earth to dust',
8095     38 => 'armour',
8096     39 => 'strength',
8097     40 => 'dexterity',
8098     41 => 'constitution',
8099     42 => 'charisma',
8100     43 => 'create fire wall',
8101     44 => 'create frost wall',
8102     45 => 'protection from cold',
8103     46 => 'protection from electricity',
8104     47 => 'protection from fire',
8105     48 => 'protection from poison',
8106     49 => 'protection from slow',
8107     50 => 'protection from paralysis',
8108     51 => 'protection from draining',
8109     52 => 'protection from magic',
8110     53 => 'protection from attack',
8111     54 => 'levitate',
8112     55 => 'small speedball',
8113     56 => 'large speedball',
8114     57 => 'hellfire',
8115     58 => 'dragonbreath',
8116     59 => 'large icestorm',
8117     60 => 'charging',
8118     61 => 'polymorph',
8119     62 => 'cancellation',
8120     63 => 'confusion',
8121     64 => 'mass confusion',
8122     65 => 'summon pet monster',
8123     66 => 'slow',
8124     67 => 'regenerate spellpoints',
8125     68 => 'cure poison',
8126     69 => 'protection from confusion',
8127     70 => 'protection from cancellation',
8128     71 => 'protection from depletion',
8129     72 => 'alchemy',
8130     73 => 'remove curse',
8131     74 => 'remove damnation',
8132     75 => 'identify',
8133     76 => 'detect magic',
8134     77 => 'detect monster',
8135     78 => 'detect evil',
8136     79 => 'detect curse',
8137     80 => 'heroism',
8138     81 => 'aggravation',
8139     82 => 'firebolt',
8140     83 => 'frostbolt',
8141     84 => 'shockwave',
8142     85 => 'color spray',
8143     86 => 'haste',
8144     87 => 'face of death',
8145     88 => 'ball lightning',
8146     89 => 'meteor swarm',
8147     90 => 'comet',
8148     91 => 'mystic fist',
8149     92 => 'raise dead',
8150     93 => 'resurrection',
8151     94 => 'reincarnation',
8152     95 => 'immunity to cold',
8153     96 => 'immunity to electricity',
8154     97 => 'immunity to fire',
8155     98 => 'immunity to poison',
8156     99 => 'immunity to slow',
8157     100 => 'immunity to paralysis',
8158     101 => 'immunity to draining',
8159     102 => 'immunity to magic',
8160     103 => 'immunity to attack',
8161     104 => 'invulnerability',
8162     105 => 'defense',
8163     106 => 'rune of fire',
8164     107 => 'rune of frost',
8165     108 => 'rune of shocking',
8166     109 => 'rune of blasting',
8167     110 => 'rune of death',
8168     111 => 'marking rune',
8169     112 => 'build director',
8170     113 => 'create pool of chaos',
8171     114 => 'build bullet wall',
8172     115 => 'build lightning wall',
8173     116 => 'build fireball wall',
8174     117 => 'magic rune',
8175     118 => 'rune of magic drain',
8176     119 => 'antimagic rune',
8177     120 => 'rune of transferrence',
8178     121 => 'transferrence',
8179     122 => 'magic drain',
8180     123 => 'counterspell',
8181     124 => 'disarm',
8182     125 => 'cure confusion',
8183     126 => 'restoration',
8184     127 => 'summon evil monster',
8185     128 => 'counterwall',
8186     129 => 'cause light wounds',
8187     130 => 'cause medium wounds',
8188     131 => 'cause serious wounds',
8189     132 => 'charm monsters',
8190     133 => 'banishment',
8191     134 => 'create missile',
8192     135 => 'show invisible',
8193     136 => 'xray',
8194     137 => 'pacify',
8195     138 => 'summon fog',
8196     139 => 'steambolt',
8197     140 => 'command undead',
8198     141 => 'holy orb',
8199     142 => 'summon avatar',
8200     143 => 'holy possession',
8201     144 => 'bless',
8202     145 => 'curse',
8203     146 => 'regeneration',
8204     147 => 'consecrate',
8205     148 => 'summon cult monsters',
8206     149 => 'cause critical wounds',
8207     150 => 'holy wrath',
8208     151 => 'retributive strike',
8209     152 => 'finger of death',
8210     153 => 'insect plague',
8211     154 => 'call holy servant',
8212     155 => 'wall of thorns',
8213     156 => 'staff to snake',
8214     157 => 'light',
8215     158 => 'darkness',
8216     159 => 'nightfall',
8217     160 => 'daylight',
8218     161 => 'sunspear',
8219     162 => 'faery fire',
8220     163 => 'cure blindness',
8221     164 => 'dark vision',
8222     165 => 'bullet swarm',
8223     166 => 'bullet storm',
8224     167 => 'cause many wounds',
8225     168 => 'small snowstorm',
8226     169 => 'medium snowstorm',
8227     170 => 'large snowstorm',
8228     171 => 'cure disease',
8229     172 => 'cause red death',
8230     173 => 'cause flu',
8231     174 => 'cause black death',
8232     175 => 'cause leprosy',
8233     176 => 'cause smallpox',
8234     177 => 'cause white death',
8235     178 => 'cause anthrax',
8236     179 => 'cause typhoid',
8237     180 => 'mana blast',
8238     181 => 'small manaball',
8239     182 => 'medium manaball',
8240     183 => 'large manaball',
8241     184 => 'mana bolt',
8242     185 => 'dancing sword',
8243     186 => 'animate weapon',
8244     187 => 'cause cold',
8245     188 => 'divine shock',
8246     189 => 'windstorm',
8247     190 => 'sanctuary',
8248     191 => 'peace',
8249     192 => 'spiderweb',
8250     193 => 'conflict',
8251     194 => 'rage',
8252     195 => 'forked lightning',
8253     196 => 'poison fog',
8254     197 => 'flaming aura',
8255     198 => 'vitriol',
8256     199 => 'vitriol splash',
8257     200 => 'ironwood skin',
8258     201 => 'wrathful eye',
8259     202 => 'town portal',
8260     203 => 'missile swarm',
8261     204 => 'cause rabies',
8262     205 => 'glyph'
8263 root 1.1 );
8264    
8265    
8266     =head1 AUTHOR
8267    
8268     Marc Lehmann <schmorp.de>
8269     http://home.schmorp.de/
8270    
8271     The source files are part of the CFJavaEditor.
8272    
8273     =cut
8274    
8275     1