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Revision: 1.39
Committed: Thu Apr 10 06:42:19 2008 UTC (16 years, 1 month ago) by elmex
Branch: MAIN
CVS Tags: rel-1_2
Changes since 1.38: +2 -2 lines
Log Message:
removed outdated comments about the slaying field of money altars

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 elmex 1.38 desc => 'The image-name defines what image is displayed for this object in-game. Take care if the archetype of the object has an animation! See also the \'animation\' attribute.',
333 root 1.7 name => 'image',
334     type => 'string'
335     }
336     ],
337     [
338 elmex 1.38 'animation',
339     {
340     desc => 'The animation-name of the object. If you assign custom faces and the archetype defines an animation you can disable the animation of an archetype by setting this field to NONE.',
341     name => 'animation',
342     type => 'string'
343     }
344     ],
345     [
346 root 1.34 'tag',
347     {
348     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.',
349     name => 'tag',
350     type => 'string'
351     }
352     ],
353     [
354 root 1.7 'nrof',
355     {
356     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.',
357     name => 'number',
358     type => 'int'
359     }
360     ],
361     [
362     'weight',
363     {
364 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 ;) ).',
365 root 1.7 name => 'weight',
366     type => 'int'
367     }
368     ],
369     [
370     'value',
371     {
372 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.',
373 root 1.7 name => 'value',
374     type => 'int'
375     }
376     ],
377     [
378     'glow_radius',
379     {
380 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.',
381 root 1.7 name => 'glow radius',
382     type => 'int'
383     }
384     ],
385     [
386     'material',
387     {
388     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.',
389     name => 'material',
390     type => 'bitmask',
391     value => $BITMASK{material}
392     }
393     ],
394     [
395     'no_pick',
396     {
397     desc => 'If set, the object cannot be picked up (Neither by players nor monsters).',
398     name => 'non-pickable',
399     type => 'bool'
400     }
401     ],
402     [
403     'invisible',
404     {
405     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.',
406     name => 'invisible',
407     type => 'bool'
408     }
409     ],
410     [
411     'blocksview',
412     {
413     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.',
414     name => 'block view',
415     type => 'bool'
416     }
417     ],
418     [
419     'identified',
420     {
421     desc => 'If an item is identified, the player has full knowledge about it.',
422     name => 'identified',
423     type => 'bool'
424     }
425     ],
426     [
427     'unpaid',
428     {
429     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.',
430     name => 'unpaid',
431     type => 'bool'
432     }
433 elmex 1.32 ],
434     [
435     'sound',
436     {
437     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',
438     name => 'sound',
439     type => 'string'
440     }
441     ],
442     [
443     'sound_destroy',
444     {
445     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',
446     name => 'destroy sound',
447     type => 'string'
448     }
449 root 1.7 ]
450     ]
451 root 1.3 );
452    
453     our %TYPE = (
454     Ability => {
455 root 1.7 attr => [
456     [
457     'invisible',
458     {
459     type => 'fixed',
460     value => 1
461     }
462     ],
463     [
464     'no_drop',
465     {
466     type => 'fixed',
467     value => 1
468     }
469     ],
470     [
471     'sp',
472     {
473     desc => 'The monster will use the specified <short range spell> when the player is within 6-square radius (of the monster\'s head).',
474     name => 'short range spell',
475     type => 'spell'
476     }
477     ],
478     [
479     'hp',
480     {
481     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.',
482     name => 'long range spell',
483     type => 'nz_spell'
484     }
485     ],
486     [
487     'maxsp',
488     {
489     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".',
490     name => 'importance',
491     type => 'int'
492     }
493     ],
494     [
495     'attacktype',
496     {
497 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.',
498 root 1.7 name => 'is magical',
499     type => 'bool',
500     value => [
501     0,
502     2
503     ]
504     }
505     ]
506     ],
507 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;.',
508     ignore => [
509     $IGNORE_LIST{system_object}
510     ],
511 root 1.5 name => 'Ability',
512 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?'
513     },
514     Altar => {
515 root 1.7 attr => [
516     [
517     'no_pick',
518     {
519     type => 'fixed',
520     value => 1
521     }
522     ],
523     [
524 root 1.14 'move_on',
525 root 1.7 {
526 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
527     name => 'movement type',
528 elmex 1.26 type => 'movement_type'
529 root 1.7 }
530     ],
531     [
532     'slaying',
533     {
534 elmex 1.39 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. If you want the player to have to drop a specific amount of money use "money". See also the "drop amount" attribute.',
535 root 1.7 name => 'match item name',
536     type => 'string'
537     }
538     ],
539     [
540     'food',
541     {
542     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.',
543     name => 'drop amount',
544     type => 'int'
545     }
546     ],
547     [
548     'connected',
549     {
550     desc => 'If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.',
551     name => 'connection',
552     type => 'int'
553     }
554     ],
555     [
556     'sp',
557     {
558 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.',
559 root 1.7 name => 'spell',
560     type => 'spell'
561     }
562     ],
563     [
564     'msg',
565     {
566     desc => 'This text will be displayed to the player in the exact moment when the altar is activated.',
567     end => 'endmsg',
568     name => 'message',
569     type => 'text'
570     }
571     ]
572     ],
573 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.',
574 root 1.3 ignore => [
575     $IGNORE_LIST{non_pickable}
576 root 1.5 ],
577     name => 'Altar'
578 root 1.3 },
579     'Altar Trigger' => {
580 root 1.7 attr => [
581     [
582     'no_pick',
583     {
584     type => 'fixed',
585     value => 1
586     }
587     ],
588     [
589     'slaying',
590     {
591 elmex 1.39 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. If you want the player to have to drop a specific amount of money use "money". See also the "drop amount" attribute.',
592 root 1.7 name => 'match item name',
593     type => 'string'
594     }
595     ],
596     [
597     'food',
598     {
599     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.',
600     name => 'drop amount',
601     type => 'int'
602     }
603     ],
604     [
605     'connected',
606     {
607     desc => 'If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.',
608     name => 'connection',
609     type => 'int'
610     }
611     ],
612     [
613     'sp',
614     {
615 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.',
616 root 1.7 name => 'spell',
617     type => 'spell'
618     }
619     ],
620     [
621     'exp',
622     {
623     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.',
624     name => 'reset time',
625     type => 'int'
626     }
627     ],
628     [
629     'last_sp',
630     {
631     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.',
632     name => 'ignore reset',
633     type => 'bool'
634     }
635     ],
636     [
637 root 1.14 'move_on',
638 root 1.7 {
639 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
640     name => 'movement type',
641 elmex 1.26 type => 'movement_type'
642 root 1.7 }
643     ],
644     [
645     'msg',
646     {
647     desc => 'This text will be displayed to the player in the exact moment when the altar is activated.',
648     end => 'endmsg',
649     name => 'message',
650     type => 'text'
651     }
652     ]
653     ],
654 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.',
655 root 1.3 ignore => [
656     $IGNORE_LIST{non_pickable}
657     ],
658 root 1.5 name => 'Altar Trigger',
659 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. =)'
660     },
661     Amulet => {
662 root 1.7 attr => [
663     [
664     'ac',
665     {
666     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.',
667     name => 'armour class',
668     type => 'int'
669     }
670     ],
671     [
672     'wc',
673     {
674     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.',
675     name => 'weapon class',
676     type => 'int'
677     }
678     ],
679     [
680     'item_power',
681     {
682 root 1.37 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 Deliantra server will calculate a provisional value at runtime, but this is never going to be an accurate measurement of <item power>.',
683 root 1.7 name => 'item power',
684     type => 'int'
685     }
686     ],
687     [
688     'damned',
689     {
690     desc => 'A damned piece of equipment cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
691     name => 'damnation',
692     type => 'bool'
693     }
694     ],
695     [
696     'cursed',
697     {
698     desc => 'A cursed piece of equipment cannot be unwielded unless the curse is removed.',
699     name => 'curse',
700     type => 'bool'
701     }
702     ],
703     [
704     'lifesave',
705     {
706 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!',
707 root 1.7 name => 'save life',
708     type => 'bool'
709     }
710     ],
711     [
712     'unique',
713     {
714     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
715     name => 'unique item',
716     type => 'bool'
717     }
718     ],
719     [
720     'startequip',
721     {
722     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
723     name => 'godgiven item',
724     type => 'bool'
725     }
726     ],
727     [
728     'applied',
729     {
730     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.',
731     name => 'is applied',
732     type => 'bool'
733     }
734     ],
735     [
736     'msg',
737     {
738     desc => 'This text describes the item\'s "story". Every decent artifact should have such a description.',
739     end => 'endmsg',
740     name => 'description',
741     type => 'text'
742     }
743     ]
744     ],
745 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.',
746 root 1.5 name => 'Amulet',
747 root 1.4 section => [
748     [
749 elmex 1.33 'stats',
750     [
751     [
752     'Str',
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 => 'strength',
756     type => 'int'
757     }
758     ],
759     [
760     'Dex',
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 => 'dexterity',
764     type => 'int'
765     }
766     ],
767     [
768     'Con',
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 => 'constitution',
772     type => 'int'
773     }
774     ],
775     [
776     'Int',
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 => 'intelligence',
780     type => 'int'
781     }
782     ],
783     [
784     'Pow',
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 => 'power',
788     type => 'int'
789     }
790     ],
791     [
792     'Wis',
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 => 'wisdom',
796     type => 'int'
797     }
798     ],
799     [
800     'Cha',
801     {
802     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.',
803     name => 'charisma',
804     type => 'int'
805     }
806     ]
807     ]
808     ],
809     [
810 root 1.4 'resistance',
811 root 1.7 [
812     [
813     'resist_physical',
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 physical %',
817     type => 'int'
818     }
819     ],
820     [
821     'resist_magic',
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 magic %',
825     type => 'int'
826     }
827     ],
828     [
829     'resist_fire',
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 fire %',
833     type => 'int'
834     }
835     ],
836     [
837     'resist_electricity',
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 electricity %',
841     type => 'int'
842     }
843     ],
844     [
845     'resist_cold',
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 cold %',
849     type => 'int'
850     }
851     ],
852     [
853     'resist_acid',
854     {
855 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
856 root 1.7 name => 'resist acid %',
857     type => 'int'
858     }
859     ],
860     [
861 elmex 1.33 'resist_confusion',
862 root 1.7 {
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     name => 'resist confusion %',
865 root 1.7 type => 'int'
866     }
867     ],
868     [
869     'resist_weaponmagic',
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 weaponmagic %',
873     type => 'int'
874     }
875     ],
876     [
877     'resist_ghosthit',
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 ghosthit %',
881     type => 'int'
882     }
883     ],
884     [
885     'resist_slow',
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 slow %',
889     type => 'int'
890     }
891     ],
892     [
893     'resist_fear',
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 fear %',
897     type => 'int'
898     }
899     ],
900     [
901     'resist_death',
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 death-attack %',
905     type => 'int'
906     }
907     ],
908     [
909     'resist_chaos',
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 chaos %',
913     type => 'int'
914     }
915     ],
916     [
917     'resist_blind',
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 blinding %',
921     type => 'int'
922     }
923     ],
924     [
925     'resist_holyword',
926     {
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 root 1.7 name => 'resist holy power %',
929     type => 'int'
930     }
931     ],
932     [
933 elmex 1.33 'resist_godpower',
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 godpower %',
937 root 1.7 type => 'int'
938     }
939     ],
940     [
941 elmex 1.33 'resist_paralyze',
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 paralyze %',
945 root 1.7 type => 'int'
946     }
947     ],
948     [
949 elmex 1.33 'resist_drain',
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 draining %',
953 root 1.7 type => 'int'
954     }
955     ],
956     [
957 elmex 1.33 'resist_deplete',
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 depletion %',
961 root 1.7 type => 'int'
962     }
963     ],
964     [
965 elmex 1.33 'resist_poison',
966 root 1.7 {
967 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!',
968     name => 'resist poison %',
969 root 1.7 type => 'int'
970     }
971     ]
972     ]
973     ],
974     [
975     'misc',
976     [
977     [
978     'luck',
979     {
980     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.',
981     name => 'luck bonus',
982     type => 'int'
983     }
984     ],
985     [
986     'hp',
987     {
988     desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
989     name => 'health regen.',
990     type => 'int'
991     }
992     ],
993     [
994     'sp',
995     {
996     desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
997     name => 'mana regen.',
998     type => 'int'
999     }
1000     ],
1001     [
1002     'grace',
1003     {
1004     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!!',
1005     name => 'grace regen.',
1006     type => 'int'
1007     }
1008     ],
1009     [
1010     'food',
1011     {
1012     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.',
1013     name => 'food bonus',
1014     type => 'int'
1015     }
1016     ],
1017     [
1018     'xrays',
1019     {
1020 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.',
1021 root 1.7 name => 'xray vision',
1022     type => 'bool'
1023     }
1024     ],
1025     [
1026     'stealth',
1027     {
1028     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)',
1029     name => 'stealth',
1030     type => 'bool'
1031     }
1032     ],
1033     [
1034     'reflect_spell',
1035     {
1036     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!',
1037     name => 'reflect spells',
1038     type => 'bool'
1039     }
1040     ],
1041     [
1042     'reflect_missile',
1043     {
1044     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.',
1045     name => 'reflect missiles',
1046     type => 'bool'
1047     }
1048     ],
1049     [
1050 root 1.14 'move_type',
1051 root 1.7 {
1052 root 1.14 desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
1053     name => 'movement type',
1054 elmex 1.26 type => 'movement_type'
1055 root 1.7 }
1056     ],
1057     [
1058     'path_attuned',
1059     {
1060     desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this item.',
1061     name => 'attuned paths',
1062     type => 'bitmask',
1063     value => $BITMASK{spellpath}
1064     }
1065     ],
1066     [
1067     'path_repelled',
1068     {
1069     desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this item.',
1070     name => 'repelled paths',
1071     type => 'bitmask',
1072     value => $BITMASK{spellpath}
1073     }
1074     ],
1075     [
1076     'path_denied',
1077     {
1078     desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this item.',
1079     name => 'denied paths',
1080     type => 'bitmask',
1081     value => $BITMASK{spellpath}
1082     }
1083     ]
1084     ]
1085     ]
1086     ],
1087     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1088     },
1089     Battleground => {
1090     attr => [
1091     [
1092     'no_pick',
1093     {
1094     type => 'fixed',
1095     value => 1
1096     }
1097     ],
1098     [
1099     'is_floor',
1100 root 1.4 {
1101 root 1.7 type => 'fixed',
1102     value => 1
1103 root 1.4 }
1104     ],
1105     [
1106 root 1.7 'hp',
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 X',
1110     type => 'int'
1111 root 1.4 }
1112     ],
1113     [
1114 root 1.7 'sp',
1115 root 1.4 {
1116 root 1.7 desc => 'The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.',
1117     name => 'destination Y',
1118     type => 'int'
1119 root 1.4 }
1120     ]
1121     ],
1122 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.',
1123     ignore => [
1124     $IGNORE_LIST{non_pickable}
1125     ],
1126 root 1.5 name => 'Battleground',
1127 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.)'
1128     },
1129     Book => {
1130 root 1.7 attr => [
1131     [
1132     'level',
1133     {
1134     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.',
1135     name => 'literacy level',
1136     type => 'int'
1137     }
1138     ],
1139     [
1140     'startequip',
1141     {
1142     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1143     name => 'godgiven item',
1144     type => 'bool'
1145     }
1146     ],
1147     [
1148     'unique',
1149     {
1150     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
1151     name => 'unique item',
1152     type => 'bool'
1153     }
1154     ],
1155     [
1156     'msg',
1157     {
1158     desc => 'This is the text that appears "written" in the book.',
1159     end => 'endmsg',
1160     name => 'book content',
1161     type => 'text'
1162     }
1163 root 1.14 ],
1164     [
1165     'slaying',
1166     {
1167     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)',
1168     name => 'key string',
1169     type => 'string'
1170     }
1171 root 1.7 ]
1172     ],
1173 root 1.5 desc => 'Applying a book, the containing message is displayed to the player.',
1174     name => 'Book'
1175 root 1.1 },
1176 root 1.3 Boots => {
1177 root 1.7 attr => [
1178     [
1179     'exp',
1180     {
1181     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.',
1182     name => 'speed bonus',
1183     type => 'int'
1184     }
1185     ],
1186     [
1187     'magic',
1188     {
1189     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>.',
1190     name => 'magic bonus',
1191     type => 'int'
1192     }
1193     ]
1194     ],
1195 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.',
1196     import => [
1197 root 1.29 'Amulet'
1198 root 1.3 ],
1199 root 1.5 name => 'Boots',
1200 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.'
1201     },
1202     Bracers => {
1203 root 1.7 attr => [
1204     [
1205     'magic',
1206     {
1207     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.',
1208     name => 'magic bonus',
1209     type => 'int'
1210     }
1211     ]
1212     ],
1213 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.',
1214     import => [
1215 root 1.29 'Amulet'
1216 root 1.3 ],
1217 root 1.5 name => 'Bracers',
1218 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.'
1219     },
1220     'Brestplate Armour' => {
1221 root 1.7 attr => [
1222     [
1223     'last_heal',
1224     {
1225     desc => 'This poses a penalty to spell regeneration speed, for wearing the armour. The bigger the spellpoint penalty, the worse.',
1226     name => 'spellpoint penalty',
1227     type => 'int'
1228     }
1229     ],
1230     [
1231     'last_sp',
1232     {
1233     desc => 'Slowdown penalty reduces the player\'s walking speed when wearing the armour. Bigger values are worse - zero is best.',
1234     name => 'slowdown penalty',
1235     type => 'int'
1236     }
1237     ],
1238     [
1239     'magic',
1240     {
1241     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.',
1242     name => 'magic bonus',
1243     type => 'int'
1244     }
1245     ]
1246     ],
1247 root 1.3 desc => 'Wearing an armour, the object\'s stats will directly be inherited to the player. Usually enhancing his defense.',
1248 root 1.7 import => [
1249 root 1.29 'Amulet'
1250 root 1.7 ],
1251     name => 'Brestplate Armour',
1252     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1253     },
1254     Button => {
1255     attr => [
1256     [
1257 root 1.14 'move_on',
1258 root 1.7 {
1259 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
1260     name => 'movement type',
1261 elmex 1.26 type => 'movement_type'
1262 root 1.7 }
1263     ],
1264     [
1265 root 1.14 'move_off',
1266 root 1.7 {
1267 root 1.14 desc => 'Which movement types deactivate this object (e.g. button).',
1268     name => 'movement type',
1269 elmex 1.26 type => 'movement_type'
1270 root 1.7 }
1271     ],
1272     [
1273     'no_pick',
1274     {
1275     type => 'fixed',
1276     value => 1
1277     }
1278     ],
1279     [
1280     'weight',
1281     {
1282     desc => 'The button is pressed (triggered), as soon as <press weigh> gram are placed ontop of it.',
1283     name => 'press weight',
1284 root 1.9 type => 'int'
1285 root 1.7 }
1286     ],
1287     [
1288     'connected',
1289     {
1290     desc => 'Every time the button is pressed or released, all objects with the same <connection> value are activated.',
1291     name => 'connection',
1292     type => 'int'
1293     }
1294     ],
1295     [
1296     'msg',
1297     {
1298     desc => 'This text may describe the item. You can use this message to explain the button\'s purpose to the player.',
1299     end => 'endmsg',
1300     name => 'description',
1301     type => 'text'
1302     }
1303     ]
1304 root 1.3 ],
1305     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.',
1306     ignore => [
1307     $IGNORE_LIST{non_pickable}
1308 root 1.5 ],
1309     name => 'Button'
1310 root 1.3 },
1311 root 1.9 'Button Trigger' => {
1312     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.',
1313     ignore => [
1314     $IGNORE_LIST{non_pickable}
1315     ],
1316     import => [
1317 root 1.29 'Button'
1318 root 1.9 ],
1319     name => 'Button Trigger'
1320     },
1321     'Class Changer' => {
1322     attr => [
1323     [
1324     'randomitems',
1325     {
1326     desc => 'This entry determines which initial items the character receives.',
1327     name => 'class items',
1328     type => 'treasurelist'
1329     }
1330     ]
1331     ],
1332     desc => 'Class changer are used while creating a character.',
1333     ignore => [
1334     $IGNORE_LIST{non_pickable}
1335     ],
1336     name => 'Class Changer',
1337     section => [
1338     [
1339     'stats',
1340     [
1341     [
1342     'Str',
1343     {
1344     desc => 'The player\'s strength will rise by the given value if he chooses this class. (Negative values make strength fall)',
1345     name => 'strength',
1346     type => 'int'
1347     }
1348     ],
1349     [
1350     'Dex',
1351     {
1352     desc => 'The player\'s dexterity will rise by the given value if he chooses this class. (Negative values make dexterity fall)',
1353     name => 'dexterity',
1354     type => 'int'
1355     }
1356     ],
1357     [
1358     'Con',
1359     {
1360     desc => 'The player\'s constitution will rise by the given value if he chooses this class. (Negative values make constitution fall)',
1361     name => 'constitution',
1362     type => 'int'
1363     }
1364     ],
1365     [
1366     'Int',
1367     {
1368     desc => 'The player\'s intelligence will rise by the given value if he chooses this class. (Negative values make intelligence fall)',
1369     name => 'intelligence',
1370     type => 'int'
1371     }
1372     ],
1373     [
1374     'Pow',
1375     {
1376     desc => 'The player\'s power will rise by the given value if he chooses this class. (Negative values make power fall)',
1377     name => 'power',
1378     type => 'int'
1379     }
1380     ],
1381     [
1382     'Wis',
1383     {
1384     desc => 'The player\'s wisdom will rise by the given value if he chooses this class. (Negative values make wisdom fall)',
1385     name => 'wisdom',
1386     type => 'int'
1387     }
1388     ],
1389     [
1390     'Cha',
1391     {
1392     desc => 'The player\'s charisma will rise by the given value if he chooses this class. (Negative values make charisma fall)',
1393     name => 'charisma',
1394     type => 'int'
1395     }
1396     ]
1397     ]
1398     ]
1399     ]
1400     },
1401 root 1.3 Cloak => {
1402 root 1.7 attr => [
1403     [
1404     'magic',
1405     {
1406     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>.',
1407     name => 'magic bonus',
1408     type => 'int'
1409     }
1410     ]
1411     ],
1412 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.',
1413     import => [
1414 root 1.29 'Amulet'
1415 root 1.3 ],
1416 root 1.5 name => 'Cloak',
1417 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.'
1418     },
1419     Clock => {
1420 root 1.7 attr => [
1421     [
1422     'msg',
1423     {
1424     desc => 'This text may describe the item',
1425     end => 'endmsg',
1426     name => 'description',
1427     type => 'text'
1428     }
1429     ]
1430     ],
1431 root 1.5 desc => 'Applying a clock, the time is displayed to the player.',
1432     name => 'Clock'
1433 root 1.1 },
1434 root 1.3 Container => {
1435 root 1.7 attr => [
1436     [
1437     'race',
1438     {
1439     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.',
1440     name => 'container class',
1441     type => 'string'
1442     }
1443     ],
1444     [
1445     'slaying',
1446     {
1447     desc => 'If <key string> is set, only players with a special key of matching <key string> are able to open the container.',
1448     name => 'key string',
1449     type => 'string'
1450     }
1451     ],
1452     [
1453     'container',
1454     {
1455     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.',
1456     name => 'maximum weight',
1457     type => 'int'
1458     }
1459     ],
1460     [
1461     'Str',
1462     {
1463     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.',
1464     name => 'reduce weight %',
1465     type => 'int'
1466     }
1467     ],
1468     [
1469     'is_cauldron',
1470     {
1471     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.',
1472     name => 'alchemy cauldron',
1473     type => 'bool'
1474     }
1475     ],
1476     [
1477     'unique',
1478     {
1479     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.',
1480     name => 'unique item',
1481     type => 'bool'
1482     }
1483     ],
1484     [
1485     'startequip',
1486     {
1487     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1488     name => 'godgiven item',
1489     type => 'bool'
1490     }
1491     ],
1492     [
1493     'other_arch',
1494     {
1495     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.',
1496     name => 'animation arch',
1497     type => 'string'
1498     }
1499     ],
1500     [
1501     'msg',
1502     {
1503     desc => 'This text may contain a description of the container.',
1504     end => 'endmsg',
1505     name => 'description',
1506     type => 'text'
1507     }
1508     ]
1509     ],
1510 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.',
1511 root 1.5 name => 'Container',
1512 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>'
1513     },
1514     Converter => {
1515 root 1.7 attr => [
1516     [
1517     'no_pick',
1518     {
1519     type => 'fixed',
1520     value => 1
1521     }
1522     ],
1523     [
1524     'slaying',
1525     {
1526     desc => '<cost arch> is the name of the archetype the player has to put on the converter, as payment.',
1527     name => 'cost arch',
1528     type => 'string'
1529     }
1530     ],
1531     [
1532     'food',
1533     {
1534     desc => 'The player has to put <cost number> items of <cost arch> on the converter, in order to get <receive number> items of <receive arch>.',
1535     name => 'cost number',
1536     type => 'int'
1537     }
1538     ],
1539     [
1540     'other_arch',
1541     {
1542 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.',
1543 root 1.7 name => 'receive arch',
1544     type => 'string'
1545     }
1546     ],
1547     [
1548     'sp',
1549     {
1550     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>.',
1551     name => 'receive number',
1552     type => 'int'
1553     }
1554     ],
1555     [
1556     'msg',
1557     {
1558     desc => 'This text may contain a description of the converter.',
1559     end => 'endmsg',
1560     name => 'description',
1561     type => 'text'
1562     }
1563     ]
1564     ],
1565 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.',
1566     ignore => [
1567     'value',
1568     'nrof',
1569     'name_pl',
1570     'no_pick',
1571     'unpaid',
1572     'title'
1573     ],
1574 root 1.5 name => 'Converter',
1575 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.'
1576     },
1577     Creator => {
1578 root 1.7 attr => [
1579     [
1580     'no_pick',
1581     {
1582     type => 'fixed',
1583     value => 1
1584     }
1585     ],
1586     [
1587     'other_arch',
1588     {
1589 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.',
1590 root 1.7 name => 'create arch',
1591     type => 'string'
1592     }
1593     ],
1594     [
1595     'connected',
1596     {
1597     desc => 'Whenever the connection value is activated, the creator gets triggered.',
1598     name => 'connection',
1599     type => 'int'
1600     }
1601     ],
1602     [
1603 elmex 1.21 'activate_on_push',
1604     {
1605     desc => 'Whether the teleporter should only be activated on push.',
1606     name => 'Activate on push',
1607     type => 'bool'
1608     }
1609     ],
1610     [
1611     'activate_on_release',
1612     {
1613     desc => 'Whether the teleporter should only be activated on release.',
1614     name => 'Activate on release',
1615     type => 'bool'
1616     }
1617     ],
1618     [
1619 root 1.7 'lifesave',
1620     {
1621 root 1.9 desc => 'If <infinit uses> is set, the creator will work infinitely, regardless of the value in <number of uses>.',
1622 root 1.7 name => 'infinit uses',
1623     type => 'bool'
1624     }
1625     ],
1626     [
1627 elmex 1.25 'speed',
1628     {
1629     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.',
1630     name => 'speed',
1631     type => 'float'
1632     }
1633     ],
1634     [
1635 root 1.7 'hp',
1636     {
1637     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).',
1638     name => 'number of uses',
1639     type => 'int'
1640     }
1641     ],
1642     [
1643     'slaying',
1644     {
1645 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.',
1646 root 1.7 name => 'name of creation',
1647     type => 'string'
1648     }
1649     ],
1650     [
1651     'level',
1652     {
1653     desc => 'The created object will be of that level. If zero/unset, the standard level of the archetype is used.',
1654     name => 'level of creation',
1655     type => 'int'
1656     }
1657     ]
1658     ],
1659 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.',
1660 root 1.3 ignore => [
1661     $IGNORE_LIST{system_object}
1662     ],
1663 root 1.5 name => 'Creator',
1664 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.'
1665     },
1666     Detector => {
1667 root 1.7 attr => [
1668     [
1669     'no_pick',
1670     {
1671     type => 'fixed',
1672     value => 1
1673     }
1674     ],
1675     [
1676     'slaying',
1677     {
1678     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.',
1679     name => 'match name',
1680     type => 'string'
1681     }
1682     ],
1683     [
1684     'connected',
1685     {
1686     desc => 'When the detector is triggered, all objects with the same connection value get activated.',
1687     name => 'connection',
1688     type => 'int'
1689     }
1690     ],
1691     [
1692     'speed',
1693     {
1694     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.',
1695     name => 'detection speed',
1696     type => 'float'
1697     }
1698 root 1.17 ],
1699     [
1700     'speed_left',
1701     {
1702     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.',
1703     name => 'speed left',
1704     type => 'float'
1705     }
1706     ],
1707     [
1708     'speed_left',
1709     {
1710     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.',
1711     name => 'speed left',
1712     type => 'float'
1713     }
1714 root 1.7 ]
1715     ],
1716 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.',
1717     ignore => [
1718     $IGNORE_LIST{system_object}
1719     ],
1720 root 1.5 name => 'Detector',
1721 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.'
1722     },
1723     Director => {
1724 root 1.7 attr => [
1725     [
1726     'sp',
1727     {
1728     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).',
1729     name => 'direction',
1730     type => 'list',
1731     value => $LIST{direction}
1732     }
1733     ],
1734     [
1735 root 1.14 'move_on',
1736 root 1.7 {
1737 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
1738     name => 'movement type',
1739 elmex 1.26 type => 'movement_type'
1740 root 1.7 }
1741     ]
1742     ],
1743 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.',
1744     ignore => [
1745     $IGNORE_LIST{non_pickable}
1746     ],
1747 root 1.5 name => 'Director',
1748 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.'
1749     },
1750     Disease => {
1751 root 1.7 attr => [
1752     [
1753     'invisible',
1754     {
1755     type => 'fixed',
1756     value => 1
1757     }
1758     ],
1759     [
1760     'level',
1761     {
1762     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.',
1763     name => 'plaque level',
1764     type => 'int'
1765     }
1766     ],
1767     [
1768     'race',
1769     {
1770     desc => 'The disease will only infect creatures of the specified <race>. "<race> *" means every creature can be infected.',
1771     name => 'infect race',
1772     type => 'string'
1773     }
1774     ],
1775     [
1776     'ac',
1777     {
1778     desc => 'Every time the disease "moves" the severity of the symptoms are increased by <progressiveness>/100. (severity = 1 + (accumlated progression)/100)',
1779     name => 'progressiveness',
1780     type => 'int'
1781     }
1782     ],
1783     [
1784     'msg',
1785     {
1786     desc => 'This text is displayed to the player every time the symptoms strike.',
1787     end => 'endmsg',
1788     name => 'message',
1789     type => 'text'
1790     }
1791     ]
1792     ],
1793 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.',
1794 root 1.3 ignore => [
1795     $IGNORE_LIST{system_object}
1796     ],
1797 root 1.5 name => 'Disease',
1798 root 1.4 section => [
1799     [
1800     'spreading',
1801 root 1.7 [
1802     [
1803     'wc',
1804     {
1805     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.',
1806     name => 'infectiosness',
1807     type => 'int'
1808     }
1809     ],
1810     [
1811     'last_grace',
1812     {
1813     desc => 'The <attenuation> value reduces the diseases\' <infectiosness> everytime it infects someone new. This limits how many generations a disease can propagate.',
1814     name => 'attenuation',
1815     type => 'int'
1816     }
1817     ],
1818     [
1819     'magic',
1820     {
1821     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.',
1822     name => 'infection range',
1823     type => 'int'
1824     }
1825     ],
1826     [
1827     'maxhp',
1828     {
1829     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).',
1830     name => 'persistence',
1831     type => 'int'
1832     }
1833     ],
1834     [
1835     'maxgrace',
1836     {
1837     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.',
1838     name => 'curing duration',
1839     type => 'int'
1840     }
1841     ],
1842     [
1843     'speed',
1844     {
1845     desc => 'The <speed> of the disease determines how fast the disease will "move", thus how fast the symptoms strike the host.',
1846     name => 'moving speed',
1847     type => 'float'
1848     }
1849 root 1.17 ],
1850     [
1851     'speed_left',
1852     {
1853     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.',
1854     name => 'speed left',
1855     type => 'float'
1856     }
1857 root 1.7 ]
1858     ]
1859     ],
1860     [
1861     'symptoms',
1862     [
1863     [
1864     'attacktype',
1865     {
1866     desc => 'The disease will attack the host with the given <attacktype>. Godpower attacktype is commonly used for "unresistable" diseases.',
1867     name => 'attacktype',
1868     type => 'bitmask',
1869     value => $BITMASK{attacktype}
1870     }
1871     ],
1872     [
1873     'dam',
1874     {
1875     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.',
1876     name => 'damage',
1877     type => 'int'
1878     }
1879     ],
1880     [
1881     'other_arch',
1882     {
1883     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.',
1884     name => 'create arch',
1885     type => 'string'
1886     }
1887     ],
1888     [
1889     'last_sp',
1890     {
1891     desc => 'If set, the disease imposes a <slowdown penalty> while being infected. The player\'s speed is reduced by <slowdown penalty> % of normal value.',
1892     name => 'slowdown penalty',
1893     type => 'int'
1894     }
1895     ],
1896     [
1897     'exp',
1898     {
1899     desc => 'When the player manages to cure this disease (with a curing spell), he is awarded with <exp. for curing> experience.',
1900     name => 'exp. for curing',
1901     type => 'int'
1902     }
1903     ],
1904     [
1905     'maxsp',
1906     {
1907     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.',
1908     name => 'mana depletion',
1909     type => 'int'
1910     }
1911     ],
1912     [
1913     'last_eat',
1914     {
1915     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.',
1916     name => 'food depletion',
1917     type => 'int'
1918     }
1919     ],
1920     [
1921     'hp',
1922     {
1923     desc => 'This value increases the player\'s healing rate. Negative values decrease it.',
1924     name => 'health regen.',
1925     type => 'int'
1926     }
1927     ],
1928     [
1929     'sp',
1930     {
1931     desc => 'This value increases the player\'s rate of mana regeneration. Negative values decrease it.',
1932     name => 'mana regen.',
1933     type => 'int'
1934     }
1935     ]
1936     ]
1937     ],
1938     [
1939     'disability',
1940     [
1941     [
1942     'Str',
1943     {
1944     desc => 'The player\'s strength will rise by the given value while being infected. (Negative values make strength fall)',
1945     name => 'strength',
1946     type => 'int'
1947     }
1948     ],
1949     [
1950     'Dex',
1951     {
1952     desc => 'The player\'s dexterity will rise by the given value while being infected. (Negative values make dexterity fall)',
1953     name => 'dexterity',
1954     type => 'int'
1955     }
1956     ],
1957     [
1958     'Con',
1959     {
1960     desc => 'The player\'s constitution will rise by the given value while being infected. (Negative values make constitution fall)',
1961     name => 'constitution',
1962     type => 'int'
1963     }
1964     ],
1965     [
1966     'Int',
1967     {
1968     desc => 'The player\'s intelligence will rise by the given value while being infected. (Negative values make intelligence fall)',
1969     name => 'intelligence',
1970     type => 'int'
1971     }
1972     ],
1973     [
1974     'Pow',
1975     {
1976     desc => 'The player\'s power will rise by the given value while being infected. (Negative values make power fall)',
1977     name => 'power',
1978     type => 'int'
1979     }
1980     ],
1981     [
1982     'Wis',
1983     {
1984     desc => 'The player\'s wisdom will rise by the given value while being infected. (Negative values make wisdom fall)',
1985     name => 'wisdom',
1986     type => 'int'
1987     }
1988     ],
1989     [
1990     'Cha',
1991     {
1992     desc => 'The player\'s charisma will rise by the given value while being infected. (Negative values make charisma fall)',
1993     name => 'charisma',
1994     type => 'int'
1995     }
1996     ]
1997     ]
1998     ]
1999     ],
2000     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.'
2001     },
2002 root 1.9 Door => {
2003     attr => [
2004     [
2005     'no_pick',
2006     {
2007     type => 'fixed',
2008     value => 1
2009     }
2010     ],
2011     [
2012     'alive',
2013     {
2014     type => 'fixed',
2015     value => 1
2016     }
2017     ],
2018     [
2019 root 1.14 'move_block',
2020 root 1.9 {
2021 root 1.14 desc => 'Objects using these movement types cannot move over this space.',
2022     name => 'blocked movement',
2023 elmex 1.26 type => 'movement_type'
2024 root 1.14 }
2025     ],
2026     [
2027     'move_allow',
2028     {
2029     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2030     name => 'allowed movement',
2031 elmex 1.26 type => 'movement_type'
2032 root 1.14 }
2033     ],
2034     [
2035     'move_slow',
2036     {
2037     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2038     name => 'slowed movement',
2039 elmex 1.26 type => 'movement_type'
2040 root 1.14 }
2041     ],
2042     [
2043     'move_slow_penalty',
2044     {
2045     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)',
2046     name => 'slow movement penalty',
2047     type => 'int'
2048 root 1.9 }
2049     ],
2050     [
2051     'hp',
2052     {
2053     desc => 'The more <hitpoints> the door has, the longer it takes to be broken.',
2054     name => 'hitpoints',
2055     type => 'int'
2056     }
2057     ],
2058     [
2059     'ac',
2060     {
2061     desc => 'Doors of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
2062     name => 'armour class',
2063     type => 'int'
2064     }
2065     ],
2066     [
2067     'other_arch',
2068     {
2069     desc => 'This string defines the object that will be created when the door was defeated.',
2070     name => 'drop arch',
2071     type => 'string'
2072     }
2073     ],
2074     [
2075     'randomitems',
2076     {
2077     desc => 'This entry determines what kind of traps will appear in the door.',
2078     name => 'treasurelist',
2079     type => 'treasurelist'
2080     }
2081 root 1.28 ],
2082     [
2083     'treasure_env',
2084     {
2085     desc => 'Set this flag to move treasure items created into the environment (map) instead of putting them into the object.',
2086     name => 'treasure in env',
2087     type => 'bool'
2088     }
2089 root 1.9 ]
2090     ],
2091     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.',
2092     ignore => [
2093     $IGNORE_LIST{non_pickable}
2094     ],
2095     name => 'Door'
2096     },
2097 root 1.7 Duplicator => {
2098     attr => [
2099     [
2100     'other_arch',
2101 root 1.4 {
2102 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.',
2103 root 1.7 name => 'target arch',
2104     type => 'string'
2105 root 1.4 }
2106     ],
2107     [
2108 root 1.7 'level',
2109 root 1.4 {
2110 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.',
2111     name => 'multiply factor',
2112     type => 'int'
2113 root 1.4 }
2114     ],
2115     [
2116 root 1.7 'connected',
2117 root 1.4 {
2118 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!',
2119     name => 'connection',
2120     type => 'int'
2121 root 1.4 }
2122 elmex 1.21 ],
2123     [
2124     'activate_on_push',
2125     {
2126     desc => 'Whether the teleporter should only be activated on push.',
2127     name => 'Activate on push',
2128     type => 'bool'
2129     }
2130     ],
2131     [
2132     'activate_on_release',
2133     {
2134     desc => 'Whether the teleporter should only be activated on release.',
2135     name => 'Activate on release',
2136     type => 'bool'
2137     }
2138 root 1.4 ]
2139     ],
2140 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.',
2141     ignore => [
2142     $IGNORE_LIST{system_object}
2143     ],
2144 root 1.5 name => 'Duplicator',
2145 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%.'
2146     },
2147 root 1.10 'Event Connector' => {
2148 root 1.37 desc => 'Event connectors link specific events that happen to objects to a crossfire plug-in. They are not used at all in Deliantra',
2149 root 1.10 name => 'Event Connector'
2150     },
2151 root 1.3 Exit => {
2152 root 1.7 attr => [
2153     [
2154     'slaying',
2155     {
2156     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".',
2157     name => 'exit path',
2158     type => 'string'
2159     }
2160     ],
2161     [
2162     'hp',
2163     {
2164     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.',
2165     name => 'destination X',
2166     type => 'int'
2167     }
2168     ],
2169     [
2170     'sp',
2171     {
2172     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.',
2173     name => 'destination Y',
2174     type => 'int'
2175     }
2176     ],
2177     [
2178 root 1.14 'move_on',
2179 root 1.7 {
2180 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2181     name => 'movement type',
2182 elmex 1.26 type => 'movement_type'
2183 root 1.7 }
2184     ],
2185     [
2186     'msg',
2187     {
2188     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. =)',
2189     end => 'endmsg',
2190     name => 'exit message',
2191     type => 'text'
2192     }
2193     ],
2194     [
2195 root 1.30 'damned',
2196 root 1.7 {
2197 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.',
2198 root 1.30 name => 'set savebed',
2199 root 1.7 type => 'bool'
2200     }
2201     ]
2202     ],
2203 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.',
2204     ignore => [
2205     $IGNORE_LIST{non_pickable}
2206     ],
2207 root 1.5 name => 'Exit',
2208 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.'
2209     },
2210     Flesh => {
2211 root 1.7 attr => [
2212     [
2213     'food',
2214     {
2215     desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2216     name => 'foodpoints',
2217     type => 'int'
2218     }
2219     ],
2220     [
2221     'level',
2222     {
2223     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.',
2224     name => 'flesh level',
2225     type => 'int'
2226     }
2227     ],
2228     [
2229     'startequip',
2230     {
2231     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2232     name => 'godgiven item',
2233     type => 'bool'
2234     }
2235     ],
2236     [
2237     'msg',
2238     {
2239     desc => 'This text may describe the item.',
2240     end => 'endmsg',
2241     name => 'description',
2242     type => 'text'
2243     }
2244     ]
2245     ],
2246 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.',
2247 root 1.5 name => 'Flesh',
2248 root 1.4 section => [
2249     [
2250     'resistance',
2251 root 1.7 [
2252     [
2253     'resist_physical',
2254     {
2255     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.',
2256     name => 'resist physical %',
2257     type => 'int'
2258     }
2259     ],
2260     [
2261     'resist_magic',
2262     {
2263     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.',
2264     name => 'resist magic %',
2265     type => 'int'
2266     }
2267     ],
2268     [
2269     'resist_fire',
2270     {
2271     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.',
2272     name => 'resist fire %',
2273     type => 'int'
2274     }
2275     ],
2276     [
2277     'resist_electricity',
2278     {
2279     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.',
2280     name => 'resist electricity %',
2281     type => 'int'
2282     }
2283     ],
2284     [
2285     'resist_cold',
2286     {
2287     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.',
2288     name => 'resist cold %',
2289     type => 'int'
2290     }
2291     ],
2292     [
2293     'resist_confusion',
2294     {
2295     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.',
2296     name => 'resist confusion %',
2297     type => 'int'
2298     }
2299     ],
2300     [
2301     'resist_acid',
2302     {
2303     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.',
2304     name => 'resist acid %',
2305     type => 'int'
2306     }
2307     ],
2308     [
2309     'resist_drain',
2310     {
2311     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.',
2312     name => 'resist draining %',
2313     type => 'int'
2314     }
2315     ],
2316     [
2317     'resist_weaponmagic',
2318     {
2319     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.',
2320     name => 'resist weaponmagic %',
2321     type => 'int'
2322     }
2323     ],
2324     [
2325     'resist_ghosthit',
2326     {
2327     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.',
2328     name => 'resist ghosthit %',
2329     type => 'int'
2330     }
2331     ],
2332     [
2333     'resist_poison',
2334     {
2335     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.',
2336     name => 'resist poison %',
2337     type => 'int'
2338     }
2339     ],
2340     [
2341     'resist_slow',
2342     {
2343     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.',
2344     name => 'resist slow %',
2345     type => 'int'
2346     }
2347     ],
2348     [
2349     'resist_paralyze',
2350     {
2351     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.',
2352     name => 'resist paralyze %',
2353     type => 'int'
2354     }
2355     ],
2356     [
2357     'resist_fear',
2358     {
2359     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.',
2360     name => 'resist fear %',
2361     type => 'int'
2362     }
2363     ],
2364     [
2365     'resist_deplete',
2366     {
2367     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.',
2368     name => 'resist depletion %',
2369     type => 'int'
2370     }
2371     ],
2372     [
2373     'resist_death',
2374     {
2375 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.',
2376 root 1.7 name => 'resist death-attack %',
2377     type => 'int'
2378     }
2379     ],
2380     [
2381     'resist_chaos',
2382     {
2383     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.',
2384     name => 'resist chaos %',
2385     type => 'int'
2386     }
2387     ],
2388     [
2389     'resist_blind',
2390     {
2391     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.',
2392     name => 'resist blinding %',
2393     type => 'int'
2394     }
2395     ]
2396     ]
2397 root 1.4 ]
2398     ],
2399 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.'
2400     },
2401     Floor => {
2402 root 1.7 attr => [
2403     [
2404     'is_floor',
2405     {
2406     type => 'fixed',
2407     value => 1
2408     }
2409     ],
2410     [
2411     'no_pick',
2412     {
2413     type => 'fixed',
2414     value => 1
2415     }
2416     ],
2417     [
2418     'no_magic',
2419     {
2420     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2421     name => 'no spells',
2422     type => 'bool'
2423     }
2424     ],
2425     [
2426     'damned',
2427     {
2428     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2429     name => 'no prayers',
2430     type => 'bool'
2431     }
2432     ],
2433     [
2434     'unique',
2435     {
2436     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>.',
2437     name => 'unique map',
2438     type => 'bool'
2439     }
2440     ],
2441     [
2442     'msg',
2443     {
2444     desc => 'This text may describe the object.',
2445     end => 'endmsg',
2446     name => 'description',
2447     type => 'text'
2448     }
2449     ]
2450     ],
2451 root 1.3 desc => 'Floor is a very basic thing whithout too much functionality. It\'s a floor - you stand on it.',
2452     ignore => [
2453     $IGNORE_LIST{non_pickable}
2454     ],
2455 root 1.5 name => 'Floor',
2456 root 1.4 section => [
2457     [
2458     'terrain',
2459 root 1.7 [
2460     [
2461 root 1.14 'move_block',
2462     {
2463     desc => 'Objects using these movement types cannot move over this space.',
2464     name => 'blocked movement',
2465 elmex 1.26 type => 'movement_type'
2466 root 1.14 }
2467     ],
2468     [
2469     'move_allow',
2470     {
2471     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2472     name => 'allowed movement',
2473 elmex 1.26 type => 'movement_type'
2474 root 1.14 }
2475     ],
2476     [
2477     'move_slow',
2478     {
2479     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2480     name => 'slowed movement',
2481 elmex 1.26 type => 'movement_type'
2482 root 1.14 }
2483     ],
2484     [
2485     'move_slow_penalty',
2486 root 1.7 {
2487 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)',
2488     name => 'slow movement penalty',
2489 root 1.7 type => 'int'
2490     }
2491     ],
2492     [
2493     'is_wooded',
2494     {
2495     desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2496     name => 'wooded terrain',
2497     type => 'bool'
2498     }
2499     ],
2500     [
2501     'is_hilly',
2502     {
2503     desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2504     name => 'hilly terrain',
2505     type => 'bool'
2506     }
2507     ]
2508     ]
2509 root 1.4 ]
2510     ]
2511 root 1.3 },
2512     'Floor (Encounter)' => {
2513 root 1.7 attr => [
2514     [
2515     'is_floor',
2516     {
2517     type => 'fixed',
2518     value => 1
2519     }
2520     ],
2521     [
2522     'no_pick',
2523     {
2524     type => 'fixed',
2525     value => 1
2526     }
2527     ],
2528     [
2529     'no_magic',
2530     {
2531     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2532     name => 'no spells',
2533     type => 'bool'
2534     }
2535     ],
2536     [
2537     'damned',
2538     {
2539     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2540     name => 'no prayers',
2541     type => 'bool'
2542     }
2543     ],
2544     [
2545     'unique',
2546     {
2547     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>.',
2548     name => 'unique map',
2549     type => 'bool'
2550     }
2551     ],
2552     [
2553     'msg',
2554     {
2555     desc => 'This text may describe the object.',
2556     end => 'endmsg',
2557     name => 'description',
2558     type => 'text'
2559     }
2560     ]
2561     ],
2562 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.',
2563     ignore => [
2564     $IGNORE_LIST{non_pickable}
2565 root 1.4 ],
2566 root 1.5 name => 'Floor (Encounter)',
2567 root 1.4 section => [
2568     [
2569     'terrain',
2570 root 1.7 [
2571     [
2572 root 1.14 'move_block',
2573     {
2574     desc => 'Objects using these movement types cannot move over this space.',
2575     name => 'blocked movement',
2576 elmex 1.26 type => 'movement_type'
2577 root 1.14 }
2578     ],
2579     [
2580     'move_allow',
2581 root 1.7 {
2582 root 1.14 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2583     name => 'allowed movement',
2584 elmex 1.26 type => 'movement_type'
2585 root 1.14 }
2586     ],
2587     [
2588     'move_slow',
2589     {
2590     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2591     name => 'slowed movement',
2592 elmex 1.26 type => 'movement_type'
2593 root 1.14 }
2594     ],
2595     [
2596     'move_slow_penalty',
2597     {
2598     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)',
2599     name => 'slow movement penalty',
2600 root 1.7 type => 'int'
2601     }
2602     ],
2603     [
2604     'is_wooded',
2605     {
2606     desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2607     name => 'wooded terrain',
2608     type => 'bool'
2609     }
2610     ],
2611     [
2612     'is_hilly',
2613     {
2614     desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2615     name => 'hilly terrain',
2616     type => 'bool'
2617     }
2618     ]
2619     ]
2620 root 1.4 ]
2621 root 1.3 ]
2622     },
2623     Food => {
2624 root 1.7 attr => [
2625     [
2626     'food',
2627     {
2628     desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2629     name => 'foodpoints',
2630     type => 'int'
2631     }
2632     ],
2633     [
2634     'startequip',
2635     {
2636     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2637     name => 'godgiven item',
2638     type => 'bool'
2639     }
2640     ]
2641     ],
2642 root 1.5 desc => 'By eating/drinking food-objects, the player can fill his stomache and gain a little health.',
2643     name => 'Food'
2644 root 1.1 },
2645 root 1.3 Gate => {
2646 root 1.7 attr => [
2647     [
2648     'no_pick',
2649     {
2650     type => 'fixed',
2651     value => 1
2652     }
2653     ],
2654     [
2655 elmex 1.20 'speed',
2656     {
2657     desc => 'The speed of the gate affects how fast it is closing/opening.',
2658     type => 'float'
2659     }
2660     ],
2661     [
2662 root 1.7 'connected',
2663     {
2664     desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
2665     name => 'connection',
2666     type => 'int'
2667     }
2668     ],
2669     [
2670     'wc',
2671     {
2672     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.',
2673     name => 'position state',
2674     type => 'int'
2675     }
2676     ],
2677     [
2678 root 1.14 'move_block',
2679     {
2680     desc => 'Objects using these movement types cannot move over this space.',
2681     name => 'blocked movement',
2682 elmex 1.26 type => 'movement_type'
2683 root 1.14 }
2684     ],
2685     [
2686     'move_allow',
2687     {
2688     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2689     name => 'allowed movement',
2690 elmex 1.26 type => 'movement_type'
2691 root 1.14 }
2692     ],
2693     [
2694     'move_slow',
2695 root 1.7 {
2696 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2697     name => 'slowed movement',
2698 elmex 1.26 type => 'movement_type'
2699 root 1.14 }
2700     ],
2701     [
2702     'move_slow_penalty',
2703     {
2704     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)',
2705     name => 'slow movement penalty',
2706     type => 'int'
2707 root 1.7 }
2708     ],
2709     [
2710     'no_magic',
2711     {
2712     desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
2713     name => 'restrict spells',
2714     type => 'bool'
2715     }
2716     ],
2717     [
2718     'damned',
2719     {
2720     desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
2721     name => 'restrict prayers',
2722     type => 'bool'
2723     }
2724     ]
2725     ],
2726 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.',
2727 root 1.3 ignore => [
2728     $IGNORE_LIST{non_pickable}
2729     ],
2730 root 1.5 name => 'Gate',
2731 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".'
2732     },
2733     Girdle => {
2734 root 1.7 attr => [
2735     [
2736     'magic',
2737     {
2738     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.',
2739     name => 'magic bonus',
2740     type => 'int'
2741     }
2742     ]
2743     ],
2744     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.',
2745     import => [
2746 root 1.29 'Amulet'
2747 root 1.7 ],
2748     name => 'Girdle',
2749     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2750     },
2751     Gloves => {
2752     attr => [
2753     [
2754     'magic',
2755     {
2756     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.',
2757     name => 'magic bonus',
2758     type => 'int'
2759     }
2760     ]
2761     ],
2762     desc => 'Wearing gloves, the object\'s stats will directly be inherited to the player. Gloves can add defense or damage bonuses.',
2763     import => [
2764 root 1.29 'Amulet'
2765 root 1.7 ],
2766     name => 'Gloves',
2767     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2768     },
2769     Handle => {
2770     attr => [
2771     [
2772     'no_pick',
2773     {
2774     type => 'fixed',
2775     value => 1
2776     }
2777     ],
2778     [
2779     'connected',
2780     {
2781     desc => 'Every time the handle is applied, all objects with the same <connection> value are activated.',
2782     name => 'connection',
2783     type => 'int'
2784     }
2785     ],
2786     [
2787     'msg',
2788     {
2789     desc => 'This text may describe the item. You can use this message to explain the handle\'s purpose to the player.',
2790     end => 'endmsg',
2791     name => 'description',
2792     type => 'text'
2793     }
2794     ]
2795     ],
2796     desc => 'A handle can be applied by players and (certain) monsters. Every time it is applied, the &lt;connection&gt; value is triggered.',
2797     ignore => [
2798     $IGNORE_LIST{non_pickable}
2799     ],
2800     name => 'Handle',
2801     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.'
2802     },
2803     'Handle Trigger' => {
2804     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.',
2805     ignore => [
2806     $IGNORE_LIST{non_pickable}
2807     ],
2808     import => [
2809 root 1.29 'Handle'
2810 root 1.7 ],
2811     name => 'Handle Trigger',
2812     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.'
2813     },
2814     'Hazard Floor' => {
2815     attr => [
2816     [
2817     'is_floor',
2818     {
2819     type => 'fixed',
2820     value => 1
2821     }
2822     ],
2823     [
2824     'lifesave',
2825     {
2826     type => 'fixed',
2827     value => 1
2828     }
2829     ],
2830     [
2831 root 1.14 'move_on',
2832 root 1.7 {
2833 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2834     name => 'movement type',
2835 elmex 1.26 type => 'movement_type'
2836 root 1.7 }
2837     ],
2838     [
2839     'no_pick',
2840     {
2841     type => 'fixed',
2842     value => 1
2843     }
2844     ],
2845     [
2846     'attacktype',
2847     {
2848     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.',
2849     name => 'attacktype',
2850     type => 'bitmask',
2851     value => $BITMASK{attacktype}
2852     }
2853     ],
2854     [
2855     'dam',
2856     {
2857     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.',
2858     name => 'base damage',
2859     type => 'int'
2860     }
2861     ],
2862     [
2863     'wc',
2864     {
2865     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.',
2866     name => 'weaponclass',
2867     type => 'int'
2868     }
2869     ],
2870     [
2871     'level',
2872     {
2873     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.',
2874     name => 'attack level',
2875     type => 'int'
2876     }
2877     ],
2878     [
2879     'no_magic',
2880     {
2881     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2882     name => 'no spells',
2883     type => 'bool'
2884     }
2885     ],
2886     [
2887     'damned',
2888     {
2889     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2890     name => 'no prayers',
2891     type => 'bool'
2892     }
2893     ],
2894     [
2895     'unique',
2896     {
2897     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>.',
2898     name => 'unique map',
2899     type => 'bool'
2900     }
2901     ]
2902 root 1.3 ],
2903     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.',
2904     ignore => [
2905     $IGNORE_LIST{non_pickable}
2906     ],
2907 root 1.5 name => 'Hazard Floor',
2908 root 1.4 section => [
2909     [
2910     'terrain',
2911 root 1.7 [
2912     [
2913 root 1.14 'move_block',
2914     {
2915     desc => 'Objects using these movement types cannot move over this space.',
2916     name => 'blocked movement',
2917 elmex 1.26 type => 'movement_type'
2918 root 1.14 }
2919     ],
2920     [
2921     'move_allow',
2922 root 1.7 {
2923 root 1.14 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2924     name => 'allowed movement',
2925 elmex 1.26 type => 'movement_type'
2926 root 1.14 }
2927     ],
2928     [
2929     'move_slow',
2930     {
2931     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2932     name => 'slowed movement',
2933 elmex 1.26 type => 'movement_type'
2934 root 1.14 }
2935     ],
2936     [
2937     'move_slow_penalty',
2938     {
2939     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)',
2940     name => 'slow movement penalty',
2941 root 1.7 type => 'int'
2942     }
2943     ],
2944     [
2945     'is_wooded',
2946     {
2947     desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2948     name => 'wooded terrain',
2949     type => 'bool'
2950     }
2951     ],
2952     [
2953     'is_hilly',
2954     {
2955     desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2956     name => 'hilly terrain',
2957     type => 'bool'
2958     }
2959     ]
2960     ]
2961 root 1.4 ]
2962     ],
2963 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.'
2964     },
2965     Helmet => {
2966 root 1.7 attr => [
2967     [
2968     'magic',
2969     {
2970     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>.',
2971     name => 'magic bonus',
2972     type => 'int'
2973     }
2974     ]
2975     ],
2976 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.',
2977     import => [
2978 root 1.29 'Amulet'
2979 root 1.3 ],
2980 root 1.5 name => 'Helmet',
2981 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.'
2982     },
2983     'Holy Altar' => {
2984 root 1.7 attr => [
2985     [
2986     'no_pick',
2987     {
2988     type => 'fixed',
2989     value => 1
2990     }
2991     ],
2992     [
2993     'other_arch',
2994     {
2995     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.',
2996     name => 'god name',
2997     type => 'string'
2998     }
2999     ],
3000     [
3001     'level',
3002     {
3003 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.',
3004 root 1.7 name => 'reconsecrate level',
3005     type => 'int'
3006     }
3007     ]
3008     ],
3009 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.',
3010     ignore => [
3011     $IGNORE_LIST{non_pickable}
3012 root 1.5 ],
3013     name => 'Holy Altar'
3014 root 1.3 },
3015     Horn => {
3016 root 1.7 attr => [
3017     [
3018     'sp',
3019     {
3020     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!',
3021     name => 'spell',
3022     type => 'spell'
3023     }
3024     ],
3025     [
3026     'level',
3027     {
3028     desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should not be set too high.',
3029     name => 'casting level',
3030     type => 'int'
3031     }
3032     ],
3033     [
3034     'hp',
3035     {
3036     desc => 'This value represents the initial amount of spellpoints in the horn. Naturally, this is quite unimportant.',
3037     name => 'initial spellpoints',
3038     type => 'int'
3039     }
3040     ],
3041     [
3042     'maxhp',
3043     {
3044     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.',
3045     name => 'max. spellpoints',
3046     type => 'int'
3047     }
3048     ],
3049     [
3050     'startequip',
3051     {
3052     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3053     name => 'godgiven item',
3054     type => 'bool'
3055     }
3056     ],
3057     [
3058     'msg',
3059     {
3060     desc => 'This text may contain a description of the horn.',
3061     end => 'endmsg',
3062     name => 'description',
3063     type => 'text'
3064     }
3065     ]
3066     ],
3067 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.',
3068     ignore => [
3069     'title'
3070     ],
3071 root 1.5 name => 'Horn',
3072 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.'
3073     },
3074     Inorganic => {
3075 root 1.7 attr => [
3076     [
3077     'is_dust',
3078     {
3079     name => 'is dust',
3080     type => 'bool'
3081     }
3082     ]
3083     ],
3084 root 1.4 desc => 'Inorganic materials are generally used as ingredients for alchemical receipes. By themselves, they have no special functionalities.',
3085 root 1.5 name => 'Inorganic',
3086 root 1.4 section => [
3087     [
3088     'resistance',
3089 root 1.7 [
3090     [
3091     'resist_physical',
3092     {
3093     name => 'resist physical %',
3094     type => 'int'
3095     }
3096     ],
3097     [
3098     'resist_magic',
3099     {
3100     name => 'resist magic %',
3101     type => 'int'
3102     }
3103     ],
3104     [
3105     'resist_fire',
3106     {
3107     name => 'resist fire %',
3108     type => 'int'
3109     }
3110     ],
3111     [
3112     'resist_electricity',
3113     {
3114     name => 'resist electricity %',
3115     type => 'int'
3116     }
3117     ],
3118     [
3119     'resist_cold',
3120     {
3121     name => 'resist cold %',
3122     type => 'int'
3123     }
3124     ],
3125     [
3126 elmex 1.33 'resist_confusion',
3127     {
3128     name => 'resist confusion %',
3129     type => 'int'
3130     }
3131     ],
3132     [
3133 root 1.7 'resist_acid',
3134     {
3135     name => 'resist acid %',
3136     type => 'int'
3137     }
3138     ],
3139     [
3140 elmex 1.33 'resist_drain',
3141     {
3142     name => 'resist draining %',
3143     type => 'int'
3144     }
3145     ],
3146     [
3147 root 1.7 'resist_weaponmagic',
3148     {
3149     name => 'resist weaponmagic %',
3150     type => 'int'
3151     }
3152     ],
3153     [
3154     'resist_ghosthit',
3155     {
3156     name => 'resist ghosthit %',
3157     type => 'int'
3158     }
3159     ],
3160     [
3161     'resist_poison',
3162     {
3163     name => 'resist poison %',
3164     type => 'int'
3165     }
3166     ],
3167     [
3168 elmex 1.33 'resist_slow',
3169     {
3170     name => 'resist slow %',
3171     type => 'int'
3172     }
3173     ],
3174     [
3175     'resist_paralyze',
3176     {
3177     name => 'resist paralyze %',
3178     type => 'int'
3179     }
3180     ],
3181     [
3182     'resist_fear',
3183     {
3184     name => 'resist fear %',
3185     type => 'int'
3186     }
3187     ],
3188     [
3189     'resist_deplete',
3190     {
3191     name => 'resist depletion %',
3192     type => 'int'
3193     }
3194     ],
3195     [
3196 root 1.7 'resist_death',
3197     {
3198     name => 'resist death-attack %',
3199     type => 'int'
3200     }
3201     ],
3202     [
3203     'resist_chaos',
3204     {
3205     name => 'resist chaos %',
3206     type => 'int'
3207     }
3208     ],
3209     [
3210 elmex 1.33 'resist_blind',
3211     {
3212     name => 'resist blinding %',
3213     type => 'int'
3214     }
3215     ],
3216     [
3217 root 1.7 'resist_holyword',
3218     {
3219     name => 'resist holy power %',
3220     type => 'int'
3221     }
3222 elmex 1.33 ],
3223     [
3224     'resist_godpower',
3225     {
3226     name => 'resist godpower %',
3227     type => 'int'
3228     }
3229 root 1.7 ]
3230     ]
3231 root 1.4 ]
3232     ]
3233 root 1.1 },
3234 root 1.3 'Inventory Checker' => {
3235 root 1.7 attr => [
3236     [
3237     'no_pick',
3238     {
3239     type => 'fixed',
3240     value => 1
3241     }
3242     ],
3243     [
3244     'slaying',
3245     {
3246     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.',
3247     name => 'match key string',
3248     type => 'string'
3249     }
3250     ],
3251     [
3252     'race',
3253     {
3254     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>.',
3255     name => 'match arch name',
3256     type => 'string'
3257     }
3258     ],
3259     [
3260     'hp',
3261     {
3262     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. ;)',
3263     name => 'match type',
3264     type => 'int'
3265     }
3266     ],
3267     [
3268     'last_sp',
3269     {
3270     desc => 'Enabled means having that object is a match. Disabled means not having that object is a match.',
3271     name => 'match = having',
3272     type => 'bool'
3273     }
3274     ],
3275     [
3276     'connected',
3277     {
3278     desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
3279     name => 'connection',
3280     type => 'int'
3281     }
3282     ],
3283     [
3284 root 1.14 'move_block',
3285 root 1.7 {
3286 root 1.14 desc => 'Objects using these movement types cannot move over this space.',
3287     name => 'blocked movement',
3288 elmex 1.26 type => 'movement_type'
3289 root 1.14 }
3290     ],
3291     [
3292     'move_allow',
3293     {
3294     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3295     name => 'allowed movement',
3296 elmex 1.26 type => 'movement_type'
3297 root 1.14 }
3298     ],
3299     [
3300     'move_slow',
3301     {
3302     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3303     name => 'slowed movement',
3304 elmex 1.26 type => 'movement_type'
3305 root 1.14 }
3306     ],
3307     [
3308     'move_slow_penalty',
3309     {
3310     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)',
3311     name => 'slow movement penalty',
3312     type => 'int'
3313 root 1.7 }
3314     ],
3315     [
3316     'last_heal',
3317     {
3318     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!',
3319     name => 'remove match',
3320     type => 'bool'
3321     }
3322     ]
3323     ],
3324 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.',
3325 root 1.3 ignore => [
3326     $IGNORE_LIST{system_object}
3327     ],
3328 root 1.5 name => 'Inventory Checker',
3329 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.'
3330     },
3331 root 1.8 'Item Transformer' => {
3332     attr => [
3333     [
3334     'food',
3335     {
3336     desc => '<number of uses> controls how many times the item transformer can be used. The value 0 means "unlimited"',
3337     name => 'number of uses',
3338     type => 'int'
3339     }
3340     ],
3341     [
3342     'slaying',
3343     {
3344     desc => 'Contains the verb that is used to construct a message to the player applying the item transformer.',
3345     name => 'verb',
3346     type => 'string'
3347     }
3348     ],
3349     [
3350     'startequip',
3351     {
3352     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3353     name => 'godgiven item',
3354     type => 'bool'
3355     }
3356     ],
3357     [
3358     'msg',
3359     {
3360     desc => 'This text may contain a description of the item transformer.',
3361     end => 'endmsg',
3362     name => 'description',
3363     type => 'text'
3364     }
3365     ]
3366     ],
3367     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.',
3368     name => 'Item Transformer',
3369     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\'.'
3370     },
3371 root 1.3 Jewel => {
3372 root 1.7 attr => [
3373     [
3374     'race',
3375     {
3376     type => 'fixed',
3377     value => 'gold and jewels'
3378     }
3379     ],
3380     [
3381     'msg',
3382     {
3383     desc => 'This text may describe the object.',
3384     end => 'endmsg',
3385     name => 'description',
3386     type => 'text'
3387     }
3388     ]
3389     ],
3390 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.',
3391     name => 'Jewel'
3392 root 1.1 },
3393 root 1.9 Key => {
3394     attr => [
3395     [
3396     'startequip',
3397     {
3398     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3399     name => 'godgiven item',
3400     type => 'bool'
3401     }
3402     ]
3403     ],
3404     desc => 'When carrying a key, a normal door can be opened. The key will disappear.',
3405     name => 'Key'
3406     },
3407 root 1.3 'Locked Door' => {
3408 root 1.7 attr => [
3409     [
3410 root 1.14 'move_type',
3411 root 1.7 {
3412     type => 'fixed',
3413 root 1.14 value => 0
3414 root 1.7 }
3415     ],
3416     [
3417     'no_pick',
3418     {
3419     type => 'fixed',
3420     value => 1
3421     }
3422     ],
3423     [
3424     'slaying',
3425     {
3426 root 1.37 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 Deliantra mapset. DONT EVER USE the default string "set_individual_value".',
3427 root 1.7 name => 'key string',
3428     type => 'string'
3429     }
3430     ],
3431     [
3432     'no_magic',
3433     {
3434     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).',
3435     name => 'restrict spells',
3436     type => 'bool'
3437     }
3438     ],
3439     [
3440     'damned',
3441     {
3442     desc => 'Restricting the use of prayers to pass this door. This should be set in most cases.',
3443     name => 'restrict prayers',
3444     type => 'bool'
3445     }
3446     ],
3447     [
3448     'msg',
3449     {
3450     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.',
3451     end => 'endmsg',
3452     name => 'lock message',
3453     type => 'text'
3454     }
3455     ]
3456     ],
3457     desc => 'A locked door can be opened only when carrying the appropriate special key.',
3458     ignore => [
3459     $IGNORE_LIST{non_pickable}
3460     ],
3461     name => 'Locked Door',
3462     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).'
3463     },
3464     'Magic Ear' => {
3465     attr => [
3466     [
3467     'no_pick',
3468     {
3469     type => 'fixed',
3470     value => 1
3471     }
3472     ],
3473     [
3474     'connected',
3475     {
3476     desc => 'The Magic_ear will trigger all objects with the same connection value, every time it is activated.',
3477     name => 'connection',
3478     type => 'int'
3479     }
3480     ],
3481     [
3482     'msg',
3483     {
3484     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!',
3485     end => 'endmsg',
3486     name => 'keyword-matching',
3487     type => 'text'
3488     }
3489     ]
3490     ],
3491     desc => 'Magic_ears trigger a connected value when the player speaks a specific keyword.',
3492     ignore => [
3493     $IGNORE_LIST{system_object}
3494     ],
3495     name => 'Magic Ear',
3496     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.'
3497     },
3498     'Magic Wall' => {
3499     attr => [
3500     [
3501     'dam',
3502     {
3503     desc => 'The magic wall will cast this <spell>.',
3504     name => 'spell',
3505     type => 'spell'
3506     }
3507     ],
3508     [
3509     'level',
3510     {
3511     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.',
3512     name => 'spell level',
3513     type => 'int'
3514     }
3515     ],
3516     [
3517     'connected',
3518     {
3519     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.',
3520     name => 'connection',
3521     type => 'int'
3522     }
3523     ],
3524     [
3525 elmex 1.21 'activate_on_push',
3526     {
3527     desc => 'Whether the teleporter should only be activated on push.',
3528     name => 'Activate on push',
3529     type => 'bool'
3530     }
3531     ],
3532     [
3533     'activate_on_release',
3534     {
3535     desc => 'Whether the teleporter should only be activated on release.',
3536     name => 'Activate on release',
3537     type => 'bool'
3538     }
3539     ],
3540     [
3541 root 1.7 'speed',
3542     {
3543     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".',
3544     name => 'casting speed',
3545     type => 'float'
3546     }
3547     ],
3548     [
3549 root 1.17 'speed_left',
3550     {
3551     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.',
3552     name => 'speed left',
3553     type => 'float'
3554     }
3555     ],
3556     [
3557 root 1.7 'sp',
3558     {
3559     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.',
3560     name => 'direction',
3561     type => 'list',
3562     value => $LIST{direction}
3563     }
3564     ],
3565     [
3566 root 1.14 'move_block',
3567     {
3568     desc => 'Objects using these movement types cannot move over this space.',
3569     name => 'blocked movement',
3570 elmex 1.26 type => 'movement_type'
3571 root 1.14 }
3572     ],
3573     [
3574     'move_allow',
3575     {
3576     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3577     name => 'allowed movement',
3578 elmex 1.26 type => 'movement_type'
3579 root 1.14 }
3580     ],
3581     [
3582     'move_slow',
3583 root 1.7 {
3584 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3585     name => 'slowed movement',
3586 elmex 1.26 type => 'movement_type'
3587 root 1.14 }
3588     ],
3589     [
3590     'move_slow_penalty',
3591     {
3592     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)',
3593     name => 'slow movement penalty',
3594     type => 'int'
3595 root 1.7 }
3596     ]
3597 root 1.3 ],
3598     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.',
3599     ignore => [
3600     $IGNORE_LIST{non_pickable}
3601     ],
3602 root 1.5 name => 'Magic Wall',
3603 root 1.4 section => [
3604     [
3605     'destroyable',
3606 root 1.7 [
3607     [
3608     'alive',
3609     {
3610     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.',
3611     name => 'is destroyable',
3612     type => 'bool'
3613     }
3614     ],
3615     [
3616     'hp',
3617     {
3618     desc => 'The more <hitpoints> the wall has, the longer it takes to be destroyed.',
3619     name => 'hitpoints',
3620     type => 'int'
3621     }
3622     ],
3623     [
3624     'maxhp',
3625     {
3626     desc => '<max hitpoints> are the maximum amount of hitpoints the wall can have. This only makes sense if the wall can regain health.',
3627     name => 'max hitpoints',
3628     type => 'int'
3629     }
3630     ],
3631     [
3632     'ac',
3633     {
3634     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>.',
3635     name => 'armour class',
3636     type => 'int'
3637     }
3638     ]
3639     ]
3640     ],
3641     [
3642     'resistance',
3643     [
3644     [
3645     'resist_physical',
3646     {
3647     name => 'resist physical %',
3648     type => 'int'
3649     }
3650     ],
3651     [
3652     'resist_magic',
3653     {
3654     name => 'resist magic %',
3655     type => 'int'
3656     }
3657     ],
3658     [
3659     'resist_fire',
3660     {
3661     name => 'resist fire %',
3662     type => 'int'
3663     }
3664     ],
3665     [
3666     'resist_electricity',
3667     {
3668     name => 'resist electricity %',
3669     type => 'int'
3670     }
3671     ],
3672     [
3673     'resist_cold',
3674     {
3675     name => 'resist cold %',
3676     type => 'int'
3677     }
3678     ],
3679     [
3680     'resist_confusion',
3681     {
3682     name => 'resist confusion %',
3683     type => 'int'
3684     }
3685     ],
3686     [
3687     'resist_acid',
3688     {
3689     name => 'resist acid %',
3690     type => 'int'
3691     }
3692     ],
3693     [
3694     'resist_drain',
3695     {
3696     name => 'resist draining %',
3697     type => 'int'
3698     }
3699     ],
3700     [
3701     'resist_weaponmagic',
3702     {
3703     name => 'resist weaponmagic %',
3704     type => 'int'
3705     }
3706     ],
3707     [
3708     'resist_ghosthit',
3709     {
3710     name => 'resist ghosthit %',
3711     type => 'int'
3712     }
3713     ],
3714     [
3715     'resist_poison',
3716     {
3717     name => 'resist poison %',
3718     type => 'int'
3719     }
3720     ],
3721     [
3722     'resist_slow',
3723     {
3724     name => 'resist slow %',
3725     type => 'int'
3726     }
3727     ],
3728     [
3729     'resist_paralyze',
3730     {
3731     name => 'resist paralyze %',
3732     type => 'int'
3733     }
3734     ],
3735     [
3736     'resist_fear',
3737     {
3738     name => 'resist fear %',
3739     type => 'int'
3740     }
3741     ],
3742     [
3743     'resist_deplete',
3744     {
3745     name => 'resist depletion %',
3746     type => 'int'
3747     }
3748     ],
3749     [
3750     'resist_death',
3751     {
3752     name => 'resist death-attack %',
3753     type => 'int'
3754     }
3755     ],
3756     [
3757     'resist_chaos',
3758     {
3759     name => 'resist chaos %',
3760     type => 'int'
3761     }
3762     ],
3763     [
3764     'resist_blind',
3765     {
3766     name => 'resist blinding %',
3767     type => 'int'
3768     }
3769     ],
3770     [
3771     'resist_holyword',
3772     {
3773     name => 'resist holy power %',
3774     type => 'int'
3775     }
3776     ],
3777     [
3778     'resist_godpower',
3779     {
3780     name => 'resist godpower %',
3781     type => 'int'
3782     }
3783     ]
3784     ]
3785     ]
3786     ],
3787     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".'
3788     },
3789     Marker => {
3790     attr => [
3791     [
3792     'no_pick',
3793     {
3794     type => 'fixed',
3795     value => 1
3796     }
3797     ],
3798     [
3799     'slaying',
3800     {
3801     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.',
3802     name => 'key string',
3803     type => 'string'
3804     }
3805     ],
3806     [
3807     'connected',
3808     {
3809     desc => 'When the detector is triggered, all objects with the same connection value get activated.',
3810     name => 'connection',
3811     type => 'int'
3812     }
3813     ],
3814     [
3815     'speed',
3816 root 1.4 {
3817 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.',
3818     name => 'marking speed',
3819     type => 'float'
3820 root 1.4 }
3821     ],
3822     [
3823 root 1.17 'speed_left',
3824     {
3825     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.',
3826     name => 'speed left',
3827     type => 'float'
3828     }
3829     ],
3830     [
3831 root 1.7 'food',
3832     {
3833     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.',
3834     name => 'mark duration',
3835     type => 'int'
3836     }
3837     ],
3838     [
3839     'name',
3840     {
3841     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.',
3842     name => 'delete mark',
3843     type => 'string'
3844     }
3845     ],
3846     [
3847     'msg',
3848 root 1.4 {
3849 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.',
3850     end => 'endmsg',
3851     name => 'marking message',
3852     type => 'text'
3853 root 1.4 }
3854     ]
3855     ],
3856 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.',
3857     ignore => [
3858     $IGNORE_LIST{system_object}
3859     ],
3860 root 1.5 name => 'Marker',
3861 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.'
3862     },
3863     Misc => {
3864 root 1.7 attr => [
3865     [
3866 root 1.14 'move_block',
3867     {
3868     desc => 'Objects using these movement types cannot move over this space.',
3869     name => 'blocked movement',
3870 elmex 1.26 type => 'movement_type'
3871 root 1.14 }
3872     ],
3873     [
3874     'move_allow',
3875     {
3876     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3877     name => 'allowed movement',
3878 elmex 1.26 type => 'movement_type'
3879 root 1.14 }
3880     ],
3881     [
3882     'move_slow',
3883 root 1.7 {
3884 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3885     name => 'slowed movement',
3886 elmex 1.26 type => 'movement_type'
3887 root 1.14 }
3888     ],
3889     [
3890     'move_slow_penalty',
3891     {
3892     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)',
3893     name => 'slow movement penalty',
3894     type => 'int'
3895 root 1.7 }
3896     ],
3897     [
3898     'cursed',
3899     {
3900     desc => 'Curses can have various effects: On equipment and food, they generally harm the player in some way.',
3901     name => 'cursed',
3902     type => 'bool'
3903     }
3904     ],
3905     [
3906     'damned',
3907     {
3908     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.',
3909     name => 'damned',
3910     type => 'bool'
3911     }
3912     ],
3913     [
3914     'unique',
3915     {
3916     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
3917     name => 'unique item',
3918     type => 'bool'
3919     }
3920     ],
3921     [
3922     'startequip',
3923     {
3924     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3925     name => 'godgiven item',
3926     type => 'bool'
3927     }
3928     ],
3929     [
3930     'msg',
3931     {
3932     desc => 'This text may describe the object.',
3933     end => 'endmsg',
3934     name => 'description',
3935     type => 'text'
3936     }
3937     ]
3938     ],
3939 root 1.5 name => 'Misc'
3940 root 1.1 },
3941 root 1.3 Money => {
3942 root 1.7 attr => [
3943     [
3944     'race',
3945     {
3946     type => 'fixed',
3947     value => 'gold and jewels'
3948     }
3949     ]
3950     ],
3951 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.',
3952     ignore => [
3953     'unpaid'
3954 root 1.5 ],
3955     name => 'Money'
3956 root 1.3 },
3957     'Monster & NPC' => {
3958 root 1.7 attr => [
3959     [
3960     'alive',
3961     {
3962     type => 'fixed',
3963     value => 1
3964     }
3965     ],
3966     [
3967     'randomitems',
3968     {
3969     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>.',
3970     name => 'treasurelist',
3971     type => 'treasurelist'
3972     }
3973     ],
3974     [
3975 root 1.28 'treasure_env',
3976     {
3977     desc => 'Set this flag to move treasure items created into the environment (map) instead of putting them into the object.',
3978     name => 'treasure in env',
3979     type => 'bool'
3980     }
3981     ],
3982     [
3983 root 1.7 'level',
3984     {
3985     desc => 'A monster\'s <level> is the most important attribute. <level> affects the power of a monster in various ways.',
3986     name => 'level',
3987     type => 'int'
3988     }
3989     ],
3990     [
3991     'race',
3992     {
3993 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.',
3994 root 1.7 name => 'race',
3995     type => 'string'
3996     }
3997     ],
3998     [
3999     'exp',
4000     {
4001 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!',
4002 root 1.7 name => 'experience',
4003     type => 'int'
4004     }
4005     ],
4006     [
4007     'speed',
4008     {
4009     desc => 'The <speed> determines how fast a monster will both move and fight. High <speed> makes a monster considerably stronger.',
4010     name => 'speed',
4011     type => 'float'
4012     }
4013     ],
4014     [
4015 root 1.17 'speed_left',
4016     {
4017     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.',
4018     name => 'speed left',
4019     type => 'float'
4020     }
4021     ],
4022     [
4023 root 1.7 'other_arch',
4024     {
4025     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.',
4026     name => 'breed monster',
4027     type => 'string'
4028     }
4029     ],
4030     [
4031     'generator',
4032     {
4033     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.',
4034     name => 'multiply',
4035     type => 'bool'
4036     }
4037     ],
4038     [
4039     'use_content_on_gen',
4040     {
4041     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.',
4042     name => 'template generation',
4043     type => 'bool'
4044     }
4045     ],
4046     [
4047 root 1.14 'move_type',
4048 root 1.7 {
4049 root 1.14 desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
4050     name => 'movement type',
4051 elmex 1.26 type => 'movement_type'
4052 root 1.7 }
4053     ],
4054     [
4055     'undead',
4056     {
4057     desc => 'Several spells only affect undead monsters: turn undead, banish undead, holy word, etc.',
4058     name => 'undead',
4059     type => 'bool'
4060     }
4061     ],
4062     [
4063     'carrying',
4064     {
4065     desc => 'If a monster has something in the inventory, this value can be set to reflect the slowdown due to the carried weight.',
4066     name => 'carries weight',
4067     type => 'int'
4068     }
4069     ],
4070     [
4071 root 1.28 'precious',
4072     {
4073 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.',
4074 root 1.28 name => 'precious',
4075     type => 'bool'
4076     }
4077     ],
4078     [
4079 root 1.7 'msg',
4080     {
4081     end => 'endmsg',
4082     name => 'npc message',
4083     type => 'text'
4084     }
4085     ]
4086     ],
4087 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.',
4088     ignore => [
4089     'material',
4090     'name_pl',
4091     'nrof',
4092     'value',
4093     'unpaid'
4094     ],
4095 root 1.5 name => 'Monster & NPC',
4096 root 1.4 section => [
4097     [
4098     'melee',
4099 root 1.7 [
4100     [
4101     'attacktype',
4102     {
4103     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.',
4104     name => 'attacktype',
4105     type => 'bitmask',
4106     value => $BITMASK{attacktype}
4107     }
4108     ],
4109     [
4110     'dam',
4111     {
4112     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.',
4113     name => 'damage',
4114     type => 'int'
4115     }
4116     ],
4117     [
4118     'wc',
4119     {
4120     desc => 'Monsters of high <weapon class> are more likely to really hit their opponent. <weapon class> can be considered the "counterpiece" to <armour class>.',
4121     name => 'weapon class',
4122     type => 'int'
4123     }
4124     ],
4125     [
4126     'hp',
4127     {
4128     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>.',
4129     name => 'health points',
4130     type => 'int'
4131     }
4132     ],
4133     [
4134     'maxhp',
4135     {
4136     desc => '<max health> is the maximum amount of <health points> this monster can have.',
4137     name => 'max health',
4138     type => 'int'
4139     }
4140     ],
4141     [
4142     'ac',
4143     {
4144     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).',
4145     name => 'armour class',
4146     type => 'int'
4147     }
4148     ],
4149     [
4150     'Con',
4151     {
4152 root 1.8 desc => 'Monsters regenerate this many health points each 4 ticks. Hence, the healing rate is independent of <speed>.',
4153 root 1.7 name => 'healing rate',
4154     type => 'int'
4155     }
4156     ],
4157     [
4158     'reflect_missile',
4159     {
4160     desc => 'A monster with this flag has the ability to <reflect missiles>, all kinds of projectiles (e.g. arrows, bolts, boulders) will bounce off.',
4161     name => 'reflect missiles',
4162     type => 'bool'
4163     }
4164     ],
4165     [
4166     'hitback',
4167     {
4168     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.',
4169     name => 'hitback',
4170     type => 'bool'
4171     }
4172     ],
4173     [
4174     'one_hit',
4175     {
4176     desc => 'Monsters with <one hit only> dissapear after one successful hit to a player.',
4177     name => 'one hit only',
4178     type => 'bool'
4179     }
4180     ]
4181     ]
4182     ],
4183     [
4184     'spellcraft',
4185     [
4186     [
4187     'can_cast_spell',
4188     {
4189     desc => 'If <can cast spell> is disabled, the monster cannot cast any spell. Only wands/rods/etc can be used, given the appropriate abilities.',
4190     name => 'can cast spell',
4191     type => 'bool'
4192     }
4193     ],
4194     [
4195     'reflect_spell',
4196     {
4197     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.',
4198     name => 'reflect spells',
4199     type => 'bool'
4200     }
4201     ],
4202     [
4203     'sp',
4204     {
4205     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>.',
4206     name => 'spellpoints',
4207     type => 'int'
4208     }
4209     ],
4210     [
4211     'maxsp',
4212     {
4213     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.',
4214     name => 'max spellpoints',
4215     type => 'int'
4216     }
4217     ],
4218     [
4219     'Pow',
4220     {
4221 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.',
4222 root 1.7 name => 'spellpoint regen.',
4223     type => 'int'
4224     }
4225     ],
4226     [
4227     'path_attuned',
4228     {
4229     desc => 'Click on the <attuned paths> button to select spellpaths. The creature will get attuned to the specified spellpaths.',
4230     name => 'attuned paths',
4231     type => 'bitmask',
4232     value => $BITMASK{spellpath}
4233     }
4234     ],
4235     [
4236     'path_repelled',
4237     {
4238     desc => 'Click on the <repelled paths> button to select spellpaths. The creature will get repelled to the specified spellpaths.',
4239     name => 'repelled paths',
4240     type => 'bitmask',
4241     value => $BITMASK{spellpath}
4242     }
4243     ],
4244     [
4245     'path_denied',
4246     {
4247     desc => 'Click on the <denied paths> button to select spellpaths. The creature won\'t be able to cast spells of the specified paths.',
4248     name => 'denied paths',
4249     type => 'bitmask',
4250     value => $BITMASK{spellpath}
4251     }
4252     ]
4253     ]
4254     ],
4255     [
4256     'ability',
4257     [
4258     [
4259     'Int',
4260     {
4261     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.',
4262     name => 'detect hidden',
4263     type => 'int'
4264     }
4265     ],
4266     [
4267     'see_invisible',
4268     {
4269     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.',
4270     name => 'see invisible',
4271     type => 'bool'
4272     }
4273     ],
4274     [
4275     'can_see_in_dark',
4276     {
4277     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.',
4278     name => 'see in darkness',
4279     type => 'bool'
4280     }
4281     ],
4282     [
4283     'can_use_weapon',
4284     {
4285     desc => 'Monster is able to wield weapon type objects.',
4286     name => 'can use weapons',
4287     type => 'bool'
4288     }
4289     ],
4290     [
4291     'can_use_bow',
4292     {
4293     desc => 'Monster is able to use missile-weapon type objects.',
4294     name => 'can use bows',
4295     type => 'bool'
4296     }
4297     ],
4298     [
4299     'can_use_armour',
4300     {
4301     desc => 'Monster is able to wear protective equipment like brestplate armour, shields, helmets etc.',
4302     name => 'can use armour',
4303     type => 'bool'
4304     }
4305     ],
4306     [
4307     'can_use_ring',
4308     {
4309     desc => 'Monster is able to wear rings.',
4310     name => 'can use rings',
4311     type => 'bool'
4312     }
4313     ],
4314     [
4315     'can_use_wand',
4316     {
4317     desc => 'Monster is able to use wands and staves.',
4318     name => 'can use wands',
4319     type => 'bool'
4320     }
4321     ],
4322     [
4323     'can_use_rod',
4324     {
4325     desc => 'Monster is able to use rods.',
4326     name => 'can use rods',
4327     type => 'bool'
4328     }
4329     ],
4330     [
4331     'can_use_scroll',
4332     {
4333     desc => 'Monster is able to read scrolls.',
4334     name => 'can use scrolls',
4335     type => 'bool'
4336     }
4337     ],
4338     [
4339     'can_use_skill',
4340     {
4341     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>.',
4342     name => 'can use skills',
4343     type => 'bool'
4344     }
4345     ]
4346     ]
4347     ],
4348     [
4349     'behave',
4350     [
4351     [
4352     'monster',
4353     {
4354     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.',
4355     name => 'monster behaviour',
4356     type => 'bool'
4357     }
4358     ],
4359     [
4360     'unaggressive',
4361     {
4362     desc => '<unaggressive> monsters do not attack players unless attacked first.',
4363     name => 'unaggressive',
4364     type => 'bool'
4365     }
4366     ],
4367     [
4368     'friendly',
4369     {
4370     desc => '<friendly> monsters help the player, attacking any non-friendly monsters in range.',
4371     name => 'friendly',
4372     type => 'bool'
4373     }
4374     ],
4375     [
4376     'stand_still',
4377     {
4378 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.',
4379 root 1.7 name => 'stand still',
4380     type => 'bool'
4381     }
4382     ],
4383     [
4384     'sleep',
4385     {
4386     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.',
4387     name => 'asleep',
4388     type => 'bool'
4389     }
4390     ],
4391     [
4392     'will_apply',
4393     {
4394     desc => 'This entry defines which kinds of environment actions the creature is able to perform.',
4395     name => 'misc. actions',
4396     type => 'bitmask',
4397     value => $BITMASK{will_apply}
4398     }
4399     ],
4400     [
4401     'pick_up',
4402     {
4403     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.',
4404     name => 'pick up',
4405     type => 'bitmask',
4406     value => $BITMASK{pick_up}
4407     }
4408     ],
4409     [
4410     'Wis',
4411     {
4412     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.',
4413     name => 'sensing range',
4414     type => 'int'
4415     }
4416     ],
4417     [
4418 root 1.15 'attack_movement_bits_0_3',
4419 root 1.7 {
4420 root 1.15 desc => 'If this is set to default, the standard mode of movement will be used.',
4421 root 1.7 name => 'attack movement',
4422 root 1.15 type => 'list',
4423     value => $LIST{attack_movement_bits_0_3}
4424     }
4425     ],
4426     [
4427     'attack_movement_bits_4_7',
4428     {
4429     desc => 'This movement is not in effect when the monster has an enemy and should only be used for non agressive monsters.',
4430     name => 'normal movement',
4431     type => 'list',
4432     value => $LIST{attack_movement_bits_4_7}
4433 root 1.7 }
4434     ],
4435     [
4436     'run_away',
4437     {
4438     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.',
4439     name => 'run at % health',
4440     type => 'int'
4441     }
4442     ]
4443     ]
4444     ],
4445     [
4446     'resistance',
4447     [
4448     [
4449     'resist_physical',
4450     {
4451     name => 'resist physical %',
4452     type => 'int'
4453     }
4454     ],
4455     [
4456     'resist_magic',
4457     {
4458     name => 'resist magic %',
4459     type => 'int'
4460     }
4461     ],
4462     [
4463     'resist_fire',
4464     {
4465     name => 'resist fire %',
4466     type => 'int'
4467     }
4468     ],
4469     [
4470     'resist_electricity',
4471     {
4472     name => 'resist electricity %',
4473     type => 'int'
4474     }
4475     ],
4476     [
4477     'resist_cold',
4478     {
4479     name => 'resist cold %',
4480     type => 'int'
4481     }
4482     ],
4483     [
4484     'resist_confusion',
4485     {
4486     name => 'resist confusion %',
4487     type => 'int'
4488     }
4489     ],
4490     [
4491     'resist_acid',
4492     {
4493     name => 'resist acid %',
4494     type => 'int'
4495     }
4496     ],
4497     [
4498     'resist_drain',
4499     {
4500     name => 'resist draining %',
4501     type => 'int'
4502     }
4503     ],
4504     [
4505     'resist_weaponmagic',
4506     {
4507     name => 'resist weaponmagic %',
4508     type => 'int'
4509     }
4510     ],
4511     [
4512     'resist_ghosthit',
4513     {
4514     name => 'resist ghosthit %',
4515     type => 'int'
4516     }
4517     ],
4518     [
4519     'resist_poison',
4520     {
4521     name => 'resist poison %',
4522     type => 'int'
4523     }
4524     ],
4525     [
4526     'resist_slow',
4527     {
4528     name => 'resist slow %',
4529     type => 'int'
4530     }
4531     ],
4532     [
4533     'resist_paralyze',
4534     {
4535     name => 'resist paralyze %',
4536     type => 'int'
4537     }
4538     ],
4539     [
4540     'resist_fear',
4541     {
4542     name => 'resist fear %',
4543     type => 'int'
4544     }
4545     ],
4546     [
4547     'resist_deplete',
4548     {
4549     name => 'resist depletion %',
4550     type => 'int'
4551     }
4552     ],
4553     [
4554     'resist_death',
4555     {
4556     name => 'resist death-attack %',
4557     type => 'int'
4558     }
4559     ],
4560     [
4561     'resist_chaos',
4562     {
4563     name => 'resist chaos %',
4564     type => 'int'
4565     }
4566     ],
4567     [
4568     'resist_blind',
4569     {
4570     name => 'resist blinding %',
4571     type => 'int'
4572     }
4573     ],
4574     [
4575     'resist_holyword',
4576     {
4577     name => 'resist holy power %',
4578     type => 'int'
4579     }
4580     ],
4581     [
4582     'resist_godpower',
4583     {
4584     name => 'resist godpower %',
4585     type => 'int'
4586     }
4587     ]
4588     ]
4589     ]
4590     ],
4591     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. :-)'
4592     },
4593 root 1.9 'Monster (Grimreaper)' => {
4594     desc => 'A grimreaper is a monster that vanishes after it did some number of draining attacks.',
4595     ignore => [
4596     'material',
4597     'name_pl',
4598     'nrof',
4599     'value',
4600     'unpaid'
4601     ],
4602     import => [
4603 root 1.29 'Monster & NPC'
4604 root 1.9 ],
4605     name => 'Monster (Grimreaper)',
4606     section => [
4607     [
4608     'grimreaper',
4609     [
4610     [
4611     'value',
4612     {
4613     desc => 'The object vanishes after this number of draining attacks.',
4614     name => 'attacks',
4615     type => 'int'
4616     }
4617     ]
4618     ]
4619     ]
4620     ]
4621     },
4622 root 1.7 'Mood Floor' => {
4623     attr => [
4624     [
4625     'no_pick',
4626 root 1.4 {
4627 root 1.7 type => 'fixed',
4628     value => 1
4629 root 1.4 }
4630     ],
4631     [
4632 root 1.7 'last_sp',
4633     {
4634     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!',
4635     name => 'mood',
4636     type => 'list',
4637     value => $LIST{mood}
4638     }
4639     ],
4640     [
4641     'connected',
4642     {
4643     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!',
4644     name => 'connection',
4645     type => 'int'
4646     }
4647     ],
4648     [
4649     'no_magic',
4650     {
4651     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
4652     name => 'no spells',
4653     type => 'bool'
4654     }
4655     ],
4656     [
4657     'damned',
4658     {
4659     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
4660     name => 'no prayers',
4661     type => 'bool'
4662     }
4663     ]
4664     ],
4665     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.',
4666     ignore => [
4667     $IGNORE_LIST{system_object}
4668     ],
4669     name => 'Mood Floor',
4670     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.)'
4671     },
4672     Mover => {
4673     attr => [
4674     [
4675     'attacktype',
4676     {
4677     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.',
4678     name => 'forced movement',
4679     type => 'bool'
4680     }
4681     ],
4682     [
4683     'maxsp',
4684     {
4685     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.',
4686     name => 'freeze duration',
4687     type => 'int'
4688     }
4689     ],
4690     [
4691     'speed',
4692     {
4693     desc => 'The movement speed value determines how fast a chain of these movers will push a player along (default is -0.2).',
4694     name => 'movement speed',
4695     type => 'float'
4696     }
4697     ],
4698     [
4699 root 1.17 'speed_left',
4700     {
4701     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.',
4702     name => 'speed left',
4703     type => 'float'
4704     }
4705     ],
4706     [
4707 root 1.7 'sp',
4708     {
4709     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.',
4710     name => 'direction',
4711     type => 'list',
4712     value => $LIST{direction}
4713     }
4714     ],
4715     [
4716     'lifesave',
4717     {
4718 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.',
4719 root 1.7 name => 'gets used up',
4720     type => 'bool'
4721     }
4722     ],
4723     [
4724     'hp',
4725     {
4726     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).',
4727     name => 'number of uses',
4728     type => 'int'
4729     }
4730     ]
4731     ],
4732     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.',
4733     ignore => [
4734     $IGNORE_LIST{non_pickable}
4735     ],
4736     name => 'Mover',
4737     section => [
4738     [
4739     'targets',
4740     [
4741     [
4742     'level',
4743     {
4744     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.',
4745     name => 'move players',
4746     type => 'bool'
4747     }
4748     ],
4749     [
4750 root 1.14 'move_on',
4751 root 1.7 {
4752 root 1.14 desc => 'Which movement types activate the mover.',
4753     name => 'movement type',
4754     type => 'movement_type'
4755 root 1.7 }
4756     ]
4757     ]
4758     ]
4759     ],
4760     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).'
4761     },
4762     Pedestal => {
4763     attr => [
4764     [
4765     'no_pick',
4766 root 1.4 {
4767 root 1.7 type => 'fixed',
4768     value => 1
4769 root 1.4 }
4770     ],
4771     [
4772 root 1.7 'slaying',
4773 root 1.4 {
4774 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.',
4775     name => 'match race',
4776     type => 'string'
4777 root 1.4 }
4778     ],
4779     [
4780 root 1.7 'connected',
4781 root 1.4 {
4782 root 1.7 desc => 'When the pedestal is triggered, all objects with the same connection value get activated.',
4783     name => 'connection',
4784     type => 'int'
4785 root 1.4 }
4786     ],
4787     [
4788 root 1.14 'move_on',
4789 root 1.4 {
4790 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
4791     name => 'movement type',
4792 elmex 1.26 type => 'movement_type'
4793 root 1.4 }
4794     ]
4795     ],
4796 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.',
4797     ignore => [
4798     $IGNORE_LIST{non_pickable}
4799     ],
4800 root 1.5 name => 'Pedestal',
4801 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.'
4802     },
4803     Pit => {
4804 root 1.7 attr => [
4805     [
4806     'no_pick',
4807     {
4808     type => 'fixed',
4809     value => 1
4810     }
4811     ],
4812     [
4813     'connected',
4814     {
4815     desc => 'When a <connection> value is set, the pit can be opened/closed by activating the connection.',
4816     name => 'connection',
4817     type => 'int'
4818     }
4819     ],
4820     [
4821 elmex 1.21 'activate_on_push',
4822     {
4823     desc => 'Whether the teleporter should only be activated on push.',
4824     name => 'Activate on push',
4825     type => 'bool'
4826     }
4827     ],
4828     [
4829     'activate_on_release',
4830     {
4831     desc => 'Whether the teleporter should only be activated on release.',
4832     name => 'Activate on release',
4833     type => 'bool'
4834     }
4835     ],
4836     [
4837 root 1.7 'hp',
4838     {
4839     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!',
4840     name => 'destination X',
4841     type => 'int'
4842     }
4843     ],
4844     [
4845     'sp',
4846     {
4847     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!',
4848     name => 'destination Y',
4849     type => 'int'
4850     }
4851     ],
4852     [
4853     'wc',
4854     {
4855     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.',
4856     name => 'position state',
4857     type => 'int'
4858     }
4859     ],
4860     [
4861 root 1.14 'move_on',
4862 root 1.7 {
4863 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
4864     name => 'movement type',
4865 elmex 1.26 type => 'movement_type'
4866 root 1.7 }
4867     ]
4868     ],
4869 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.',
4870     ignore => [
4871     $IGNORE_LIST{non_pickable}
4872     ],
4873 root 1.5 name => 'Pit',
4874 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.'
4875     },
4876     'Poison Food' => {
4877 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.',
4878     name => 'Poison Food'
4879 root 1.3 },
4880     Potion => {
4881 root 1.7 attr => [
4882     [
4883     'level',
4884     {
4885     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.',
4886     name => 'potion level',
4887     type => 'int'
4888     }
4889     ],
4890     [
4891     'sp',
4892     {
4893     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".',
4894     name => 'spell',
4895     type => 'spell'
4896     }
4897     ],
4898     [
4899     'attacktype',
4900     {
4901     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.',
4902     name => 'special effect',
4903     type => 'list',
4904     value => $LIST{potion_effect}
4905     }
4906     ],
4907     [
4908     'cursed',
4909     {
4910     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 >:)',
4911     name => 'cursed',
4912     type => 'bool'
4913     }
4914     ],
4915     [
4916     'startequip',
4917     {
4918     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4919     name => 'godgiven item',
4920     type => 'bool'
4921     }
4922     ]
4923     ],
4924 root 1.3 desc => 'The player can drink these and gain various kinds of benefits (/penalties) by doing so.',
4925 root 1.5 name => 'Potion',
4926 root 1.4 section => [
4927     [
4928     'stats',
4929 root 1.7 [
4930     [
4931     'Str',
4932     {
4933     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.',
4934     name => 'strength',
4935     type => 'int'
4936     }
4937     ],
4938     [
4939     'Dex',
4940     {
4941 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.',
4942 root 1.7 name => 'dexterity',
4943     type => 'int'
4944     }
4945     ],
4946     [
4947     'Con',
4948     {
4949 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.',
4950 root 1.7 name => 'constitution',
4951     type => 'int'
4952     }
4953     ],
4954     [
4955     'Int',
4956     {
4957 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.',
4958 root 1.7 name => 'intelligence',
4959     type => 'int'
4960     }
4961     ],
4962     [
4963     'Pow',
4964     {
4965 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.',
4966 root 1.7 name => 'power',
4967     type => 'int'
4968     }
4969     ],
4970     [
4971     'Wis',
4972     {
4973 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.',
4974 root 1.7 name => 'wisdom',
4975     type => 'int'
4976     }
4977     ],
4978     [
4979     'Cha',
4980     {
4981 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.',
4982 root 1.7 name => 'charisma',
4983     type => 'int'
4984     }
4985     ]
4986     ]
4987     ],
4988     [
4989     'resistance',
4990     [
4991     [
4992     'resist_physical',
4993     {
4994     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!',
4995     name => 'resist physical %',
4996     type => 'int'
4997     }
4998     ],
4999     [
5000     'resist_magic',
5001     {
5002 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!',
5003 root 1.7 name => 'resist magic %',
5004     type => 'int'
5005     }
5006     ],
5007     [
5008     'resist_fire',
5009     {
5010 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!',
5011 root 1.7 name => 'resist fire %',
5012     type => 'int'
5013     }
5014     ],
5015     [
5016     'resist_electricity',
5017     {
5018 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!',
5019 root 1.7 name => 'resist electricity %',
5020     type => 'int'
5021     }
5022     ],
5023     [
5024     'resist_cold',
5025     {
5026 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!',
5027 root 1.7 name => 'resist cold %',
5028     type => 'int'
5029     }
5030     ],
5031     [
5032     'resist_acid',
5033     {
5034 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!',
5035 root 1.7 name => 'resist acid %',
5036     type => 'int'
5037     }
5038     ],
5039     [
5040     'resist_confusion',
5041     {
5042 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!',
5043 root 1.7 name => 'resist confusion %',
5044     type => 'int'
5045     }
5046     ],
5047     [
5048     'resist_weaponmagic',
5049     {
5050 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!',
5051 root 1.7 name => 'resist weaponmagic %',
5052     type => 'int'
5053     }
5054     ],
5055     [
5056 elmex 1.33 'resist_ghosthit',
5057 root 1.7 {
5058 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!',
5059     name => 'resist ghosthit %',
5060 root 1.7 type => 'int'
5061     }
5062     ],
5063     [
5064 elmex 1.33 'resist_slow',
5065 root 1.7 {
5066 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!',
5067     name => 'resist slow %',
5068 root 1.7 type => 'int'
5069     }
5070     ],
5071     [
5072 elmex 1.33 'resist_fear',
5073 root 1.7 {
5074 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!',
5075     name => 'resist fear %',
5076 root 1.7 type => 'int'
5077     }
5078     ],
5079     [
5080 elmex 1.33 'resist_death',
5081 root 1.7 {
5082 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!',
5083     name => 'resist death-attack %',
5084     type => 'int'
5085     }
5086     ],
5087     [
5088     'resist_chaos',
5089     {
5090     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!',
5091     name => 'resist chaos %',
5092     type => 'int'
5093     }
5094     ],
5095     [
5096     'resist_blind',
5097     {
5098     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!',
5099     name => 'resist blinding %',
5100     type => 'int'
5101     }
5102     ],
5103     [
5104     'resist_holyword',
5105     {
5106     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!',
5107     name => 'resist holy power %',
5108     type => 'int'
5109     }
5110     ],
5111     [
5112     'resist_godpower',
5113     {
5114     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!',
5115     name => 'resist godpower %',
5116     type => 'int'
5117     }
5118     ],
5119     [
5120     'resist_paralyze',
5121     {
5122     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!',
5123     name => 'resist paralyze %',
5124     type => 'int'
5125     }
5126     ],
5127     [
5128     'resist_drain',
5129     {
5130     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!',
5131     name => 'resist draining %',
5132     type => 'int'
5133     }
5134     ],
5135     [
5136     'resist_deplete',
5137     {
5138     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!',
5139     name => 'resist depletion %',
5140     type => 'int'
5141     }
5142     ],
5143     [
5144     'resist_poison',
5145     {
5146     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!',
5147     name => 'resist poison %',
5148 root 1.7 type => 'int'
5149     }
5150     ]
5151     ]
5152     ]
5153     ],
5154     use => 'One potion should never give multiple benefits at once.'
5155     },
5156     'Power Crystal' => {
5157     attr => [
5158     [
5159     'sp',
5160 root 1.4 {
5161 root 1.7 desc => '<initial mana> is the amount of spellpoints that the crystal holds when the map is loaded.',
5162     name => 'initial mana',
5163     type => 'int'
5164 root 1.4 }
5165     ],
5166     [
5167 root 1.7 'maxsp',
5168 root 1.4 {
5169 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.',
5170     name => 'mana capacity',
5171     type => 'int'
5172 root 1.4 }
5173     ]
5174     ],
5175 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.',
5176     name => 'Power Crystal'
5177 root 1.1 },
5178 root 1.3 Projectile => {
5179 root 1.7 attr => [
5180     [
5181     'attacktype',
5182     {
5183     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.',
5184     name => 'attacktype',
5185     type => 'bitmask',
5186     value => $BITMASK{attacktype}
5187     }
5188     ],
5189     [
5190     'race',
5191     {
5192     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>.',
5193     name => 'ammunition class',
5194     type => 'string'
5195     }
5196     ],
5197     [
5198     'slaying',
5199     {
5200     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.',
5201     name => 'slaying race',
5202     type => 'string'
5203     }
5204     ],
5205     [
5206     'dam',
5207     {
5208     desc => 'The projectile <damage> significantly affects the damage done. Damage can be further increased by the shooting weapon\'s attributes.',
5209     name => 'damage',
5210     type => 'int'
5211     }
5212     ],
5213     [
5214     'wc',
5215     {
5216     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.',
5217     name => 'weaponclass',
5218     type => 'int'
5219     }
5220     ],
5221     [
5222     'food',
5223     {
5224     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).',
5225     name => 'chance to break',
5226     type => 'int'
5227     }
5228     ],
5229     [
5230     'magic',
5231     {
5232     desc => 'Magic bonus increases chance to hit and damage a little bit.',
5233     name => 'magic bonus',
5234     type => 'int'
5235     }
5236     ],
5237     [
5238     'unique',
5239     {
5240     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5241     name => 'unique item',
5242     type => 'bool'
5243     }
5244     ],
5245     [
5246     'startequip',
5247     {
5248     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5249     name => 'godgiven item',
5250     type => 'bool'
5251     }
5252     ],
5253     [
5254     'no_drop',
5255     {
5256     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.',
5257     name => 'don\'t drop',
5258     type => 'bool'
5259     }
5260     ],
5261     [
5262     'msg',
5263     {
5264     desc => 'This text may describe the projectile. This could be nice for very special ones.',
5265     end => 'endmsg',
5266     name => 'description',
5267     type => 'text'
5268     }
5269     ]
5270     ],
5271     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.',
5272     name => 'Projectile',
5273     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.'
5274     },
5275     Ring => {
5276     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.',
5277     import => [
5278 root 1.29 'Amulet'
5279 root 1.7 ],
5280     name => 'Ring',
5281     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.'
5282     },
5283     Rod => {
5284     attr => [
5285     [
5286     'sp',
5287     {
5288     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!',
5289     name => 'spell',
5290     type => 'spell'
5291     }
5292     ],
5293     [
5294     'level',
5295     {
5296     desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should be set to something reasonable.',
5297     name => 'casting level',
5298     type => 'int'
5299     }
5300     ],
5301     [
5302     'hp',
5303     {
5304     desc => 'This value represents the initial amount of spellpoints in the rod. Naturally, this is quite unimportant.',
5305     name => 'initial spellpoints',
5306     type => 'int'
5307     }
5308     ],
5309     [
5310     'maxhp',
5311     {
5312     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.',
5313     name => 'max. spellpoints',
5314     type => 'int'
5315     }
5316     ],
5317     [
5318     'startequip',
5319     {
5320     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5321     name => 'godgiven item',
5322     type => 'bool'
5323     }
5324     ],
5325     [
5326     'msg',
5327     {
5328     desc => 'This text may contain a description of the rod.',
5329     end => 'endmsg',
5330     name => 'description',
5331     type => 'text'
5332     }
5333     ]
5334     ],
5335     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.',
5336     ignore => [
5337     'title'
5338     ],
5339     name => 'Rod',
5340     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>'
5341     },
5342     Rune => {
5343     attr => [
5344     [
5345     'no_pick',
5346     {
5347     type => 'fixed',
5348     value => 1
5349     }
5350     ],
5351     [
5352 root 1.14 'move_on',
5353 root 1.7 {
5354 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5355     name => 'movement type',
5356 elmex 1.26 type => 'movement_type'
5357 root 1.7 }
5358     ],
5359     [
5360     'level',
5361     {
5362     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.',
5363     name => 'rune level',
5364     type => 'int'
5365     }
5366     ],
5367     [
5368     'Cha',
5369     {
5370     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.',
5371     name => 'visibility',
5372     type => 'int'
5373     }
5374     ],
5375     [
5376     'hp',
5377     {
5378     desc => 'The rune will detonate <number of charges> times before disappearing.',
5379     name => 'number of charges',
5380     type => 'int'
5381     }
5382     ],
5383     [
5384     'dam',
5385     {
5386     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.',
5387     name => 'direct damage',
5388     type => 'int'
5389     }
5390     ],
5391     [
5392     'attacktype',
5393     {
5394     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.',
5395     name => 'attacktype',
5396     type => 'bitmask',
5397     value => $BITMASK{attacktype}
5398     }
5399     ],
5400     [
5401     'msg',
5402     {
5403     desc => 'When the rune detonates, this text is displayed to the victim. For especially powerful runes, create an appropriate thrilling description. ;)',
5404     end => 'endmsg',
5405     name => 'detonation text',
5406     type => 'text'
5407     }
5408     ]
5409 root 1.3 ],
5410     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.',
5411     ignore => [
5412     'no_pick',
5413     'title',
5414     'name_pl',
5415     'weight',
5416     'value',
5417     'material',
5418     'unpaid'
5419     ],
5420 root 1.5 name => 'Rune',
5421 root 1.4 section => [
5422     [
5423     'spellcraft',
5424 root 1.7 [
5425     [
5426     'sp',
5427     {
5428     desc => 'The selected <spell> defines the spell in the rune, if any. (Many runes do direct damage).',
5429     name => 'spell',
5430     type => 'spell'
5431     }
5432     ],
5433     [
5434     'slaying',
5435     {
5436     desc => 'Name of the spell in the rune, if any. <spell name> is optional, but if present, overrides the <spell> setting.',
5437     name => 'spell name',
5438     type => 'string'
5439     }
5440     ],
5441     [
5442     'other_arch',
5443     {
5444     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.',
5445     name => 'spell arch',
5446     type => 'string'
5447     }
5448     ],
5449     [
5450     'maxsp',
5451     {
5452     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.',
5453     name => 'direction',
5454     type => 'list',
5455     value => $LIST{direction}
5456     }
5457     ],
5458     [
5459     'race',
5460     {
5461     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.',
5462     name => 'summon monster',
5463     type => 'string'
5464     }
5465     ],
5466     [
5467     'maxhp',
5468     {
5469     desc => 'This should only be set to a summoning rune. It will then summon that many creatures of the kind <summon monster>.',
5470     name => 'summon amount',
5471     type => 'int'
5472     }
5473     ]
5474     ]
5475 root 1.4 ]
5476     ],
5477 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.'
5478     },
5479 root 1.37 'Safe ground' => {
5480 elmex 1.23 attr => [
5481     [
5482 root 1.35 'move_block',
5483     {
5484     desc => 'Objects using these movement types cannot move over this space.',
5485     name => 'blocked movement',
5486     type => 'movement_type'
5487     }
5488     ],
5489     [
5490     'move_allow',
5491     {
5492     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
5493     name => 'allowed movement',
5494     type => 'movement_type'
5495     }
5496     ],
5497     [
5498     'move_slow',
5499     {
5500     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
5501     name => 'slowed movement',
5502     type => 'movement_type'
5503     }
5504     ],
5505     [
5506     'move_slow_penalty',
5507     {
5508     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)',
5509     name => 'slow movement penalty',
5510     type => 'int'
5511     }
5512     ],
5513     [
5514 elmex 1.23 'no_pick',
5515     {
5516     type => 'fixed',
5517     value => 1
5518     }
5519     ]
5520     ],
5521 root 1.37 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.',
5522 elmex 1.23 ignore => [
5523     $IGNORE_LIST{non_pickable}
5524     ],
5525 root 1.37 name => 'Safe ground',
5526 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.'
5527 elmex 1.23 },
5528 root 1.3 Savebed => {
5529 root 1.7 attr => [
5530     [
5531     'no_pick',
5532     {
5533     type => 'fixed',
5534     value => 1
5535     }
5536     ],
5537     [
5538     'no_magic',
5539     {
5540     type => 'fixed',
5541     value => 1
5542     }
5543     ],
5544     [
5545     'damned',
5546     {
5547     type => 'fixed',
5548     value => 1
5549     }
5550     ]
5551     ],
5552 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.',
5553     ignore => [
5554     $IGNORE_LIST{non_pickable}
5555     ],
5556 root 1.5 name => 'Savebed',
5557 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>'
5558 root 1.3 },
5559     Scroll => {
5560 root 1.7 attr => [
5561     [
5562     'level',
5563     {
5564     desc => 'The spell of the scroll will be casted at this level. This value should always be set, at least to 1.',
5565     name => 'casting level',
5566     type => 'int'
5567     }
5568     ],
5569     [
5570     'sp',
5571     {
5572     desc => 'When a player/monster applies this scroll, the selected <spell> will be casted (once). This should work for any given spell.',
5573     name => 'spell',
5574     type => 'spell'
5575     }
5576     ],
5577     [
5578     'startequip',
5579     {
5580     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5581     name => 'godgiven item',
5582     type => 'bool'
5583     }
5584     ]
5585     ],
5586 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.',
5587     ignore => [
5588     'title'
5589     ],
5590 root 1.5 name => 'Scroll',
5591 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.'
5592     },
5593     Shield => {
5594 root 1.7 attr => [
5595     [
5596     'magic',
5597     {
5598     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.',
5599     name => 'magic bonus',
5600     type => 'int'
5601     }
5602     ]
5603     ],
5604 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.',
5605     import => [
5606 root 1.29 'Amulet'
5607 root 1.3 ],
5608 root 1.5 name => 'Shield',
5609 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.'
5610     },
5611     'Shooting Weapon' => {
5612 root 1.7 attr => [
5613     [
5614     'race',
5615     {
5616     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.',
5617     name => 'ammunition class',
5618     type => 'string'
5619     }
5620     ],
5621     [
5622     'sp',
5623     {
5624     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).',
5625     name => 'shooting speed',
5626     type => 'int'
5627     }
5628     ],
5629     [
5630     'dam',
5631     {
5632     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.',
5633     name => 'base damage',
5634     type => 'int'
5635     }
5636     ],
5637     [
5638     'wc',
5639     {
5640     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.',
5641     name => 'weaponclass',
5642     type => 'int'
5643     }
5644     ],
5645     [
5646     'item_power',
5647     {
5648 root 1.37 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 Deliantra server will calculate a provisional value at runtime, but this is never going to be an accurate measurement of <item power>.',
5649 root 1.7 name => 'item power',
5650     type => 'int'
5651     }
5652     ],
5653     [
5654     'no_strength',
5655     {
5656     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.',
5657     name => 'ignore strength',
5658     type => 'bool'
5659     }
5660     ],
5661     [
5662     'damned',
5663     {
5664     desc => 'A damned shooting weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
5665     name => 'damnation',
5666     type => 'bool'
5667     }
5668     ],
5669     [
5670     'cursed',
5671     {
5672     desc => 'A cursed shooting weapon cannot be unwielded unless the curse is removed.',
5673     name => 'curse',
5674     type => 'bool'
5675     }
5676     ],
5677     [
5678     'unique',
5679     {
5680     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5681     name => 'unique item',
5682     type => 'bool'
5683     }
5684     ],
5685     [
5686     'startequip',
5687     {
5688     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5689     name => 'godgiven item',
5690     type => 'bool'
5691     }
5692     ],
5693     [
5694     'msg',
5695     {
5696     desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
5697     end => 'endmsg',
5698     name => 'description',
5699     type => 'text'
5700     }
5701     ]
5702     ],
5703 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.',
5704 root 1.5 name => 'Shooting Weapon',
5705 root 1.4 section => [
5706     [
5707     'stats',
5708 root 1.7 [
5709     [
5710     'Str',
5711     {
5712     desc => 'The player\'s strentgh will rise/fall by the given value while wearing this shooting weapon.',
5713     name => 'strength',
5714     type => 'int'
5715     }
5716     ],
5717     [
5718     'Dex',
5719     {
5720     desc => 'The player\'s dexterity will rise/fall by the given value while wearing this shooting weapon.',
5721     name => 'dexterity',
5722     type => 'int'
5723     }
5724     ],
5725     [
5726     'Con',
5727     {
5728     desc => 'The player\'s constitution will rise/fall by the given value while wearing this shooting weapon.',
5729     name => 'constitution',
5730     type => 'int'
5731     }
5732     ],
5733     [
5734     'Int',
5735     {
5736     desc => 'The player\'s intelligence will rise/fall by the given value while wearing this shooting weapon.',
5737     name => 'intelligence',
5738     type => 'int'
5739     }
5740     ],
5741     [
5742     'Pow',
5743     {
5744     desc => 'The player\'s power will rise/fall by the given value while wearing this shooting weapon.',
5745     name => 'power',
5746     type => 'int'
5747     }
5748     ],
5749     [
5750     'Wis',
5751     {
5752     desc => 'The player\'s wisdom will rise/fall by the given value while wearing this shooting weapon.',
5753     name => 'wisdom',
5754     type => 'int'
5755     }
5756     ],
5757     [
5758     'Cha',
5759     {
5760     desc => 'The player\'s charisma will rise/fall by the given value while wearing this shooting weapon.',
5761     name => 'charisma',
5762     type => 'int'
5763     }
5764     ]
5765     ]
5766     ],
5767     [
5768     'bonus',
5769     [
5770     [
5771     'luck',
5772     {
5773     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.',
5774     name => 'luck bonus',
5775     type => 'int'
5776     }
5777     ],
5778     [
5779     'magic',
5780     {
5781     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.',
5782     name => 'magic bonus',
5783     type => 'int'
5784     }
5785     ]
5786     ]
5787     ]
5788     ],
5789 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.'
5790 root 1.7 },
5791     'Shop Floor' => {
5792     attr => [
5793     [
5794     'is_floor',
5795     {
5796     type => 'fixed',
5797     value => 1
5798     }
5799     ],
5800     [
5801     'no_pick',
5802     {
5803     type => 'fixed',
5804     value => 1
5805     }
5806     ],
5807     [
5808     'no_magic',
5809     {
5810     type => 'fixed',
5811     value => 1
5812     }
5813     ],
5814     [
5815     'auto_apply',
5816 root 1.4 {
5817 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.',
5818     name => 'generate goods',
5819     type => 'bool'
5820 root 1.4 }
5821     ],
5822     [
5823 root 1.7 'randomitems',
5824     {
5825     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.',
5826     name => 'treasurelist',
5827     type => 'treasurelist'
5828     }
5829     ],
5830     [
5831     'exp',
5832     {
5833     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.',
5834     name => 'quality level',
5835     type => 'int'
5836     }
5837     ],
5838     [
5839     'damned',
5840 root 1.4 {
5841 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.)',
5842     name => 'no prayers',
5843     type => 'bool'
5844 root 1.4 }
5845     ]
5846     ],
5847 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).',
5848     ignore => [
5849     $IGNORE_LIST{non_pickable}
5850     ],
5851 root 1.5 name => 'Shop Floor',
5852 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.'
5853     },
5854 elmex 1.27 'Shop Inventory' => {
5855     attr => [
5856     [
5857     'shop_coords',
5858     {
5859     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.',
5860     name => 'shop rectangle',
5861     type => 'string'
5862     }
5863     ]
5864     ],
5865     desc => 'The purpose of a sign is to display the contents of a shop.',
5866     ignore => [
5867     $IGNORE_LIST{non_pickable}
5868     ],
5869     name => 'Shop Inventory',
5870     use => 'Use these signs to present the player a list of the items in the shop'
5871     },
5872 root 1.3 'Shop Mat' => {
5873 root 1.7 attr => [
5874     [
5875     'no_pick',
5876     {
5877     type => 'fixed',
5878     value => 1
5879     }
5880     ],
5881     [
5882 root 1.14 'move_on',
5883 root 1.7 {
5884 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5885     name => 'movement type',
5886 elmex 1.26 type => 'movement_type'
5887 root 1.7 }
5888     ]
5889     ],
5890 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).',
5891     ignore => [
5892     $IGNORE_LIST{non_pickable}
5893     ],
5894 root 1.5 name => 'Shop Mat',
5895 root 1.3 use => 'As stated above, always place TWO shop mats into your shop. Not more and not less than that.'
5896     },
5897     'Sign & MagicMouth' => {
5898 root 1.7 attr => [
5899     [
5900     'connected',
5901     {
5902     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.',
5903     name => 'connection',
5904     type => 'int'
5905     }
5906     ],
5907     [
5908 elmex 1.21 'activate_on_push',
5909     {
5910     desc => 'Whether the teleporter should only be activated on push.',
5911     name => 'Activate on push',
5912     type => 'bool'
5913     }
5914     ],
5915     [
5916     'activate_on_release',
5917     {
5918     desc => 'Whether the teleporter should only be activated on release.',
5919     name => 'Activate on release',
5920     type => 'bool'
5921     }
5922     ],
5923     [
5924 root 1.14 'move_on',
5925 root 1.7 {
5926 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5927     name => 'movement type',
5928 elmex 1.26 type => 'movement_type'
5929 root 1.7 }
5930     ],
5931     [
5932     'food',
5933     {
5934     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).',
5935     name => 'counter',
5936     type => 'int'
5937     }
5938     ],
5939     [
5940     'msg',
5941     {
5942     desc => 'This text will be displayed to the player.',
5943     end => 'endmsg',
5944     name => 'message',
5945     type => 'text'
5946     }
5947     ]
5948     ],
5949     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).',
5950     ignore => [
5951     $IGNORE_LIST{non_pickable}
5952     ],
5953     name => 'Sign & MagicMouth',
5954     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.'
5955     },
5956     Skill => {
5957     attr => [
5958     [
5959     'invisible',
5960     {
5961     type => 'fixed',
5962     value => 1
5963     }
5964     ],
5965     [
5966     'no_drop',
5967     {
5968     type => 'fixed',
5969     value => 1
5970     }
5971     ],
5972     [
5973     'skill',
5974     {
5975     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.',
5976     name => 'skill name',
5977     type => 'string'
5978     }
5979     ],
5980     [
5981     'expmul',
5982     {
5983     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.',
5984     name => 'exp multiplier',
5985     type => 'float'
5986     }
5987     ],
5988     [
5989     'subtype',
5990     {
5991 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.',
5992 root 1.7 name => 'skill type',
5993     type => 'list',
5994     value => $LIST{skill_type}
5995     }
5996     ],
5997     [
5998     'level',
5999     {
6000     name => 'level',
6001     type => 'int'
6002     }
6003     ],
6004     [
6005     'exp',
6006     {
6007     name => 'experience',
6008     type => 'int'
6009     }
6010     ],
6011     [
6012     'can_use_skill',
6013     {
6014     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.',
6015     name => 'is native skill',
6016     type => 'bool'
6017     }
6018     ]
6019 root 1.3 ],
6020     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.',
6021     ignore => [
6022     $IGNORE_LIST{system_object}
6023     ],
6024 root 1.5 name => 'Skill',
6025 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>'
6026     },
6027     'Skill Scroll' => {
6028 root 1.7 attr => [
6029     [
6030     'race',
6031     {
6032     type => 'fixed',
6033     value => 'scrolls'
6034     }
6035     ],
6036     [
6037     'skill',
6038     {
6039     desc => 'The <skill name> matches the skill object that can be learned from this scroll.',
6040     name => 'skill name',
6041     type => 'string'
6042     }
6043     ]
6044     ],
6045 root 1.3 desc => 'By reading a skill scroll, a player has a chance to learn the contained skill.',
6046 root 1.5 name => 'Skill Scroll',
6047 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.'
6048     },
6049 elmex 1.33 'Skill Tool' => {
6050     attr => [
6051     [
6052     'skill',
6053     {
6054     desc => 'This field describes which skill the player will be able to use wearing this item.',
6055     name => 'skill name',
6056     type => 'string'
6057     }
6058     ]
6059     ],
6060     desc => 'Wearing a skill tool will give the player the ability to use a skill.',
6061     name => 'Skill Tool',
6062     section => [
6063     [
6064     'stats',
6065     [
6066     [
6067     'Str',
6068     {
6069     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.',
6070     name => 'strength',
6071     type => 'int'
6072     }
6073     ],
6074     [
6075     'Dex',
6076     {
6077     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.',
6078     name => 'dexterity',
6079     type => 'int'
6080     }
6081     ],
6082     [
6083     'Con',
6084     {
6085     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.',
6086     name => 'constitution',
6087     type => 'int'
6088     }
6089     ],
6090     [
6091     'Int',
6092     {
6093     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.',
6094     name => 'intelligence',
6095     type => 'int'
6096     }
6097     ],
6098     [
6099     'Pow',
6100     {
6101     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.',
6102     name => 'power',
6103     type => 'int'
6104     }
6105     ],
6106     [
6107     'Wis',
6108     {
6109     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.',
6110     name => 'wisdom',
6111     type => 'int'
6112     }
6113     ],
6114     [
6115     'Cha',
6116     {
6117     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.',
6118     name => 'charisma',
6119     type => 'int'
6120     }
6121     ]
6122     ]
6123     ],
6124     [
6125     'resistance',
6126     [
6127     [
6128     'resist_physical',
6129     {
6130     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!',
6131     name => 'resist physical %',
6132     type => 'int'
6133     }
6134     ],
6135     [
6136     'resist_magic',
6137     {
6138     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!',
6139     name => 'resist magic %',
6140     type => 'int'
6141     }
6142     ],
6143     [
6144     'resist_fire',
6145     {
6146     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!',
6147     name => 'resist fire %',
6148     type => 'int'
6149     }
6150     ],
6151     [
6152     'resist_electricity',
6153     {
6154     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!',
6155     name => 'resist electricity %',
6156     type => 'int'
6157     }
6158     ],
6159     [
6160     'resist_cold',
6161     {
6162     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!',
6163     name => 'resist cold %',
6164     type => 'int'
6165     }
6166     ],
6167     [
6168     'resist_acid',
6169     {
6170     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!',
6171     name => 'resist acid %',
6172     type => 'int'
6173     }
6174     ],
6175     [
6176     'resist_confusion',
6177     {
6178     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!',
6179     name => 'resist confusion %',
6180     type => 'int'
6181     }
6182     ],
6183     [
6184     'resist_weaponmagic',
6185     {
6186     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!',
6187     name => 'resist weaponmagic %',
6188     type => 'int'
6189     }
6190     ],
6191     [
6192     'resist_ghosthit',
6193     {
6194     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!',
6195     name => 'resist ghosthit %',
6196     type => 'int'
6197     }
6198     ],
6199     [
6200     'resist_slow',
6201     {
6202     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!',
6203     name => 'resist slow %',
6204     type => 'int'
6205     }
6206     ],
6207     [
6208     'resist_fear',
6209     {
6210     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!',
6211     name => 'resist fear %',
6212     type => 'int'
6213     }
6214     ],
6215     [
6216     'resist_death',
6217     {
6218     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!',
6219     name => 'resist death-attack %',
6220     type => 'int'
6221     }
6222     ],
6223     [
6224     'resist_chaos',
6225     {
6226     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!',
6227     name => 'resist chaos %',
6228     type => 'int'
6229     }
6230     ],
6231     [
6232     'resist_blind',
6233     {
6234     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!',
6235     name => 'resist blinding %',
6236     type => 'int'
6237     }
6238     ],
6239     [
6240     'resist_holyword',
6241     {
6242     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!',
6243     name => 'resist holy power %',
6244     type => 'int'
6245     }
6246     ],
6247     [
6248     'resist_godpower',
6249     {
6250     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!',
6251     name => 'resist godpower %',
6252     type => 'int'
6253     }
6254     ],
6255     [
6256     'resist_paralyze',
6257     {
6258     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!',
6259     name => 'resist paralyze %',
6260     type => 'int'
6261     }
6262     ],
6263     [
6264     'resist_drain',
6265     {
6266     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!',
6267     name => 'resist draining %',
6268     type => 'int'
6269     }
6270     ],
6271     [
6272     'resist_deplete',
6273     {
6274     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!',
6275     name => 'resist depletion %',
6276     type => 'int'
6277     }
6278     ],
6279     [
6280     'resist_poison',
6281     {
6282     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!',
6283     name => 'resist poison %',
6284     type => 'int'
6285     }
6286     ]
6287     ]
6288     ]
6289     ],
6290     use => 'Feel free to assign resistancies and stats to a skill tools or change the skill that is given.'
6291     },
6292 root 1.3 'Special Key' => {
6293 root 1.7 attr => [
6294     [
6295     'slaying',
6296     {
6297     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.',
6298     name => 'key string',
6299     type => 'string'
6300     }
6301     ],
6302     [
6303     'material',
6304     {
6305     desc => 'For Special Keys, material should always be unset or set to Adamantite. This prevents the key from getting burned or otherwise destroyed.',
6306     name => 'material',
6307     type => 'bitmask',
6308     value => $BITMASK{material}
6309     }
6310     ],
6311     [
6312     'unique',
6313     {
6314     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.',
6315     name => 'unique item',
6316     type => 'bool'
6317     }
6318     ],
6319     [
6320     'startequip',
6321     {
6322     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6323     name => 'godgiven item',
6324     type => 'bool'
6325     }
6326     ],
6327     [
6328     'msg',
6329     {
6330     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.',
6331     end => 'endmsg',
6332     name => 'description',
6333     type => 'text'
6334     }
6335     ]
6336     ],
6337 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.',
6338     ignore => [
6339     'material'
6340     ],
6341 root 1.5 name => 'Special Key',
6342 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".'
6343     },
6344     Spell => {
6345 root 1.7 attr => [
6346     [
6347     'no_drop',
6348     {
6349     type => 'fixed',
6350     value => 1
6351     }
6352     ],
6353     [
6354     'invisible',
6355     {
6356     type => 'fixed',
6357     value => 1
6358     }
6359     ],
6360     [
6361     'skill',
6362     {
6363     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.',
6364     name => 'skill name',
6365     type => 'string'
6366     }
6367     ],
6368     [
6369     'subtype',
6370     {
6371     desc => 'The <spell type> defines the basic type of spell. Some of these types are of a more generic nature than others.',
6372     name => 'spell type',
6373     type => 'list',
6374     value => $LIST{spell_type}
6375     }
6376     ],
6377     [
6378     'level',
6379     {
6380     name => 'spell level',
6381     type => 'int'
6382     }
6383     ],
6384     [
6385     'casting_time',
6386     {
6387     name => 'casting time',
6388     type => 'int'
6389     }
6390     ],
6391     [
6392     'duration',
6393     {
6394     name => 'duration',
6395     type => 'int'
6396     }
6397     ],
6398     [
6399     'other_arch',
6400     {
6401     name => 'create object',
6402     type => 'string'
6403     }
6404     ],
6405     [
6406     'sp',
6407     {
6408     name => 'cost spellpoints',
6409     type => 'int'
6410     }
6411     ],
6412     [
6413     'grace',
6414     {
6415     name => 'cost grace',
6416     type => 'int'
6417     }
6418     ],
6419     [
6420     'maxsp',
6421     {
6422     name => 'double cost per level',
6423     type => 'int'
6424     }
6425     ]
6426     ],
6427 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.',
6428     ignore => [
6429     $IGNORE_LIST{system_object}
6430     ],
6431 root 1.5 name => 'Spell',
6432 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.'
6433     },
6434     Spellbook => {
6435 root 1.7 attr => [
6436     [
6437     'skill',
6438     {
6439     type => 'fixed',
6440     value => 'literacy'
6441     }
6442     ],
6443     [
6444     'randomitems',
6445     {
6446     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.',
6447     name => 'treasurelist',
6448     type => 'treasurelist'
6449     }
6450     ],
6451     [
6452     'startequip',
6453     {
6454     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6455     name => 'godgiven item',
6456     type => 'bool'
6457     }
6458     ],
6459     [
6460     'msg',
6461     {
6462     desc => 'This text may contain a nice description of the spellbook\'s cover or something.',
6463     end => 'endmsg',
6464     name => 'description',
6465     type => 'text'
6466     }
6467     ]
6468     ],
6469 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.',
6470 root 1.5 name => 'Spellbook',
6471 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.'
6472     },
6473     Spinner => {
6474 root 1.7 attr => [
6475     [
6476     'sp',
6477     {
6478     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.',
6479     name => 'direction number',
6480     type => 'int'
6481     }
6482     ],
6483     [
6484 root 1.14 'move_on',
6485 root 1.7 {
6486 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6487     name => 'movement type',
6488 elmex 1.26 type => 'movement_type'
6489 root 1.7 }
6490     ]
6491     ],
6492 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.',
6493     ignore => [
6494     $IGNORE_LIST{non_pickable}
6495     ],
6496 root 1.5 name => 'Spinner',
6497 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.'
6498     },
6499     Swamp => {
6500 root 1.7 attr => [
6501     [
6502     'is_floor',
6503     {
6504     type => 'fixed',
6505     value => 1
6506     }
6507     ],
6508     [
6509     'is_wooded',
6510     {
6511     type => 'fixed',
6512     value => 1
6513     }
6514     ],
6515     [
6516     'speed',
6517     {
6518     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.',
6519     name => 'drowning speed',
6520     type => 'float'
6521     }
6522     ],
6523     [
6524 root 1.17 'speed_left',
6525     {
6526     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.',
6527     name => 'speed left',
6528     type => 'float'
6529     }
6530     ],
6531     [
6532 root 1.14 'move_on',
6533     {
6534     desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6535     name => 'movement type',
6536 elmex 1.26 type => 'movement_type'
6537 root 1.14 }
6538     ],
6539     [
6540     'move_block',
6541 root 1.7 {
6542 root 1.14 desc => 'Objects using these movement types cannot move over this space.',
6543     name => 'blocked movement',
6544 elmex 1.26 type => 'movement_type'
6545 root 1.14 }
6546     ],
6547     [
6548     'move_allow',
6549     {
6550     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6551     name => 'allowed movement',
6552 elmex 1.26 type => 'movement_type'
6553 root 1.14 }
6554     ],
6555     [
6556     'move_slow',
6557     {
6558     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6559     name => 'slowed movement',
6560 elmex 1.26 type => 'movement_type'
6561 root 1.14 }
6562     ],
6563     [
6564     'move_slow_penalty',
6565     {
6566     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)',
6567     name => 'slow movement penalty',
6568 root 1.7 type => 'int'
6569     }
6570     ],
6571     [
6572     'no_magic',
6573     {
6574     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
6575     name => 'no spells',
6576     type => 'bool'
6577     }
6578     ],
6579     [
6580     'damned',
6581     {
6582     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
6583     name => 'no prayers',
6584     type => 'bool'
6585     }
6586     ]
6587     ],
6588 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.',
6589     ignore => [
6590     $IGNORE_LIST{non_pickable}
6591 root 1.5 ],
6592     name => 'Swamp'
6593 root 1.3 },
6594     Teleporter => {
6595 root 1.7 attr => [
6596     [
6597     'slaying',
6598     {
6599     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.',
6600     name => 'exit path',
6601     type => 'string'
6602     }
6603     ],
6604     [
6605     'hp',
6606     {
6607     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.',
6608     name => 'destination X',
6609     type => 'int'
6610     }
6611     ],
6612     [
6613     'sp',
6614     {
6615     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.',
6616     name => 'destination Y',
6617     type => 'int'
6618     }
6619     ],
6620     [
6621     'connected',
6622     {
6623     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.',
6624     name => 'connection',
6625     type => 'int'
6626     }
6627     ],
6628     [
6629 elmex 1.21 'activate_on_push',
6630     {
6631     desc => 'Whether the teleporter should only be activated on push.',
6632     name => 'Activate on push',
6633     type => 'bool'
6634     }
6635     ],
6636     [
6637     'activate_on_release',
6638     {
6639     desc => 'Whether the teleporter should only be activated on release.',
6640     name => 'Activate on release',
6641     type => 'bool'
6642     }
6643     ],
6644     [
6645 root 1.7 'speed',
6646     {
6647     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!',
6648     name => 'activation speed',
6649     type => 'float'
6650     }
6651 root 1.17 ],
6652     [
6653     'speed_left',
6654     {
6655     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.',
6656     name => 'speed left',
6657     type => 'float'
6658     }
6659 root 1.7 ]
6660     ],
6661 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.',
6662     ignore => [
6663     $IGNORE_LIST{non_pickable}
6664     ],
6665 root 1.5 name => 'Teleporter',
6666 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.'
6667     },
6668 root 1.8 'Timed Gate' => {
6669     attr => [
6670     [
6671     'no_pick',
6672     {
6673     type => 'fixed',
6674     value => 1
6675     }
6676     ],
6677     [
6678     'connected',
6679     {
6680     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.',
6681     name => 'connection',
6682     type => 'int'
6683     }
6684     ],
6685     [
6686 elmex 1.21 'activate_on_push',
6687     {
6688     desc => 'Whether the teleporter should only be activated on push.',
6689     name => 'Activate on push',
6690     type => 'bool'
6691     }
6692     ],
6693     [
6694     'activate_on_release',
6695     {
6696     desc => 'Whether the teleporter should only be activated on release.',
6697     name => 'Activate on release',
6698     type => 'bool'
6699     }
6700     ],
6701     [
6702 root 1.8 'wc',
6703     {
6704     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.',
6705     name => 'position state',
6706     type => 'int'
6707     }
6708     ],
6709     [
6710 root 1.14 'move_block',
6711     {
6712     desc => 'Objects using these movement types cannot move over this space.',
6713     name => 'blocked movement',
6714 elmex 1.26 type => 'movement_type'
6715 root 1.14 }
6716     ],
6717     [
6718     'move_allow',
6719     {
6720     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6721     name => 'allowed movement',
6722 elmex 1.26 type => 'movement_type'
6723 root 1.14 }
6724     ],
6725     [
6726     'move_slow',
6727 root 1.8 {
6728 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6729     name => 'slowed movement',
6730 elmex 1.26 type => 'movement_type'
6731 root 1.14 }
6732     ],
6733     [
6734     'move_slow_penalty',
6735     {
6736     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)',
6737     name => 'slow movement penalty',
6738     type => 'int'
6739 root 1.8 }
6740     ],
6741     [
6742     'no_magic',
6743     {
6744     desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
6745     name => 'restrict spells',
6746     type => 'bool'
6747     }
6748     ],
6749     [
6750     'damned',
6751     {
6752     desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
6753     name => 'restrict prayers',
6754     type => 'bool'
6755     }
6756     ],
6757     [
6758     'hp',
6759     {
6760     desc => 'Defines the duration the gate remains closed. This only takes effect if the gate is not connected.',
6761     name => 'open duration',
6762     type => 'int'
6763     }
6764     ]
6765     ],
6766 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.',
6767 root 1.8 ignore => [
6768     $IGNORE_LIST{non_pickable}
6769     ],
6770     name => 'Timed Gate',
6771     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".'
6772     },
6773 root 1.3 Trap => {
6774 root 1.7 attr => [
6775     [
6776     'no_pick',
6777     {
6778     type => 'fixed',
6779     value => 1
6780     }
6781     ],
6782     [
6783 root 1.14 'move_on',
6784 root 1.7 {
6785 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6786     name => 'movement type',
6787 elmex 1.26 type => 'movement_type'
6788 root 1.7 }
6789     ],
6790     [
6791     'level',
6792     {
6793     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.',
6794     name => 'trap level',
6795     type => 'int'
6796     }
6797     ],
6798     [
6799     'Cha',
6800     {
6801     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.',
6802     name => 'visibility',
6803     type => 'int'
6804     }
6805     ],
6806     [
6807     'hp',
6808     {
6809     desc => 'The trap will detonate <number of charges> times before disappearing.',
6810     name => 'number of charges',
6811     type => 'int'
6812     }
6813     ],
6814     [
6815     'dam',
6816     {
6817     desc => '<direct damage> specifies how much damage is done by the trap. This should be set in reasonable relation to the trap\'s level.',
6818     name => 'direct damage',
6819     type => 'int'
6820     }
6821     ],
6822     [
6823     'attacktype',
6824     {
6825     desc => 'This attribute defines what attacktype to use for direct damage when the trap detonates.',
6826     name => 'attacktype',
6827     type => 'bitmask',
6828     value => $BITMASK{attacktype}
6829     }
6830     ],
6831     [
6832     'connected',
6833     {
6834     desc => 'When the trap is detonated, all objects with the same connection value get activated.',
6835     name => 'connection',
6836     type => 'int'
6837     }
6838     ],
6839     [
6840     'msg',
6841     {
6842     desc => 'When the trap detonates, this text is displayed to the victim. For especially powerful or complex traps, create an appropriate and thrilling description. ;)',
6843     end => 'endmsg',
6844     name => 'detonation text',
6845     type => 'text'
6846     }
6847     ]
6848     ],
6849 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.',
6850     ignore => [
6851     'no_pick',
6852     'title',
6853     'name_pl',
6854     'weight',
6855     'value',
6856     'material',
6857     'unpaid'
6858     ],
6859 root 1.5 name => 'Trap',
6860 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.'
6861     },
6862     Trapdoor => {
6863 root 1.7 attr => [
6864     [
6865     'no_pick',
6866     {
6867     type => 'fixed',
6868     value => 1
6869     }
6870     ],
6871     [
6872 root 1.14 'move_on',
6873 root 1.7 {
6874 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6875     name => 'movement type',
6876 elmex 1.26 type => 'movement_type'
6877 root 1.7 }
6878     ],
6879     [
6880     'weight',
6881     {
6882     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.',
6883     name => 'hold weight',
6884     type => 'int'
6885     }
6886     ],
6887     [
6888     'hp',
6889     {
6890     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!',
6891     name => 'destination X',
6892     type => 'int'
6893     }
6894     ],
6895     [
6896     'sp',
6897     {
6898     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!',
6899     name => 'destination Y',
6900     type => 'int'
6901     }
6902     ]
6903     ],
6904 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.',
6905     ignore => [
6906     $IGNORE_LIST{non_pickable}
6907     ],
6908 root 1.5 name => 'Trapdoor',
6909 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.'
6910     },
6911     Treasure => {
6912 root 1.7 attr => [
6913     [
6914     'randomitems',
6915     {
6916     desc => 'This entry determines what kind of treasure will appear. Look into /crossfire/share/crossfire/treasures for details about existing treasurelists.',
6917     name => 'treasurelist',
6918     type => 'treasurelist'
6919     }
6920     ],
6921     [
6922     'auto_apply',
6923     {
6924     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.',
6925     name => 'auto-generate',
6926     type => 'bool'
6927     }
6928     ],
6929     [
6930     'hp',
6931     {
6932     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.',
6933     name => 'create number',
6934     type => 'int'
6935     }
6936     ],
6937     [
6938     'exp',
6939     {
6940     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).',
6941     name => 'quality level',
6942     type => 'int'
6943     }
6944     ]
6945     ],
6946 root 1.3 desc => 'A treasure-object turns into certain randomitems when the map is loaded into the game.',
6947     ignore => [
6948     'nrof',
6949     'title',
6950     'name_pl',
6951     'weight',
6952     'value',
6953     'material'
6954     ],
6955 root 1.5 name => 'Treasure',
6956 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.'
6957     },
6958     'Trigger Marker' => {
6959 root 1.7 attr => [
6960     [
6961     'no_pick',
6962     {
6963     type => 'fixed',
6964     value => 1
6965     }
6966     ],
6967     [
6968     'slaying',
6969     {
6970     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.',
6971     name => 'key string',
6972     type => 'string'
6973     }
6974     ],
6975     [
6976     'connected',
6977     {
6978     desc => 'Unlike a regular marker this is the connection that triggers this marker to activate.',
6979     name => 'connection',
6980     type => 'int'
6981     }
6982     ],
6983     [
6984     'food',
6985     {
6986     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.',
6987     name => 'mark duration',
6988     type => 'int'
6989     }
6990     ],
6991     [
6992     'name',
6993     {
6994     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.',
6995     name => 'delete mark',
6996     type => 'string'
6997     }
6998     ],
6999     [
7000     'msg',
7001     {
7002     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.',
7003     end => 'endmsg',
7004     name => 'marking message',
7005     type => 'text'
7006     }
7007     ]
7008     ],
7009 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.',
7010     ignore => [
7011     $IGNORE_LIST{system_object}
7012     ],
7013 root 1.5 name => 'Trigger Marker',
7014 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.'
7015     },
7016     Wall => {
7017 root 1.7 attr => [
7018     [
7019 root 1.14 'move_block',
7020     {
7021     desc => 'Objects using these movement types cannot move over this space.',
7022     name => 'blocked movement',
7023 elmex 1.26 type => 'movement_type'
7024 root 1.14 }
7025     ],
7026     [
7027     'move_allow',
7028     {
7029     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
7030     name => 'allowed movement',
7031 elmex 1.26 type => 'movement_type'
7032 root 1.14 }
7033     ],
7034     [
7035     'move_slow',
7036 root 1.7 {
7037 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
7038     name => 'slowed movement',
7039 elmex 1.26 type => 'movement_type'
7040 root 1.14 }
7041     ],
7042     [
7043     'move_slow_penalty',
7044     {
7045     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)',
7046     name => 'slow movement penalty',
7047     type => 'int'
7048 root 1.7 }
7049     ],
7050     [
7051     'can_roll',
7052     {
7053     desc => 'If set, the object is able to "roll", so it can be pushed around. This setting is used for boulders and barrels.',
7054     name => 'moveable',
7055     type => 'bool'
7056     }
7057     ],
7058     [
7059     'no_magic',
7060     {
7061     desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
7062     name => 'restrict spells',
7063     type => 'bool'
7064     }
7065     ],
7066     [
7067     'damned',
7068     {
7069     desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
7070     name => 'restrict prayers',
7071     type => 'bool'
7072     }
7073     ]
7074     ],
7075 root 1.3 desc => 'Walls usually block passage and sight.',
7076     ignore => [
7077     'nrof',
7078     'title',
7079     'name_pl',
7080     'value',
7081     'unpaid'
7082     ],
7083 root 1.19 name => 'Wall'
7084 root 1.3 },
7085     'Wand & Staff' => {
7086 root 1.7 attr => [
7087     [
7088     'sp',
7089     {
7090     desc => 'The <spell> specifies the contained spell.',
7091     name => 'spell',
7092     type => 'spell'
7093     }
7094     ],
7095     [
7096     'level',
7097     {
7098     desc => 'The <casting level> of the wand determines it\'s power. An average level for wands in shops is about 10.',
7099     name => 'casting level',
7100     type => 'int'
7101     }
7102     ],
7103     [
7104     'food',
7105     {
7106     desc => 'The wand can be used <number of charges> times before it is used up. It can be recharged with scrolls of charging.',
7107     name => 'number of charges',
7108     type => 'int'
7109     }
7110     ],
7111     [
7112     'startequip',
7113     {
7114     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
7115     name => 'godgiven item',
7116     type => 'bool'
7117     }
7118     ],
7119     [
7120     'msg',
7121     {
7122     desc => 'This text may contain a description of the wand.',
7123     end => 'endmsg',
7124     name => 'description',
7125     type => 'text'
7126     }
7127     ]
7128     ],
7129 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.',
7130 root 1.5 name => 'Wand & Staff',
7131 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.'
7132 root 1.3 },
7133     'Weak Wall' => {
7134 root 1.7 attr => [
7135     [
7136     'alive',
7137     {
7138     type => 'fixed',
7139     value => 1
7140     }
7141     ],
7142     [
7143     'no_pick',
7144     {
7145     type => 'fixed',
7146     value => 1
7147     }
7148     ],
7149     [
7150     'tear_down',
7151     {
7152     type => 'fixed',
7153     value => 1
7154     }
7155     ],
7156     [
7157     'race',
7158     {
7159     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.',
7160     name => 'race',
7161     type => 'string'
7162     }
7163     ],
7164     [
7165     'level',
7166     {
7167     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.',
7168     name => 'level',
7169     type => 'int'
7170     }
7171     ],
7172     [
7173     'hp',
7174     {
7175     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.',
7176     name => 'health points',
7177     type => 'int'
7178     }
7179     ],
7180     [
7181     'maxhp',
7182     {
7183     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.',
7184     name => 'max health',
7185     type => 'int'
7186     }
7187     ],
7188     [
7189     'ac',
7190     {
7191     desc => 'Weak walls of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
7192     name => 'armour class',
7193     type => 'int'
7194     }
7195     ]
7196     ],
7197 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.',
7198     ignore => [
7199     $IGNORE_LIST{non_pickable}
7200     ],
7201 root 1.5 name => 'Weak Wall',
7202 root 1.4 section => [
7203     [
7204     'resistance',
7205 root 1.7 [
7206     [
7207     'resist_physical',
7208     {
7209     name => 'resist physical %',
7210     type => 'int'
7211     }
7212     ],
7213     [
7214     'resist_magic',
7215     {
7216     name => 'resist magic %',
7217     type => 'int'
7218     }
7219     ],
7220     [
7221     'resist_fire',
7222     {
7223     name => 'resist fire %',
7224     type => 'int'
7225     }
7226     ],
7227     [
7228     'resist_electricity',
7229     {
7230     name => 'resist electricity %',
7231     type => 'int'
7232     }
7233     ],
7234     [
7235     'resist_cold',
7236     {
7237     name => 'resist cold %',
7238     type => 'int'
7239     }
7240     ],
7241     [
7242     'resist_confusion',
7243     {
7244     name => 'resist confusion %',
7245     type => 'int'
7246     }
7247     ],
7248     [
7249     'resist_acid',
7250     {
7251     name => 'resist acid %',
7252     type => 'int'
7253     }
7254     ],
7255     [
7256     'resist_drain',
7257     {
7258     name => 'resist draining %',
7259     type => 'int'
7260     }
7261     ],
7262     [
7263     'resist_weaponmagic',
7264     {
7265     name => 'resist weaponmagic %',
7266     type => 'int'
7267     }
7268     ],
7269     [
7270     'resist_ghosthit',
7271     {
7272     name => 'resist ghosthit %',
7273     type => 'int'
7274     }
7275     ],
7276     [
7277     'resist_poison',
7278     {
7279     name => 'resist poison %',
7280     type => 'int'
7281     }
7282     ],
7283     [
7284     'resist_slow',
7285     {
7286     name => 'resist slow %',
7287     type => 'int'
7288     }
7289     ],
7290     [
7291     'resist_paralyze',
7292     {
7293     name => 'resist paralyze %',
7294     type => 'int'
7295     }
7296     ],
7297     [
7298     'resist_fear',
7299     {
7300     name => 'resist fear %',
7301     type => 'int'
7302     }
7303     ],
7304     [
7305     'resist_deplete',
7306     {
7307     name => 'resist depletion %',
7308     type => 'int'
7309     }
7310     ],
7311     [
7312     'resist_death',
7313     {
7314     name => 'resist death-attack %',
7315     type => 'int'
7316     }
7317     ],
7318     [
7319     'resist_chaos',
7320     {
7321     name => 'resist chaos %',
7322     type => 'int'
7323     }
7324     ],
7325     [
7326     'resist_blind',
7327     {
7328     name => 'resist blinding %',
7329     type => 'int'
7330     }
7331     ],
7332     [
7333     'resist_holyword',
7334     {
7335     name => 'resist holy power %',
7336     type => 'int'
7337     }
7338     ],
7339     [
7340     'resist_godpower',
7341     {
7342     name => 'resist godpower %',
7343     type => 'int'
7344     }
7345     ]
7346     ]
7347 root 1.4 ]
7348     ],
7349 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.'
7350     },
7351     Weapon => {
7352 root 1.7 attr => [
7353     [
7354     'attacktype',
7355     {
7356     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.',
7357     name => 'attacktype',
7358     type => 'bitmask',
7359     value => $BITMASK{attacktype}
7360     }
7361     ],
7362     [
7363     'weapontype',
7364     {
7365     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.',
7366     name => 'weapontype',
7367     type => 'list',
7368     value => $LIST{weapon_type}
7369     }
7370     ],
7371     [
7372     'skill',
7373     {
7374     desc => 'Matching <skill name> of the skill that is required to use this weapon.',
7375     name => 'skill name',
7376     type => 'string'
7377     }
7378     ],
7379     [
7380     'dam',
7381     {
7382     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.',
7383     name => 'damage',
7384     type => 'int'
7385     }
7386     ],
7387     [
7388     'slaying',
7389     {
7390     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.',
7391     name => 'slaying race',
7392     type => 'string'
7393     }
7394     ],
7395     [
7396     'last_sp',
7397     {
7398     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.',
7399     name => 'weapon speed',
7400     type => 'int'
7401     }
7402     ],
7403     [
7404     'wc',
7405     {
7406     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.',
7407     name => 'weapon class',
7408     type => 'int'
7409     }
7410     ],
7411     [
7412     'magic',
7413     {
7414     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.',
7415     name => 'magic bonus',
7416     type => 'int'
7417     }
7418     ],
7419     [
7420     'item_power',
7421     {
7422 root 1.37 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 Deliantra server will calculate a provisional value at runtime, but this is never going to be an accurate measurement of <item power>.',
7423 root 1.7 name => 'item power',
7424     type => 'int'
7425     }
7426     ],
7427     [
7428     'damned',
7429     {
7430     desc => 'A damned weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
7431     name => 'damnation',
7432     type => 'bool'
7433     }
7434     ],
7435     [
7436     'cursed',
7437     {
7438     desc => 'A cursed weapon cannot be unwielded unless the curse is removed.',
7439     name => 'curse',
7440     type => 'bool'
7441     }
7442     ],
7443     [
7444     'lifesave',
7445     {
7446 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!',
7447 root 1.7 name => 'save life',
7448     type => 'bool'
7449     }
7450     ],
7451     [
7452     'unique',
7453     {
7454     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
7455     name => 'unique item',
7456     type => 'bool'
7457     }
7458     ],
7459     [
7460     'startequip',
7461     {
7462     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
7463     name => 'godgiven item',
7464     type => 'bool'
7465     }
7466     ],
7467     [
7468     'msg',
7469     {
7470     desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
7471     end => 'endmsg',
7472     name => 'description',
7473     type => 'text'
7474     }
7475     ]
7476     ],
7477 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.',
7478 root 1.5 name => 'Weapon',
7479 root 1.4 section => [
7480     [
7481 elmex 1.33 'stats',
7482     [
7483     [
7484     'Str',
7485     {
7486     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.',
7487     name => 'strength',
7488     type => 'int'
7489     }
7490     ],
7491     [
7492     'Dex',
7493     {
7494     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.',
7495     name => 'dexterity',
7496     type => 'int'
7497     }
7498     ],
7499     [
7500     'Con',
7501     {
7502     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.',
7503     name => 'constitution',
7504     type => 'int'
7505     }
7506     ],
7507     [
7508     'Int',
7509     {
7510     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.',
7511     name => 'intelligence',
7512     type => 'int'
7513     }
7514     ],
7515     [
7516     'Pow',
7517     {
7518     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.',
7519     name => 'power',
7520     type => 'int'
7521     }
7522     ],
7523     [
7524     'Wis',
7525     {
7526     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.',
7527     name => 'wisdom',
7528     type => 'int'
7529     }
7530     ],
7531     [
7532     'Cha',
7533     {
7534     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.',
7535     name => 'charisma',
7536     type => 'int'
7537     }
7538     ]
7539     ]
7540     ],
7541     [
7542 root 1.4 'resistance',
7543 root 1.7 [
7544     [
7545     'resist_physical',
7546     {
7547 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!',
7548 root 1.7 name => 'resist physical %',
7549     type => 'int'
7550     }
7551     ],
7552     [
7553     'resist_magic',
7554     {
7555 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!',
7556 root 1.7 name => 'resist magic %',
7557     type => 'int'
7558     }
7559     ],
7560     [
7561     'resist_fire',
7562     {
7563 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!',
7564 root 1.7 name => 'resist fire %',
7565     type => 'int'
7566     }
7567     ],
7568     [
7569     'resist_electricity',
7570     {
7571 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!',
7572 root 1.7 name => 'resist electricity %',
7573     type => 'int'
7574     }
7575     ],
7576     [
7577     'resist_cold',
7578     {
7579 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!',
7580 root 1.7 name => 'resist cold %',
7581     type => 'int'
7582     }
7583     ],
7584     [
7585     'resist_acid',
7586     {
7587 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!',
7588 root 1.7 name => 'resist acid %',
7589     type => 'int'
7590     }
7591     ],
7592     [
7593 elmex 1.33 'resist_confusion',
7594 root 1.7 {
7595 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!',
7596     name => 'resist confusion %',
7597 root 1.7 type => 'int'
7598     }
7599     ],
7600     [
7601     'resist_weaponmagic',
7602     {
7603 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!',
7604 root 1.7 name => 'resist weaponmagic %',
7605     type => 'int'
7606     }
7607     ],
7608     [
7609     'resist_ghosthit',
7610     {
7611 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!',
7612 root 1.7 name => 'resist ghosthit %',
7613     type => 'int'
7614     }
7615     ],
7616     [
7617     'resist_slow',
7618     {
7619 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!',
7620 root 1.7 name => 'resist slow %',
7621     type => 'int'
7622     }
7623     ],
7624     [
7625     'resist_fear',
7626     {
7627 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!',
7628 root 1.7 name => 'resist fear %',
7629     type => 'int'
7630     }
7631     ],
7632     [
7633     'resist_death',
7634     {
7635 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!',
7636 root 1.7 name => 'resist death-attack %',
7637     type => 'int'
7638     }
7639     ],
7640     [
7641     'resist_chaos',
7642     {
7643 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!',
7644 root 1.7 name => 'resist chaos %',
7645     type => 'int'
7646     }
7647     ],
7648     [
7649     'resist_blind',
7650     {
7651 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!',
7652 root 1.7 name => 'resist blinding %',
7653     type => 'int'
7654     }
7655     ],
7656     [
7657     'resist_holyword',
7658     {
7659 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!',
7660 root 1.7 name => 'resist holy power %',
7661     type => 'int'
7662     }
7663     ],
7664     [
7665 elmex 1.33 'resist_godpower',
7666 root 1.7 {
7667 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!',
7668     name => 'resist godpower %',
7669 root 1.7 type => 'int'
7670     }
7671     ],
7672     [
7673 elmex 1.33 'resist_paralyze',
7674 root 1.7 {
7675 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!',
7676     name => 'resist paralyze %',
7677 root 1.7 type => 'int'
7678     }
7679     ],
7680     [
7681 elmex 1.33 'resist_drain',
7682 root 1.7 {
7683 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!',
7684     name => 'resist draining %',
7685 root 1.7 type => 'int'
7686     }
7687     ],
7688     [
7689 elmex 1.33 'resist_deplete',
7690 root 1.7 {
7691 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!',
7692     name => 'resist depletion %',
7693 root 1.7 type => 'int'
7694     }
7695     ],
7696     [
7697 elmex 1.33 'resist_poison',
7698 root 1.7 {
7699 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!',
7700     name => 'resist poison %',
7701 root 1.7 type => 'int'
7702     }
7703     ]
7704     ]
7705 root 1.4 ],
7706     [
7707     'misc',
7708 root 1.7 [
7709     [
7710     'luck',
7711     {
7712     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.',
7713     name => 'luck bonus',
7714     type => 'int'
7715     }
7716     ],
7717     [
7718     'hp',
7719     {
7720     desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
7721     name => 'health regen.',
7722     type => 'int'
7723     }
7724     ],
7725     [
7726     'sp',
7727     {
7728     desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
7729     name => 'mana regen.',
7730     type => 'int'
7731     }
7732     ],
7733     [
7734     'grace',
7735     {
7736     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!!',
7737     name => 'grace regen.',
7738     type => 'int'
7739     }
7740     ],
7741     [
7742     'food',
7743     {
7744     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.',
7745     name => 'food bonus',
7746     type => 'int'
7747     }
7748     ],
7749     [
7750     'xrays',
7751     {
7752 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.',
7753 root 1.7 name => 'xray vision',
7754     type => 'bool'
7755     }
7756     ],
7757     [
7758     'stealth',
7759     {
7760     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)',
7761     name => 'stealth',
7762     type => 'bool'
7763     }
7764     ],
7765     [
7766     'reflect_spell',
7767     {
7768     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!',
7769     name => 'reflect spells',
7770     type => 'bool'
7771     }
7772     ],
7773     [
7774     'reflect_missile',
7775     {
7776     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.',
7777     name => 'reflect missiles',
7778     type => 'bool'
7779     }
7780     ],
7781     [
7782     'path_attuned',
7783     {
7784     desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this weapon.',
7785     name => 'attuned paths',
7786     type => 'bitmask',
7787     value => $BITMASK{spellpath}
7788     }
7789     ],
7790     [
7791     'path_repelled',
7792     {
7793     desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this weapon.',
7794     name => 'repelled paths',
7795     type => 'bitmask',
7796     value => $BITMASK{spellpath}
7797     }
7798     ],
7799     [
7800     'path_denied',
7801     {
7802     desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this weapon.',
7803     name => 'denied paths',
7804     type => 'bitmask',
7805     value => $BITMASK{spellpath}
7806     }
7807     ]
7808     ]
7809 root 1.4 ]
7810     ],
7811 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.'
7812 root 1.1 }
7813     );
7814    
7815 root 1.3 our %ATTR = (
7816     3 => $TYPE{Rod},
7817     4 => $TYPE{Treasure},
7818     5 => $TYPE{Potion},
7819     6 => $TYPE{Food},
7820     7 => $TYPE{'Poison Food'},
7821     8 => $TYPE{Book},
7822     9 => $TYPE{Clock},
7823     13 => $TYPE{Projectile},
7824     14 => $TYPE{'Shooting Weapon'},
7825     15 => $TYPE{Weapon},
7826     16 => $TYPE{'Brestplate Armour'},
7827     17 => $TYPE{Pedestal},
7828     18 => $TYPE{Altar},
7829     20 => $TYPE{'Locked Door'},
7830     21 => $TYPE{'Special Key'},
7831 root 1.9 23 => $TYPE{Door},
7832     24 => $TYPE{Key},
7833 root 1.8 26 => $TYPE{'Timed Gate'},
7834 root 1.3 27 => $TYPE{'Handle Trigger'},
7835 root 1.9 28 => $TYPE{'Monster (Grimreaper)'},
7836 root 1.3 29 => $TYPE{'Magic Ear'},
7837 root 1.9 30 => $TYPE{'Button Trigger'},
7838 root 1.3 31 => $TYPE{'Altar Trigger'},
7839     33 => $TYPE{Shield},
7840     34 => $TYPE{Helmet},
7841     35 => $TYPE{Horn},
7842     36 => $TYPE{Money},
7843 root 1.9 37 => $TYPE{'Class Changer'},
7844 root 1.3 39 => $TYPE{Amulet},
7845     40 => $TYPE{Mover},
7846     41 => $TYPE{Teleporter},
7847     42 => $TYPE{Creator},
7848     43 => $TYPE{Skill},
7849     51 => $TYPE{Detector},
7850     52 => $TYPE{'Trigger Marker'},
7851     55 => $TYPE{Marker},
7852     56 => $TYPE{'Holy Altar'},
7853     58 => $TYPE{Battleground},
7854     60 => $TYPE{Jewel},
7855     62 => $TYPE{'Magic Wall'},
7856     64 => $TYPE{'Inventory Checker'},
7857     65 => $TYPE{'Mood Floor'},
7858     66 => $TYPE{Exit},
7859     67 => $TYPE{'Floor (Encounter)'},
7860     68 => $TYPE{'Shop Floor'},
7861     69 => $TYPE{'Shop Mat'},
7862     70 => $TYPE{Ring},
7863     72 => $TYPE{Flesh},
7864     73 => $TYPE{Inorganic},
7865 elmex 1.33 74 => $TYPE{'Skill Tool'},
7866 root 1.3 83 => $TYPE{Duplicator},
7867     85 => $TYPE{Spellbook},
7868     87 => $TYPE{Cloak},
7869     88 => $TYPE{'Hazard Floor'},
7870     90 => $TYPE{Spinner},
7871     91 => $TYPE{Gate},
7872     92 => $TYPE{Button},
7873     93 => $TYPE{Handle},
7874     94 => $TYPE{Pit},
7875     95 => $TYPE{Trapdoor},
7876     98 => $TYPE{'Sign & MagicMouth'},
7877     99 => $TYPE{Boots},
7878     100 => $TYPE{Gloves},
7879     101 => $TYPE{Spell},
7880     103 => $TYPE{Converter},
7881     104 => $TYPE{Bracers},
7882     106 => $TYPE{Savebed},
7883     109 => $TYPE{'Wand & Staff'},
7884     110 => $TYPE{Ability},
7885     111 => $TYPE{Scroll},
7886     112 => $TYPE{Director},
7887     113 => $TYPE{Girdle},
7888 root 1.10 116 => $TYPE{'Event Connector'},
7889 root 1.3 122 => $TYPE{Container},
7890     130 => $TYPE{'Skill Scroll'},
7891     138 => $TYPE{Swamp},
7892 elmex 1.27 150 => $TYPE{'Shop Inventory'},
7893 root 1.3 154 => $TYPE{Rune},
7894     155 => $TYPE{Trap},
7895     156 => $TYPE{'Power Crystal'},
7896 root 1.8 158 => $TYPE{Disease},
7897 elmex 1.23 163 => $TYPE{'Item Transformer'},
7898 root 1.37 165 => $TYPE{'Safe ground'}
7899 root 1.1 );
7900    
7901 root 1.3 our %TYPENAME = (
7902     0 => '*NONE*',
7903     1 => 'PLAYER',
7904 root 1.9 2 => 'TRANSPORT',
7905 root 1.3 3 => 'ROD',
7906     4 => 'TREASURE',
7907     5 => 'POTION',
7908     6 => 'FOOD',
7909     7 => 'POISON',
7910     8 => 'BOOK',
7911     9 => 'CLOCK',
7912     12 => 'LIGHTNING',
7913     13 => 'ARROW',
7914     14 => 'BOW',
7915     15 => 'WEAPON',
7916     16 => 'ARMOUR',
7917     17 => 'PEDESTAL',
7918     18 => 'ALTAR',
7919     20 => 'LOCKED_DOOR',
7920     21 => 'SPECIAL_KEY',
7921     22 => 'MAP',
7922     23 => 'DOOR',
7923     24 => 'KEY',
7924     26 => 'TIMED_GATE',
7925     27 => 'TRIGGER',
7926     28 => 'GRIMREAPER',
7927     29 => 'MAGIC_EAR',
7928     30 => 'TRIGGER_BUTTON',
7929     31 => 'TRIGGER_ALTAR',
7930     32 => 'TRIGGER_PEDESTAL',
7931     33 => 'SHIELD',
7932     34 => 'HELMET',
7933     35 => 'HORN',
7934     36 => 'MONEY',
7935     37 => 'CLASS',
7936     38 => 'GRAVESTONE',
7937     39 => 'AMULET',
7938     40 => 'PLAYERMOVER',
7939     41 => 'TELEPORTER',
7940     42 => 'CREATOR',
7941     43 => 'SKILL',
7942     44 => 'EXPERIENCE',
7943     45 => 'EARTHWALL',
7944     46 => 'GOLEM',
7945     48 => 'THROWN_OBJ',
7946     49 => 'BLINDNESS',
7947     50 => 'GOD',
7948     51 => 'DETECTOR',
7949     52 => 'TRIGGER_MARKER',
7950     53 => 'DEAD_OBJECT',
7951     54 => 'DRINK',
7952     55 => 'MARKER',
7953     56 => 'HOLY_ALTAR',
7954     57 => 'PLAYER_CHANGER',
7955     58 => 'BATTLEGROUND',
7956     59 => 'PEACEMAKER',
7957     60 => 'GEM',
7958     62 => 'FIREWALL',
7959     63 => 'ANVIL',
7960     64 => 'CHECK_INV',
7961     65 => 'MOOD_FLOOR',
7962     66 => 'EXIT',
7963     67 => 'ENCOUNTER',
7964     68 => 'SHOP_FLOOR',
7965     69 => 'SHOP_MAT',
7966     70 => 'RING',
7967     71 => 'FLOOR',
7968     72 => 'FLESH',
7969     73 => 'INORGANIC',
7970     74 => 'SKILL_TOOL',
7971     75 => 'LIGHTER',
7972     76 => 'TRAP_PART',
7973     77 => 'WALL',
7974     78 => 'LIGHT_SOURCE',
7975     79 => 'MISC_OBJECT',
7976     80 => 'MONSTER',
7977     81 => 'SPAWN_GENERATOR',
7978     82 => 'LAMP',
7979     83 => 'DUPLICATOR',
7980     84 => 'TOOL',
7981     85 => 'SPELLBOOK',
7982     86 => 'BUILDFAC',
7983     87 => 'CLOAK',
7984     90 => 'SPINNER',
7985     91 => 'GATE',
7986     92 => 'BUTTON',
7987     93 => 'CF_HANDLE',
7988     94 => 'HOLE',
7989     95 => 'TRAPDOOR',
7990     98 => 'SIGN',
7991     99 => 'BOOTS',
7992     100 => 'GLOVES',
7993     101 => 'SPELL',
7994     102 => 'SPELL_EFFECT',
7995     103 => 'CONVERTER',
7996     104 => 'BRACERS',
7997     105 => 'POISONING',
7998     106 => 'SAVEBED',
7999     107 => 'POISONCLOUD',
8000     108 => 'FIREHOLES',
8001     109 => 'WAND',
8002     111 => 'SCROLL',
8003     112 => 'DIRECTOR',
8004     113 => 'GIRDLE',
8005     114 => 'FORCE',
8006     115 => 'POTION_EFFECT',
8007 root 1.11 116 => 'EVENT_CONNECTOR',
8008 root 1.3 121 => 'CLOSE_CON',
8009     122 => 'CONTAINER',
8010     123 => 'ARMOUR_IMPROVER',
8011     124 => 'WEAPON_IMPROVER',
8012     130 => 'SKILLSCROLL',
8013     138 => 'DEEP_SWAMP',
8014     139 => 'IDENTIFY_ALTAR',
8015     150 => 'MENU',
8016     154 => 'RUNE',
8017     155 => 'TRAP',
8018     156 => 'POWER_CRYSTAL',
8019     157 => 'CORPSE',
8020     158 => 'DISEASE',
8021     159 => 'SYMPTOM',
8022     160 => 'BUILDER',
8023 root 1.9 161 => 'MATERIAL',
8024     162 => 'GPS',
8025     163 => 'ITEM_TRANSFORMER',
8026     164 => 'QUEST'
8027 root 1.1 );
8028    
8029     our %SPELL = (
8030 root 1.3 0 => 'magic bullet',
8031     1 => 'small fireball',
8032     2 => 'medium fireball',
8033     3 => 'large fireball',
8034     4 => 'burning hands',
8035     5 => 'small lightning',
8036     6 => 'large lightning',
8037     7 => 'magic missile',
8038     8 => 'create bomb',
8039     9 => 'summon golem',
8040     10 => 'summon fire elemental',
8041     11 => 'summon earth elemental',
8042     12 => 'summon water elemental',
8043     13 => 'summon air elemental',
8044     14 => 'dimension door',
8045     15 => 'create earth wall',
8046     16 => 'paralyze',
8047     17 => 'icestorm',
8048     18 => 'magic mapping',
8049     19 => 'turn undead',
8050     20 => 'fear',
8051     21 => 'poison cloud',
8052     22 => 'wonder',
8053     23 => 'destruction',
8054     24 => 'perceive self',
8055     25 => 'word of recall',
8056     26 => 'invisible',
8057     27 => 'invisible to undead',
8058     28 => 'probe',
8059     29 => 'large bullet',
8060     30 => 'improved invisibility',
8061     31 => 'holy word',
8062     32 => 'minor healing',
8063     33 => 'medium healing',
8064     34 => 'major healing',
8065     35 => 'heal',
8066     36 => 'create food',
8067     37 => 'earth to dust',
8068     38 => 'armour',
8069     39 => 'strength',
8070     40 => 'dexterity',
8071     41 => 'constitution',
8072     42 => 'charisma',
8073     43 => 'create fire wall',
8074     44 => 'create frost wall',
8075     45 => 'protection from cold',
8076     46 => 'protection from electricity',
8077     47 => 'protection from fire',
8078     48 => 'protection from poison',
8079     49 => 'protection from slow',
8080     50 => 'protection from paralysis',
8081     51 => 'protection from draining',
8082     52 => 'protection from magic',
8083     53 => 'protection from attack',
8084     54 => 'levitate',
8085     55 => 'small speedball',
8086     56 => 'large speedball',
8087     57 => 'hellfire',
8088     58 => 'dragonbreath',
8089     59 => 'large icestorm',
8090     60 => 'charging',
8091     61 => 'polymorph',
8092     62 => 'cancellation',
8093     63 => 'confusion',
8094     64 => 'mass confusion',
8095     65 => 'summon pet monster',
8096     66 => 'slow',
8097     67 => 'regenerate spellpoints',
8098     68 => 'cure poison',
8099     69 => 'protection from confusion',
8100     70 => 'protection from cancellation',
8101     71 => 'protection from depletion',
8102     72 => 'alchemy',
8103     73 => 'remove curse',
8104     74 => 'remove damnation',
8105     75 => 'identify',
8106     76 => 'detect magic',
8107     77 => 'detect monster',
8108     78 => 'detect evil',
8109     79 => 'detect curse',
8110     80 => 'heroism',
8111     81 => 'aggravation',
8112     82 => 'firebolt',
8113     83 => 'frostbolt',
8114     84 => 'shockwave',
8115     85 => 'color spray',
8116     86 => 'haste',
8117     87 => 'face of death',
8118     88 => 'ball lightning',
8119     89 => 'meteor swarm',
8120     90 => 'comet',
8121     91 => 'mystic fist',
8122     92 => 'raise dead',
8123     93 => 'resurrection',
8124     94 => 'reincarnation',
8125     95 => 'immunity to cold',
8126     96 => 'immunity to electricity',
8127     97 => 'immunity to fire',
8128     98 => 'immunity to poison',
8129     99 => 'immunity to slow',
8130     100 => 'immunity to paralysis',
8131     101 => 'immunity to draining',
8132     102 => 'immunity to magic',
8133     103 => 'immunity to attack',
8134     104 => 'invulnerability',
8135     105 => 'defense',
8136     106 => 'rune of fire',
8137     107 => 'rune of frost',
8138     108 => 'rune of shocking',
8139     109 => 'rune of blasting',
8140     110 => 'rune of death',
8141     111 => 'marking rune',
8142     112 => 'build director',
8143     113 => 'create pool of chaos',
8144     114 => 'build bullet wall',
8145     115 => 'build lightning wall',
8146     116 => 'build fireball wall',
8147     117 => 'magic rune',
8148     118 => 'rune of magic drain',
8149     119 => 'antimagic rune',
8150     120 => 'rune of transferrence',
8151     121 => 'transferrence',
8152     122 => 'magic drain',
8153     123 => 'counterspell',
8154     124 => 'disarm',
8155     125 => 'cure confusion',
8156     126 => 'restoration',
8157     127 => 'summon evil monster',
8158     128 => 'counterwall',
8159     129 => 'cause light wounds',
8160     130 => 'cause medium wounds',
8161     131 => 'cause serious wounds',
8162     132 => 'charm monsters',
8163     133 => 'banishment',
8164     134 => 'create missile',
8165     135 => 'show invisible',
8166     136 => 'xray',
8167     137 => 'pacify',
8168     138 => 'summon fog',
8169     139 => 'steambolt',
8170     140 => 'command undead',
8171     141 => 'holy orb',
8172     142 => 'summon avatar',
8173     143 => 'holy possession',
8174     144 => 'bless',
8175     145 => 'curse',
8176     146 => 'regeneration',
8177     147 => 'consecrate',
8178     148 => 'summon cult monsters',
8179     149 => 'cause critical wounds',
8180     150 => 'holy wrath',
8181     151 => 'retributive strike',
8182     152 => 'finger of death',
8183     153 => 'insect plague',
8184     154 => 'call holy servant',
8185     155 => 'wall of thorns',
8186     156 => 'staff to snake',
8187     157 => 'light',
8188     158 => 'darkness',
8189     159 => 'nightfall',
8190     160 => 'daylight',
8191     161 => 'sunspear',
8192     162 => 'faery fire',
8193     163 => 'cure blindness',
8194     164 => 'dark vision',
8195     165 => 'bullet swarm',
8196     166 => 'bullet storm',
8197     167 => 'cause many wounds',
8198     168 => 'small snowstorm',
8199     169 => 'medium snowstorm',
8200     170 => 'large snowstorm',
8201     171 => 'cure disease',
8202     172 => 'cause red death',
8203     173 => 'cause flu',
8204     174 => 'cause black death',
8205     175 => 'cause leprosy',
8206     176 => 'cause smallpox',
8207     177 => 'cause white death',
8208     178 => 'cause anthrax',
8209     179 => 'cause typhoid',
8210     180 => 'mana blast',
8211     181 => 'small manaball',
8212     182 => 'medium manaball',
8213     183 => 'large manaball',
8214     184 => 'mana bolt',
8215     185 => 'dancing sword',
8216     186 => 'animate weapon',
8217     187 => 'cause cold',
8218     188 => 'divine shock',
8219     189 => 'windstorm',
8220     190 => 'sanctuary',
8221     191 => 'peace',
8222     192 => 'spiderweb',
8223     193 => 'conflict',
8224     194 => 'rage',
8225     195 => 'forked lightning',
8226     196 => 'poison fog',
8227     197 => 'flaming aura',
8228     198 => 'vitriol',
8229     199 => 'vitriol splash',
8230     200 => 'ironwood skin',
8231     201 => 'wrathful eye',
8232     202 => 'town portal',
8233     203 => 'missile swarm',
8234     204 => 'cause rabies',
8235     205 => 'glyph'
8236 root 1.1 );
8237    
8238    
8239     =head1 AUTHOR
8240    
8241     Marc Lehmann <schmorp.de>
8242     http://home.schmorp.de/
8243    
8244     The source files are part of the CFJavaEditor.
8245    
8246     =cut
8247    
8248     1