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Revision: 1.46
Committed: Sun Oct 5 13:52:33 2008 UTC (15 years, 7 months ago) by elmex
Branch: MAIN
Changes since 1.45: +9 -2 lines
Log Message:
added unpaid flag for converters and fixed new_pickmap bug.

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 elmex 1.46 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 usually only for pickable items inside shops. Converters can also have this flag set to make all output unpaid.',
430 root 1.7 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 1.44 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 root 1.3 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 elmex 1.46 ],
1564     [
1565     'unpaid',
1566     {
1567     desc => 'If the converter is marked as <unpaid> the generated item\'s will be flagged as unpaid. Useful if you want to make a converter in a shop. (For instance for \'dragon scale\' to \'dragon shield\' converters in some armour shops.)',
1568     name => 'unpaid',
1569     type => 'bool'
1570     }
1571 root 1.7 ]
1572     ],
1573 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.',
1574     ignore => [
1575     'value',
1576     'nrof',
1577     'name_pl',
1578     'no_pick',
1579     'title'
1580     ],
1581 root 1.5 name => 'Converter',
1582 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.'
1583     },
1584     Creator => {
1585 root 1.7 attr => [
1586     [
1587     'no_pick',
1588     {
1589     type => 'fixed',
1590     value => 1
1591     }
1592     ],
1593     [
1594     'other_arch',
1595     {
1596 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.',
1597 root 1.7 name => 'create arch',
1598     type => 'string'
1599     }
1600     ],
1601     [
1602     'connected',
1603     {
1604     desc => 'Whenever the connection value is activated, the creator gets triggered.',
1605     name => 'connection',
1606     type => 'int'
1607     }
1608     ],
1609     [
1610 elmex 1.21 'activate_on_push',
1611     {
1612     desc => 'Whether the teleporter should only be activated on push.',
1613 root 1.42 name => 'activate on push',
1614 elmex 1.21 type => 'bool'
1615     }
1616     ],
1617     [
1618     'activate_on_release',
1619     {
1620     desc => 'Whether the teleporter should only be activated on release.',
1621 root 1.42 name => 'activate on release',
1622 elmex 1.21 type => 'bool'
1623     }
1624     ],
1625     [
1626 root 1.7 'lifesave',
1627     {
1628 root 1.9 desc => 'If <infinit uses> is set, the creator will work infinitely, regardless of the value in <number of uses>.',
1629 root 1.7 name => 'infinit uses',
1630     type => 'bool'
1631     }
1632     ],
1633     [
1634 elmex 1.25 'speed',
1635     {
1636     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.',
1637     name => 'speed',
1638     type => 'float'
1639     }
1640     ],
1641     [
1642 root 1.7 'hp',
1643     {
1644     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).',
1645     name => 'number of uses',
1646     type => 'int'
1647     }
1648     ],
1649     [
1650     'slaying',
1651     {
1652 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.',
1653 root 1.7 name => 'name of creation',
1654     type => 'string'
1655     }
1656     ],
1657     [
1658     'level',
1659     {
1660     desc => 'The created object will be of that level. If zero/unset, the standard level of the archetype is used.',
1661     name => 'level of creation',
1662     type => 'int'
1663     }
1664     ]
1665     ],
1666 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.',
1667 root 1.3 ignore => [
1668     $IGNORE_LIST{system_object}
1669     ],
1670 root 1.5 name => 'Creator',
1671 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.'
1672     },
1673     Detector => {
1674 root 1.7 attr => [
1675     [
1676     'no_pick',
1677     {
1678     type => 'fixed',
1679     value => 1
1680     }
1681     ],
1682     [
1683     'slaying',
1684     {
1685     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.',
1686     name => 'match name',
1687     type => 'string'
1688     }
1689     ],
1690     [
1691     'connected',
1692     {
1693     desc => 'When the detector is triggered, all objects with the same connection value get activated.',
1694     name => 'connection',
1695     type => 'int'
1696     }
1697     ],
1698     [
1699     'speed',
1700     {
1701     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.',
1702     name => 'detection speed',
1703     type => 'float'
1704     }
1705 root 1.17 ],
1706     [
1707     'speed_left',
1708     {
1709     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.',
1710     name => 'speed left',
1711     type => 'float'
1712     }
1713     ],
1714     [
1715     'speed_left',
1716     {
1717     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.',
1718     name => 'speed left',
1719     type => 'float'
1720     }
1721 root 1.7 ]
1722     ],
1723 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.',
1724     ignore => [
1725     $IGNORE_LIST{system_object}
1726     ],
1727 root 1.5 name => 'Detector',
1728 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.'
1729     },
1730     Director => {
1731 root 1.7 attr => [
1732     [
1733     'sp',
1734     {
1735     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).',
1736     name => 'direction',
1737     type => 'list',
1738     value => $LIST{direction}
1739     }
1740     ],
1741     [
1742 root 1.14 'move_on',
1743 root 1.7 {
1744 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
1745     name => 'movement type',
1746 elmex 1.26 type => 'movement_type'
1747 root 1.7 }
1748     ]
1749     ],
1750 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.',
1751     ignore => [
1752     $IGNORE_LIST{non_pickable}
1753     ],
1754 root 1.5 name => 'Director',
1755 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.'
1756     },
1757     Disease => {
1758 root 1.7 attr => [
1759     [
1760     'invisible',
1761     {
1762     type => 'fixed',
1763     value => 1
1764     }
1765     ],
1766     [
1767     'level',
1768     {
1769     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.',
1770     name => 'plaque level',
1771     type => 'int'
1772     }
1773     ],
1774     [
1775     'race',
1776     {
1777     desc => 'The disease will only infect creatures of the specified <race>. "<race> *" means every creature can be infected.',
1778     name => 'infect race',
1779     type => 'string'
1780     }
1781     ],
1782     [
1783     'ac',
1784     {
1785     desc => 'Every time the disease "moves" the severity of the symptoms are increased by <progressiveness>/100. (severity = 1 + (accumlated progression)/100)',
1786     name => 'progressiveness',
1787     type => 'int'
1788     }
1789     ],
1790     [
1791     'msg',
1792     {
1793     desc => 'This text is displayed to the player every time the symptoms strike.',
1794     end => 'endmsg',
1795     name => 'message',
1796     type => 'text'
1797     }
1798     ]
1799     ],
1800 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.',
1801 root 1.3 ignore => [
1802     $IGNORE_LIST{system_object}
1803     ],
1804 root 1.5 name => 'Disease',
1805 root 1.4 section => [
1806     [
1807     'spreading',
1808 root 1.7 [
1809     [
1810     'wc',
1811     {
1812     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.',
1813     name => 'infectiosness',
1814     type => 'int'
1815     }
1816     ],
1817     [
1818     'last_grace',
1819     {
1820     desc => 'The <attenuation> value reduces the diseases\' <infectiosness> everytime it infects someone new. This limits how many generations a disease can propagate.',
1821     name => 'attenuation',
1822     type => 'int'
1823     }
1824     ],
1825     [
1826     'magic',
1827     {
1828     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.',
1829     name => 'infection range',
1830     type => 'int'
1831     }
1832     ],
1833     [
1834     'maxhp',
1835     {
1836     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).',
1837     name => 'persistence',
1838     type => 'int'
1839     }
1840     ],
1841     [
1842     'maxgrace',
1843     {
1844     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.',
1845     name => 'curing duration',
1846     type => 'int'
1847     }
1848     ],
1849     [
1850     'speed',
1851     {
1852     desc => 'The <speed> of the disease determines how fast the disease will "move", thus how fast the symptoms strike the host.',
1853     name => 'moving speed',
1854     type => 'float'
1855     }
1856 root 1.17 ],
1857     [
1858     'speed_left',
1859     {
1860     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.',
1861     name => 'speed left',
1862     type => 'float'
1863     }
1864 root 1.7 ]
1865     ]
1866     ],
1867     [
1868     'symptoms',
1869     [
1870     [
1871     'attacktype',
1872     {
1873     desc => 'The disease will attack the host with the given <attacktype>. Godpower attacktype is commonly used for "unresistable" diseases.',
1874     name => 'attacktype',
1875     type => 'bitmask',
1876     value => $BITMASK{attacktype}
1877     }
1878     ],
1879     [
1880     'dam',
1881     {
1882     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.',
1883     name => 'damage',
1884     type => 'int'
1885     }
1886     ],
1887     [
1888     'other_arch',
1889     {
1890     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.',
1891     name => 'create arch',
1892     type => 'string'
1893     }
1894     ],
1895     [
1896     'last_sp',
1897     {
1898     desc => 'If set, the disease imposes a <slowdown penalty> while being infected. The player\'s speed is reduced by <slowdown penalty> % of normal value.',
1899     name => 'slowdown penalty',
1900     type => 'int'
1901     }
1902     ],
1903     [
1904     'exp',
1905     {
1906     desc => 'When the player manages to cure this disease (with a curing spell), he is awarded with <exp. for curing> experience.',
1907     name => 'exp. for curing',
1908     type => 'int'
1909     }
1910     ],
1911     [
1912     'maxsp',
1913     {
1914     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.',
1915     name => 'mana depletion',
1916     type => 'int'
1917     }
1918     ],
1919     [
1920     'last_eat',
1921     {
1922     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.',
1923     name => 'food depletion',
1924     type => 'int'
1925     }
1926     ],
1927     [
1928     'hp',
1929     {
1930     desc => 'This value increases the player\'s healing rate. Negative values decrease it.',
1931     name => 'health regen.',
1932     type => 'int'
1933     }
1934     ],
1935     [
1936     'sp',
1937     {
1938     desc => 'This value increases the player\'s rate of mana regeneration. Negative values decrease it.',
1939     name => 'mana regen.',
1940     type => 'int'
1941     }
1942     ]
1943     ]
1944     ],
1945     [
1946     'disability',
1947     [
1948     [
1949     'Str',
1950     {
1951     desc => 'The player\'s strength will rise by the given value while being infected. (Negative values make strength fall)',
1952     name => 'strength',
1953     type => 'int'
1954     }
1955     ],
1956     [
1957     'Dex',
1958     {
1959     desc => 'The player\'s dexterity will rise by the given value while being infected. (Negative values make dexterity fall)',
1960     name => 'dexterity',
1961     type => 'int'
1962     }
1963     ],
1964     [
1965     'Con',
1966     {
1967     desc => 'The player\'s constitution will rise by the given value while being infected. (Negative values make constitution fall)',
1968     name => 'constitution',
1969     type => 'int'
1970     }
1971     ],
1972     [
1973     'Int',
1974     {
1975     desc => 'The player\'s intelligence will rise by the given value while being infected. (Negative values make intelligence fall)',
1976     name => 'intelligence',
1977     type => 'int'
1978     }
1979     ],
1980     [
1981     'Pow',
1982     {
1983     desc => 'The player\'s power will rise by the given value while being infected. (Negative values make power fall)',
1984     name => 'power',
1985     type => 'int'
1986     }
1987     ],
1988     [
1989     'Wis',
1990     {
1991     desc => 'The player\'s wisdom will rise by the given value while being infected. (Negative values make wisdom fall)',
1992     name => 'wisdom',
1993     type => 'int'
1994     }
1995     ],
1996     [
1997     'Cha',
1998     {
1999     desc => 'The player\'s charisma will rise by the given value while being infected. (Negative values make charisma fall)',
2000     name => 'charisma',
2001     type => 'int'
2002     }
2003     ]
2004     ]
2005     ]
2006     ],
2007     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.'
2008     },
2009 root 1.9 Door => {
2010     attr => [
2011     [
2012     'no_pick',
2013     {
2014     type => 'fixed',
2015     value => 1
2016     }
2017     ],
2018     [
2019     'alive',
2020     {
2021     type => 'fixed',
2022     value => 1
2023     }
2024     ],
2025     [
2026 root 1.14 'move_block',
2027 root 1.9 {
2028 root 1.14 desc => 'Objects using these movement types cannot move over this space.',
2029     name => 'blocked movement',
2030 elmex 1.26 type => 'movement_type'
2031 root 1.14 }
2032     ],
2033     [
2034     'move_allow',
2035     {
2036     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2037     name => 'allowed movement',
2038 elmex 1.26 type => 'movement_type'
2039 root 1.14 }
2040     ],
2041     [
2042     'move_slow',
2043     {
2044     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2045     name => 'slowed movement',
2046 elmex 1.26 type => 'movement_type'
2047 root 1.14 }
2048     ],
2049     [
2050     'move_slow_penalty',
2051     {
2052     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)',
2053     name => 'slow movement penalty',
2054     type => 'int'
2055 root 1.9 }
2056     ],
2057     [
2058     'hp',
2059     {
2060     desc => 'The more <hitpoints> the door has, the longer it takes to be broken.',
2061     name => 'hitpoints',
2062     type => 'int'
2063     }
2064     ],
2065     [
2066     'ac',
2067     {
2068     desc => 'Doors of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
2069     name => 'armour class',
2070     type => 'int'
2071     }
2072     ],
2073     [
2074     'other_arch',
2075     {
2076     desc => 'This string defines the object that will be created when the door was defeated.',
2077     name => 'drop arch',
2078     type => 'string'
2079     }
2080     ],
2081     [
2082     'randomitems',
2083     {
2084     desc => 'This entry determines what kind of traps will appear in the door.',
2085     name => 'treasurelist',
2086     type => 'treasurelist'
2087     }
2088 root 1.28 ],
2089     [
2090     'treasure_env',
2091     {
2092     desc => 'Set this flag to move treasure items created into the environment (map) instead of putting them into the object.',
2093     name => 'treasure in env',
2094     type => 'bool'
2095     }
2096 root 1.9 ]
2097     ],
2098     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.',
2099     ignore => [
2100     $IGNORE_LIST{non_pickable}
2101     ],
2102     name => 'Door'
2103     },
2104 root 1.7 Duplicator => {
2105     attr => [
2106     [
2107     'other_arch',
2108 root 1.4 {
2109 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.',
2110 root 1.7 name => 'target arch',
2111     type => 'string'
2112 root 1.4 }
2113     ],
2114     [
2115 root 1.7 'level',
2116 root 1.4 {
2117 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.',
2118     name => 'multiply factor',
2119     type => 'int'
2120 root 1.4 }
2121     ],
2122     [
2123 root 1.7 'connected',
2124 root 1.4 {
2125 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!',
2126     name => 'connection',
2127     type => 'int'
2128 root 1.4 }
2129 elmex 1.21 ],
2130     [
2131     'activate_on_push',
2132     {
2133     desc => 'Whether the teleporter should only be activated on push.',
2134 root 1.42 name => 'activate on push',
2135 elmex 1.21 type => 'bool'
2136     }
2137     ],
2138     [
2139     'activate_on_release',
2140     {
2141     desc => 'Whether the teleporter should only be activated on release.',
2142 root 1.42 name => 'activate on release',
2143 elmex 1.21 type => 'bool'
2144     }
2145 root 1.4 ]
2146     ],
2147 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.',
2148     ignore => [
2149     $IGNORE_LIST{system_object}
2150     ],
2151 root 1.5 name => 'Duplicator',
2152 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%.'
2153     },
2154 root 1.10 'Event Connector' => {
2155 root 1.42 desc => 'Event connectors link specific events that happen to objects to a crossfire plug-in. They are not used at all in Deliantra.',
2156 root 1.10 name => 'Event Connector'
2157     },
2158 root 1.3 Exit => {
2159 root 1.7 attr => [
2160     [
2161     'slaying',
2162     {
2163     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".',
2164     name => 'exit path',
2165     type => 'string'
2166     }
2167     ],
2168     [
2169     'hp',
2170     {
2171     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.',
2172     name => 'destination X',
2173     type => 'int'
2174     }
2175     ],
2176     [
2177     'sp',
2178     {
2179     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.',
2180     name => 'destination Y',
2181     type => 'int'
2182     }
2183     ],
2184     [
2185 root 1.14 'move_on',
2186 root 1.7 {
2187 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2188     name => 'movement type',
2189 elmex 1.26 type => 'movement_type'
2190 root 1.7 }
2191     ],
2192     [
2193     'msg',
2194     {
2195     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. =)',
2196     end => 'endmsg',
2197     name => 'exit message',
2198     type => 'text'
2199     }
2200     ],
2201     [
2202 root 1.30 'damned',
2203 root 1.7 {
2204 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.',
2205 root 1.30 name => 'set savebed',
2206 root 1.7 type => 'bool'
2207     }
2208     ]
2209     ],
2210 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.',
2211     ignore => [
2212     $IGNORE_LIST{non_pickable}
2213     ],
2214 root 1.5 name => 'Exit',
2215 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.'
2216     },
2217     Flesh => {
2218 root 1.7 attr => [
2219     [
2220     'food',
2221     {
2222     desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2223     name => 'foodpoints',
2224     type => 'int'
2225     }
2226     ],
2227     [
2228     'level',
2229     {
2230     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.',
2231     name => 'flesh level',
2232     type => 'int'
2233     }
2234     ],
2235     [
2236     'startequip',
2237     {
2238     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2239     name => 'godgiven item',
2240     type => 'bool'
2241     }
2242     ],
2243     [
2244     'msg',
2245     {
2246     desc => 'This text may describe the item.',
2247     end => 'endmsg',
2248     name => 'description',
2249     type => 'text'
2250     }
2251     ]
2252     ],
2253 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.',
2254 root 1.5 name => 'Flesh',
2255 root 1.4 section => [
2256     [
2257     'resistance',
2258 root 1.7 [
2259     [
2260     'resist_physical',
2261     {
2262     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.',
2263     name => 'resist physical %',
2264     type => 'int'
2265     }
2266     ],
2267     [
2268     'resist_magic',
2269     {
2270     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.',
2271     name => 'resist magic %',
2272     type => 'int'
2273     }
2274     ],
2275     [
2276     'resist_fire',
2277     {
2278     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.',
2279     name => 'resist fire %',
2280     type => 'int'
2281     }
2282     ],
2283     [
2284     'resist_electricity',
2285     {
2286     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.',
2287     name => 'resist electricity %',
2288     type => 'int'
2289     }
2290     ],
2291     [
2292     'resist_cold',
2293     {
2294     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.',
2295     name => 'resist cold %',
2296     type => 'int'
2297     }
2298     ],
2299     [
2300     'resist_confusion',
2301     {
2302     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.',
2303     name => 'resist confusion %',
2304     type => 'int'
2305     }
2306     ],
2307     [
2308     'resist_acid',
2309     {
2310     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.',
2311     name => 'resist acid %',
2312     type => 'int'
2313     }
2314     ],
2315     [
2316     'resist_drain',
2317     {
2318     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.',
2319     name => 'resist draining %',
2320     type => 'int'
2321     }
2322     ],
2323     [
2324     'resist_weaponmagic',
2325     {
2326     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.',
2327     name => 'resist weaponmagic %',
2328     type => 'int'
2329     }
2330     ],
2331     [
2332     'resist_ghosthit',
2333     {
2334     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.',
2335     name => 'resist ghosthit %',
2336     type => 'int'
2337     }
2338     ],
2339     [
2340     'resist_poison',
2341     {
2342     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.',
2343     name => 'resist poison %',
2344     type => 'int'
2345     }
2346     ],
2347     [
2348     'resist_slow',
2349     {
2350     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.',
2351     name => 'resist slow %',
2352     type => 'int'
2353     }
2354     ],
2355     [
2356     'resist_paralyze',
2357     {
2358     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.',
2359     name => 'resist paralyze %',
2360     type => 'int'
2361     }
2362     ],
2363     [
2364     'resist_fear',
2365     {
2366     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.',
2367     name => 'resist fear %',
2368     type => 'int'
2369     }
2370     ],
2371     [
2372     'resist_deplete',
2373     {
2374     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.',
2375     name => 'resist depletion %',
2376     type => 'int'
2377     }
2378     ],
2379     [
2380     'resist_death',
2381     {
2382 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.',
2383 root 1.7 name => 'resist death-attack %',
2384     type => 'int'
2385     }
2386     ],
2387     [
2388     'resist_chaos',
2389     {
2390     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.',
2391     name => 'resist chaos %',
2392     type => 'int'
2393     }
2394     ],
2395     [
2396     'resist_blind',
2397     {
2398     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.',
2399     name => 'resist blinding %',
2400     type => 'int'
2401     }
2402     ]
2403     ]
2404 root 1.4 ]
2405     ],
2406 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.'
2407     },
2408     Floor => {
2409 root 1.7 attr => [
2410     [
2411     'is_floor',
2412     {
2413     type => 'fixed',
2414     value => 1
2415     }
2416     ],
2417     [
2418     'no_pick',
2419     {
2420     type => 'fixed',
2421     value => 1
2422     }
2423     ],
2424     [
2425     'no_magic',
2426     {
2427     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2428     name => 'no spells',
2429     type => 'bool'
2430     }
2431     ],
2432     [
2433     'damned',
2434     {
2435     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2436     name => 'no prayers',
2437     type => 'bool'
2438     }
2439     ],
2440     [
2441     'unique',
2442     {
2443     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>.',
2444     name => 'unique map',
2445     type => 'bool'
2446     }
2447     ],
2448     [
2449     'msg',
2450     {
2451     desc => 'This text may describe the object.',
2452     end => 'endmsg',
2453     name => 'description',
2454     type => 'text'
2455     }
2456     ]
2457     ],
2458 root 1.3 desc => 'Floor is a very basic thing whithout too much functionality. It\'s a floor - you stand on it.',
2459     ignore => [
2460     $IGNORE_LIST{non_pickable}
2461     ],
2462 root 1.5 name => 'Floor',
2463 root 1.4 section => [
2464     [
2465     'terrain',
2466 root 1.7 [
2467     [
2468 root 1.14 'move_block',
2469     {
2470     desc => 'Objects using these movement types cannot move over this space.',
2471     name => 'blocked movement',
2472 elmex 1.26 type => 'movement_type'
2473 root 1.14 }
2474     ],
2475     [
2476     'move_allow',
2477     {
2478     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2479     name => 'allowed movement',
2480 elmex 1.26 type => 'movement_type'
2481 root 1.14 }
2482     ],
2483     [
2484     'move_slow',
2485     {
2486     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2487     name => 'slowed movement',
2488 elmex 1.26 type => 'movement_type'
2489 root 1.14 }
2490     ],
2491     [
2492     'move_slow_penalty',
2493 root 1.7 {
2494 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)',
2495     name => 'slow movement penalty',
2496 root 1.7 type => 'int'
2497     }
2498     ],
2499     [
2500     'is_wooded',
2501     {
2502     desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2503     name => 'wooded terrain',
2504     type => 'bool'
2505     }
2506     ],
2507     [
2508     'is_hilly',
2509     {
2510     desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2511     name => 'hilly terrain',
2512     type => 'bool'
2513     }
2514     ]
2515     ]
2516 root 1.4 ]
2517     ]
2518 root 1.3 },
2519     'Floor (Encounter)' => {
2520 root 1.7 attr => [
2521     [
2522     'is_floor',
2523     {
2524     type => 'fixed',
2525     value => 1
2526     }
2527     ],
2528     [
2529     'no_pick',
2530     {
2531     type => 'fixed',
2532     value => 1
2533     }
2534     ],
2535     [
2536     'no_magic',
2537     {
2538     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2539     name => 'no spells',
2540     type => 'bool'
2541     }
2542     ],
2543     [
2544     'damned',
2545     {
2546     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2547     name => 'no prayers',
2548     type => 'bool'
2549     }
2550     ],
2551     [
2552     'unique',
2553     {
2554     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>.',
2555     name => 'unique map',
2556     type => 'bool'
2557     }
2558     ],
2559     [
2560     'msg',
2561     {
2562     desc => 'This text may describe the object.',
2563     end => 'endmsg',
2564     name => 'description',
2565     type => 'text'
2566     }
2567     ]
2568     ],
2569 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.',
2570     ignore => [
2571     $IGNORE_LIST{non_pickable}
2572 root 1.4 ],
2573 root 1.5 name => 'Floor (Encounter)',
2574 root 1.4 section => [
2575     [
2576     'terrain',
2577 root 1.7 [
2578     [
2579 root 1.14 'move_block',
2580     {
2581     desc => 'Objects using these movement types cannot move over this space.',
2582     name => 'blocked movement',
2583 elmex 1.26 type => 'movement_type'
2584 root 1.14 }
2585     ],
2586     [
2587     'move_allow',
2588 root 1.7 {
2589 root 1.14 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2590     name => 'allowed movement',
2591 elmex 1.26 type => 'movement_type'
2592 root 1.14 }
2593     ],
2594     [
2595     'move_slow',
2596     {
2597     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2598     name => 'slowed movement',
2599 elmex 1.26 type => 'movement_type'
2600 root 1.14 }
2601     ],
2602     [
2603     'move_slow_penalty',
2604     {
2605     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)',
2606     name => 'slow movement penalty',
2607 root 1.7 type => 'int'
2608     }
2609     ],
2610     [
2611     'is_wooded',
2612     {
2613     desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2614     name => 'wooded terrain',
2615     type => 'bool'
2616     }
2617     ],
2618     [
2619     'is_hilly',
2620     {
2621     desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2622     name => 'hilly terrain',
2623     type => 'bool'
2624     }
2625     ]
2626     ]
2627 root 1.4 ]
2628 root 1.3 ]
2629     },
2630     Food => {
2631 root 1.7 attr => [
2632     [
2633     'food',
2634     {
2635     desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2636     name => 'foodpoints',
2637     type => 'int'
2638     }
2639     ],
2640     [
2641     'startequip',
2642     {
2643     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2644     name => 'godgiven item',
2645     type => 'bool'
2646     }
2647     ]
2648     ],
2649 root 1.5 desc => 'By eating/drinking food-objects, the player can fill his stomache and gain a little health.',
2650     name => 'Food'
2651 root 1.1 },
2652 root 1.3 Gate => {
2653 root 1.7 attr => [
2654     [
2655     'no_pick',
2656     {
2657     type => 'fixed',
2658     value => 1
2659     }
2660     ],
2661     [
2662 elmex 1.20 'speed',
2663     {
2664     desc => 'The speed of the gate affects how fast it is closing/opening.',
2665     type => 'float'
2666     }
2667     ],
2668     [
2669 root 1.7 'connected',
2670     {
2671     desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
2672     name => 'connection',
2673     type => 'int'
2674     }
2675     ],
2676     [
2677     'wc',
2678     {
2679     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.',
2680     name => 'position state',
2681     type => 'int'
2682     }
2683     ],
2684     [
2685 root 1.14 'move_block',
2686     {
2687     desc => 'Objects using these movement types cannot move over this space.',
2688     name => 'blocked movement',
2689 elmex 1.26 type => 'movement_type'
2690 root 1.14 }
2691     ],
2692     [
2693     'move_allow',
2694     {
2695     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2696     name => 'allowed movement',
2697 elmex 1.26 type => 'movement_type'
2698 root 1.14 }
2699     ],
2700     [
2701     'move_slow',
2702 root 1.7 {
2703 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2704     name => 'slowed movement',
2705 elmex 1.26 type => 'movement_type'
2706 root 1.14 }
2707     ],
2708     [
2709     'move_slow_penalty',
2710     {
2711     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)',
2712     name => 'slow movement penalty',
2713     type => 'int'
2714 root 1.7 }
2715     ],
2716     [
2717     'no_magic',
2718     {
2719     desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
2720     name => 'restrict spells',
2721     type => 'bool'
2722     }
2723     ],
2724     [
2725     'damned',
2726     {
2727     desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
2728     name => 'restrict prayers',
2729     type => 'bool'
2730     }
2731     ]
2732     ],
2733 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.',
2734 root 1.3 ignore => [
2735     $IGNORE_LIST{non_pickable}
2736     ],
2737 root 1.5 name => 'Gate',
2738 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".'
2739     },
2740     Girdle => {
2741 root 1.7 attr => [
2742     [
2743     'magic',
2744     {
2745     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.',
2746     name => 'magic bonus',
2747     type => 'int'
2748     }
2749     ]
2750     ],
2751     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.',
2752     import => [
2753 root 1.29 'Amulet'
2754 root 1.7 ],
2755     name => 'Girdle',
2756     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2757     },
2758     Gloves => {
2759     attr => [
2760     [
2761     'magic',
2762     {
2763     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.',
2764     name => 'magic bonus',
2765     type => 'int'
2766     }
2767     ]
2768     ],
2769     desc => 'Wearing gloves, the object\'s stats will directly be inherited to the player. Gloves can add defense or damage bonuses.',
2770     import => [
2771 root 1.29 'Amulet'
2772 root 1.7 ],
2773     name => 'Gloves',
2774     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2775     },
2776     Handle => {
2777     attr => [
2778     [
2779     'no_pick',
2780     {
2781     type => 'fixed',
2782     value => 1
2783     }
2784     ],
2785     [
2786     'connected',
2787     {
2788     desc => 'Every time the handle is applied, all objects with the same <connection> value are activated.',
2789     name => 'connection',
2790     type => 'int'
2791     }
2792     ],
2793     [
2794     'msg',
2795     {
2796     desc => 'This text may describe the item. You can use this message to explain the handle\'s purpose to the player.',
2797     end => 'endmsg',
2798     name => 'description',
2799     type => 'text'
2800     }
2801     ]
2802     ],
2803     desc => 'A handle can be applied by players and (certain) monsters. Every time it is applied, the &lt;connection&gt; value is triggered.',
2804     ignore => [
2805     $IGNORE_LIST{non_pickable}
2806     ],
2807     name => 'Handle',
2808     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.'
2809     },
2810     'Handle Trigger' => {
2811     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.',
2812     ignore => [
2813     $IGNORE_LIST{non_pickable}
2814     ],
2815     import => [
2816 root 1.29 'Handle'
2817 root 1.7 ],
2818     name => 'Handle Trigger',
2819     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.'
2820     },
2821     'Hazard Floor' => {
2822     attr => [
2823     [
2824     'is_floor',
2825     {
2826     type => 'fixed',
2827     value => 1
2828     }
2829     ],
2830     [
2831     'lifesave',
2832     {
2833     type => 'fixed',
2834     value => 1
2835     }
2836     ],
2837     [
2838 root 1.14 'move_on',
2839 root 1.7 {
2840 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2841     name => 'movement type',
2842 elmex 1.26 type => 'movement_type'
2843 root 1.7 }
2844     ],
2845     [
2846     'no_pick',
2847     {
2848     type => 'fixed',
2849     value => 1
2850     }
2851     ],
2852     [
2853     'attacktype',
2854     {
2855     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.',
2856     name => 'attacktype',
2857     type => 'bitmask',
2858     value => $BITMASK{attacktype}
2859     }
2860     ],
2861     [
2862     'dam',
2863     {
2864     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.',
2865     name => 'base damage',
2866     type => 'int'
2867     }
2868     ],
2869     [
2870     'wc',
2871     {
2872     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.',
2873     name => 'weaponclass',
2874     type => 'int'
2875     }
2876     ],
2877     [
2878     'level',
2879     {
2880     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.',
2881     name => 'attack level',
2882     type => 'int'
2883     }
2884     ],
2885     [
2886     'no_magic',
2887     {
2888     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2889     name => 'no spells',
2890     type => 'bool'
2891     }
2892     ],
2893     [
2894     'damned',
2895     {
2896     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2897     name => 'no prayers',
2898     type => 'bool'
2899     }
2900     ],
2901     [
2902     'unique',
2903     {
2904     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>.',
2905     name => 'unique map',
2906     type => 'bool'
2907     }
2908     ]
2909 root 1.3 ],
2910     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.',
2911     ignore => [
2912     $IGNORE_LIST{non_pickable}
2913     ],
2914 root 1.5 name => 'Hazard Floor',
2915 root 1.4 section => [
2916     [
2917     'terrain',
2918 root 1.7 [
2919     [
2920 root 1.14 'move_block',
2921     {
2922     desc => 'Objects using these movement types cannot move over this space.',
2923     name => 'blocked movement',
2924 elmex 1.26 type => 'movement_type'
2925 root 1.14 }
2926     ],
2927     [
2928     'move_allow',
2929 root 1.7 {
2930 root 1.14 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2931     name => 'allowed movement',
2932 elmex 1.26 type => 'movement_type'
2933 root 1.14 }
2934     ],
2935     [
2936     'move_slow',
2937     {
2938     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2939     name => 'slowed movement',
2940 elmex 1.26 type => 'movement_type'
2941 root 1.14 }
2942     ],
2943     [
2944     'move_slow_penalty',
2945     {
2946     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)',
2947     name => 'slow movement penalty',
2948 root 1.7 type => 'int'
2949     }
2950     ],
2951     [
2952     'is_wooded',
2953     {
2954     desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2955     name => 'wooded terrain',
2956     type => 'bool'
2957     }
2958     ],
2959     [
2960     'is_hilly',
2961     {
2962     desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2963     name => 'hilly terrain',
2964     type => 'bool'
2965     }
2966     ]
2967     ]
2968 root 1.4 ]
2969     ],
2970 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.'
2971     },
2972     Helmet => {
2973 root 1.7 attr => [
2974     [
2975     'magic',
2976     {
2977     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>.',
2978     name => 'magic bonus',
2979     type => 'int'
2980     }
2981     ]
2982     ],
2983 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.',
2984     import => [
2985 root 1.29 'Amulet'
2986 root 1.3 ],
2987 root 1.5 name => 'Helmet',
2988 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.'
2989     },
2990     'Holy Altar' => {
2991 root 1.7 attr => [
2992     [
2993     'no_pick',
2994     {
2995     type => 'fixed',
2996     value => 1
2997     }
2998     ],
2999     [
3000     'other_arch',
3001     {
3002     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.',
3003     name => 'god name',
3004     type => 'string'
3005     }
3006     ],
3007     [
3008     'level',
3009     {
3010 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.',
3011 root 1.7 name => 'reconsecrate level',
3012     type => 'int'
3013     }
3014     ]
3015     ],
3016 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.',
3017     ignore => [
3018     $IGNORE_LIST{non_pickable}
3019 root 1.5 ],
3020     name => 'Holy Altar'
3021 root 1.3 },
3022     Horn => {
3023 root 1.7 attr => [
3024     [
3025     'sp',
3026     {
3027     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!',
3028     name => 'spell',
3029     type => 'spell'
3030     }
3031     ],
3032     [
3033     'level',
3034     {
3035     desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should not be set too high.',
3036     name => 'casting level',
3037     type => 'int'
3038     }
3039     ],
3040     [
3041     'hp',
3042     {
3043     desc => 'This value represents the initial amount of spellpoints in the horn. Naturally, this is quite unimportant.',
3044     name => 'initial spellpoints',
3045     type => 'int'
3046     }
3047     ],
3048     [
3049     'maxhp',
3050     {
3051     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.',
3052     name => 'max. spellpoints',
3053     type => 'int'
3054     }
3055     ],
3056     [
3057     'startequip',
3058     {
3059     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3060     name => 'godgiven item',
3061     type => 'bool'
3062     }
3063     ],
3064     [
3065     'msg',
3066     {
3067     desc => 'This text may contain a description of the horn.',
3068     end => 'endmsg',
3069     name => 'description',
3070     type => 'text'
3071     }
3072     ]
3073     ],
3074 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.',
3075     ignore => [
3076     'title'
3077     ],
3078 root 1.5 name => 'Horn',
3079 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.'
3080     },
3081     Inorganic => {
3082 root 1.7 attr => [
3083     [
3084     'is_dust',
3085     {
3086     name => 'is dust',
3087     type => 'bool'
3088     }
3089     ]
3090     ],
3091 root 1.4 desc => 'Inorganic materials are generally used as ingredients for alchemical receipes. By themselves, they have no special functionalities.',
3092 root 1.5 name => 'Inorganic',
3093 root 1.4 section => [
3094     [
3095     'resistance',
3096 root 1.7 [
3097     [
3098     'resist_physical',
3099     {
3100     name => 'resist physical %',
3101     type => 'int'
3102     }
3103     ],
3104     [
3105     'resist_magic',
3106     {
3107     name => 'resist magic %',
3108     type => 'int'
3109     }
3110     ],
3111     [
3112     'resist_fire',
3113     {
3114     name => 'resist fire %',
3115     type => 'int'
3116     }
3117     ],
3118     [
3119     'resist_electricity',
3120     {
3121     name => 'resist electricity %',
3122     type => 'int'
3123     }
3124     ],
3125     [
3126     'resist_cold',
3127     {
3128     name => 'resist cold %',
3129     type => 'int'
3130     }
3131     ],
3132     [
3133 elmex 1.33 'resist_confusion',
3134     {
3135     name => 'resist confusion %',
3136     type => 'int'
3137     }
3138     ],
3139     [
3140 root 1.7 'resist_acid',
3141     {
3142     name => 'resist acid %',
3143     type => 'int'
3144     }
3145     ],
3146     [
3147 elmex 1.33 'resist_drain',
3148     {
3149     name => 'resist draining %',
3150     type => 'int'
3151     }
3152     ],
3153     [
3154 root 1.7 'resist_weaponmagic',
3155     {
3156     name => 'resist weaponmagic %',
3157     type => 'int'
3158     }
3159     ],
3160     [
3161     'resist_ghosthit',
3162     {
3163     name => 'resist ghosthit %',
3164     type => 'int'
3165     }
3166     ],
3167     [
3168     'resist_poison',
3169     {
3170     name => 'resist poison %',
3171     type => 'int'
3172     }
3173     ],
3174     [
3175 elmex 1.33 'resist_slow',
3176     {
3177     name => 'resist slow %',
3178     type => 'int'
3179     }
3180     ],
3181     [
3182     'resist_paralyze',
3183     {
3184     name => 'resist paralyze %',
3185     type => 'int'
3186     }
3187     ],
3188     [
3189     'resist_fear',
3190     {
3191     name => 'resist fear %',
3192     type => 'int'
3193     }
3194     ],
3195     [
3196     'resist_deplete',
3197     {
3198     name => 'resist depletion %',
3199     type => 'int'
3200     }
3201     ],
3202     [
3203 root 1.7 'resist_death',
3204     {
3205     name => 'resist death-attack %',
3206     type => 'int'
3207     }
3208     ],
3209     [
3210     'resist_chaos',
3211     {
3212     name => 'resist chaos %',
3213     type => 'int'
3214     }
3215     ],
3216     [
3217 elmex 1.33 'resist_blind',
3218     {
3219     name => 'resist blinding %',
3220     type => 'int'
3221     }
3222     ],
3223     [
3224 root 1.7 'resist_holyword',
3225     {
3226     name => 'resist holy power %',
3227     type => 'int'
3228     }
3229 elmex 1.33 ],
3230     [
3231     'resist_godpower',
3232     {
3233     name => 'resist godpower %',
3234     type => 'int'
3235     }
3236 root 1.7 ]
3237     ]
3238 root 1.4 ]
3239     ]
3240 root 1.1 },
3241 root 1.3 'Inventory Checker' => {
3242 root 1.7 attr => [
3243     [
3244     'no_pick',
3245     {
3246     type => 'fixed',
3247     value => 1
3248     }
3249     ],
3250     [
3251     'slaying',
3252     {
3253     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.',
3254     name => 'match key string',
3255     type => 'string'
3256     }
3257     ],
3258     [
3259     'race',
3260     {
3261     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>.',
3262     name => 'match arch name',
3263     type => 'string'
3264     }
3265     ],
3266     [
3267     'hp',
3268     {
3269     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. ;)',
3270     name => 'match type',
3271     type => 'int'
3272     }
3273     ],
3274     [
3275     'last_sp',
3276     {
3277     desc => 'Enabled means having that object is a match. Disabled means not having that object is a match.',
3278     name => 'match = having',
3279     type => 'bool'
3280     }
3281     ],
3282     [
3283     'connected',
3284     {
3285     desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
3286     name => 'connection',
3287     type => 'int'
3288     }
3289     ],
3290     [
3291 root 1.14 'move_block',
3292 root 1.7 {
3293 root 1.14 desc => 'Objects using these movement types cannot move over this space.',
3294     name => 'blocked movement',
3295 elmex 1.26 type => 'movement_type'
3296 root 1.14 }
3297     ],
3298     [
3299     'move_allow',
3300     {
3301     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3302     name => 'allowed movement',
3303 elmex 1.26 type => 'movement_type'
3304 root 1.14 }
3305     ],
3306     [
3307     'move_slow',
3308     {
3309     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3310     name => 'slowed movement',
3311 elmex 1.26 type => 'movement_type'
3312 root 1.14 }
3313     ],
3314     [
3315     'move_slow_penalty',
3316     {
3317     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)',
3318     name => 'slow movement penalty',
3319     type => 'int'
3320 root 1.7 }
3321     ],
3322     [
3323     'last_heal',
3324     {
3325     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!',
3326     name => 'remove match',
3327     type => 'bool'
3328     }
3329     ]
3330     ],
3331 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.',
3332 root 1.3 ignore => [
3333     $IGNORE_LIST{system_object}
3334     ],
3335 root 1.5 name => 'Inventory Checker',
3336 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.'
3337     },
3338 root 1.8 'Item Transformer' => {
3339     attr => [
3340     [
3341     'food',
3342     {
3343     desc => '<number of uses> controls how many times the item transformer can be used. The value 0 means "unlimited"',
3344     name => 'number of uses',
3345     type => 'int'
3346     }
3347     ],
3348     [
3349     'slaying',
3350     {
3351     desc => 'Contains the verb that is used to construct a message to the player applying the item transformer.',
3352     name => 'verb',
3353     type => 'string'
3354     }
3355     ],
3356     [
3357     'startequip',
3358     {
3359     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3360     name => 'godgiven item',
3361     type => 'bool'
3362     }
3363     ],
3364     [
3365     'msg',
3366     {
3367     desc => 'This text may contain a description of the item transformer.',
3368     end => 'endmsg',
3369     name => 'description',
3370     type => 'text'
3371     }
3372     ]
3373     ],
3374     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.',
3375     name => 'Item Transformer',
3376     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\'.'
3377     },
3378 root 1.3 Jewel => {
3379 root 1.7 attr => [
3380     [
3381     'race',
3382     {
3383     type => 'fixed',
3384     value => 'gold and jewels'
3385     }
3386     ],
3387     [
3388     'msg',
3389     {
3390     desc => 'This text may describe the object.',
3391     end => 'endmsg',
3392     name => 'description',
3393     type => 'text'
3394     }
3395     ]
3396     ],
3397 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.',
3398     name => 'Jewel'
3399 root 1.1 },
3400 root 1.9 Key => {
3401     attr => [
3402     [
3403     'startequip',
3404     {
3405     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3406     name => 'godgiven item',
3407     type => 'bool'
3408     }
3409     ]
3410     ],
3411     desc => 'When carrying a key, a normal door can be opened. The key will disappear.',
3412     name => 'Key'
3413     },
3414 root 1.3 'Locked Door' => {
3415 root 1.7 attr => [
3416     [
3417 root 1.14 'move_type',
3418 root 1.7 {
3419     type => 'fixed',
3420 root 1.14 value => 0
3421 root 1.7 }
3422     ],
3423     [
3424     'no_pick',
3425     {
3426     type => 'fixed',
3427     value => 1
3428     }
3429     ],
3430     [
3431     'slaying',
3432     {
3433 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".',
3434 root 1.7 name => 'key string',
3435     type => 'string'
3436     }
3437     ],
3438     [
3439     'no_magic',
3440     {
3441     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).',
3442     name => 'restrict spells',
3443     type => 'bool'
3444     }
3445     ],
3446     [
3447     'damned',
3448     {
3449     desc => 'Restricting the use of prayers to pass this door. This should be set in most cases.',
3450     name => 'restrict prayers',
3451     type => 'bool'
3452     }
3453     ],
3454     [
3455     'msg',
3456     {
3457     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.',
3458     end => 'endmsg',
3459     name => 'lock message',
3460     type => 'text'
3461     }
3462     ]
3463     ],
3464     desc => 'A locked door can be opened only when carrying the appropriate special key.',
3465     ignore => [
3466     $IGNORE_LIST{non_pickable}
3467     ],
3468     name => 'Locked Door',
3469     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).'
3470     },
3471     'Magic Ear' => {
3472     attr => [
3473     [
3474     'no_pick',
3475     {
3476     type => 'fixed',
3477     value => 1
3478     }
3479     ],
3480     [
3481     'connected',
3482     {
3483     desc => 'The Magic_ear will trigger all objects with the same connection value, every time it is activated.',
3484     name => 'connection',
3485     type => 'int'
3486     }
3487     ],
3488     [
3489     'msg',
3490     {
3491     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!',
3492     end => 'endmsg',
3493     name => 'keyword-matching',
3494     type => 'text'
3495     }
3496     ]
3497     ],
3498     desc => 'Magic_ears trigger a connected value when the player speaks a specific keyword.',
3499     ignore => [
3500     $IGNORE_LIST{system_object}
3501     ],
3502     name => 'Magic Ear',
3503     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.'
3504     },
3505     'Magic Wall' => {
3506     attr => [
3507     [
3508     'dam',
3509     {
3510     desc => 'The magic wall will cast this <spell>.',
3511     name => 'spell',
3512     type => 'spell'
3513     }
3514     ],
3515     [
3516     'level',
3517     {
3518     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.',
3519     name => 'spell level',
3520     type => 'int'
3521     }
3522     ],
3523     [
3524     'connected',
3525     {
3526     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.',
3527     name => 'connection',
3528     type => 'int'
3529     }
3530     ],
3531     [
3532 elmex 1.21 'activate_on_push',
3533     {
3534     desc => 'Whether the teleporter should only be activated on push.',
3535 root 1.42 name => 'activate on push',
3536 elmex 1.21 type => 'bool'
3537     }
3538     ],
3539     [
3540     'activate_on_release',
3541     {
3542     desc => 'Whether the teleporter should only be activated on release.',
3543 root 1.42 name => 'activate on release',
3544 elmex 1.21 type => 'bool'
3545     }
3546     ],
3547     [
3548 root 1.7 'speed',
3549     {
3550     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".',
3551     name => 'casting speed',
3552     type => 'float'
3553     }
3554     ],
3555     [
3556 root 1.17 'speed_left',
3557     {
3558     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.',
3559     name => 'speed left',
3560     type => 'float'
3561     }
3562     ],
3563     [
3564 root 1.7 'sp',
3565     {
3566     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.',
3567     name => 'direction',
3568     type => 'list',
3569     value => $LIST{direction}
3570     }
3571     ],
3572     [
3573 root 1.14 'move_block',
3574     {
3575     desc => 'Objects using these movement types cannot move over this space.',
3576     name => 'blocked movement',
3577 elmex 1.26 type => 'movement_type'
3578 root 1.14 }
3579     ],
3580     [
3581     'move_allow',
3582     {
3583     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3584     name => 'allowed movement',
3585 elmex 1.26 type => 'movement_type'
3586 root 1.14 }
3587     ],
3588     [
3589     'move_slow',
3590 root 1.7 {
3591 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3592     name => 'slowed movement',
3593 elmex 1.26 type => 'movement_type'
3594 root 1.14 }
3595     ],
3596     [
3597     'move_slow_penalty',
3598     {
3599     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)',
3600     name => 'slow movement penalty',
3601     type => 'int'
3602 root 1.7 }
3603     ]
3604 root 1.3 ],
3605     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.',
3606     ignore => [
3607     $IGNORE_LIST{non_pickable}
3608     ],
3609 root 1.5 name => 'Magic Wall',
3610 root 1.4 section => [
3611     [
3612     'destroyable',
3613 root 1.7 [
3614     [
3615     'alive',
3616     {
3617     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.',
3618     name => 'is destroyable',
3619     type => 'bool'
3620     }
3621     ],
3622     [
3623     'hp',
3624     {
3625     desc => 'The more <hitpoints> the wall has, the longer it takes to be destroyed.',
3626     name => 'hitpoints',
3627     type => 'int'
3628     }
3629     ],
3630     [
3631     'maxhp',
3632     {
3633     desc => '<max hitpoints> are the maximum amount of hitpoints the wall can have. This only makes sense if the wall can regain health.',
3634     name => 'max hitpoints',
3635     type => 'int'
3636     }
3637     ],
3638     [
3639     'ac',
3640     {
3641     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>.',
3642     name => 'armour class',
3643     type => 'int'
3644     }
3645     ]
3646     ]
3647     ],
3648     [
3649     'resistance',
3650     [
3651     [
3652     'resist_physical',
3653     {
3654     name => 'resist physical %',
3655     type => 'int'
3656     }
3657     ],
3658     [
3659     'resist_magic',
3660     {
3661     name => 'resist magic %',
3662     type => 'int'
3663     }
3664     ],
3665     [
3666     'resist_fire',
3667     {
3668     name => 'resist fire %',
3669     type => 'int'
3670     }
3671     ],
3672     [
3673     'resist_electricity',
3674     {
3675     name => 'resist electricity %',
3676     type => 'int'
3677     }
3678     ],
3679     [
3680     'resist_cold',
3681     {
3682     name => 'resist cold %',
3683     type => 'int'
3684     }
3685     ],
3686     [
3687     'resist_confusion',
3688     {
3689     name => 'resist confusion %',
3690     type => 'int'
3691     }
3692     ],
3693     [
3694     'resist_acid',
3695     {
3696     name => 'resist acid %',
3697     type => 'int'
3698     }
3699     ],
3700     [
3701     'resist_drain',
3702     {
3703     name => 'resist draining %',
3704     type => 'int'
3705     }
3706     ],
3707     [
3708     'resist_weaponmagic',
3709     {
3710     name => 'resist weaponmagic %',
3711     type => 'int'
3712     }
3713     ],
3714     [
3715     'resist_ghosthit',
3716     {
3717     name => 'resist ghosthit %',
3718     type => 'int'
3719     }
3720     ],
3721     [
3722     'resist_poison',
3723     {
3724     name => 'resist poison %',
3725     type => 'int'
3726     }
3727     ],
3728     [
3729     'resist_slow',
3730     {
3731     name => 'resist slow %',
3732     type => 'int'
3733     }
3734     ],
3735     [
3736     'resist_paralyze',
3737     {
3738     name => 'resist paralyze %',
3739     type => 'int'
3740     }
3741     ],
3742     [
3743     'resist_fear',
3744     {
3745     name => 'resist fear %',
3746     type => 'int'
3747     }
3748     ],
3749     [
3750     'resist_deplete',
3751     {
3752     name => 'resist depletion %',
3753     type => 'int'
3754     }
3755     ],
3756     [
3757     'resist_death',
3758     {
3759     name => 'resist death-attack %',
3760     type => 'int'
3761     }
3762     ],
3763     [
3764     'resist_chaos',
3765     {
3766     name => 'resist chaos %',
3767     type => 'int'
3768     }
3769     ],
3770     [
3771     'resist_blind',
3772     {
3773     name => 'resist blinding %',
3774     type => 'int'
3775     }
3776     ],
3777     [
3778     'resist_holyword',
3779     {
3780     name => 'resist holy power %',
3781     type => 'int'
3782     }
3783     ],
3784     [
3785     'resist_godpower',
3786     {
3787     name => 'resist godpower %',
3788     type => 'int'
3789     }
3790     ]
3791     ]
3792     ]
3793     ],
3794     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".'
3795     },
3796     Marker => {
3797     attr => [
3798     [
3799     'no_pick',
3800     {
3801     type => 'fixed',
3802     value => 1
3803     }
3804     ],
3805     [
3806     'slaying',
3807     {
3808     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.',
3809     name => 'key string',
3810     type => 'string'
3811     }
3812     ],
3813     [
3814     'connected',
3815     {
3816     desc => 'When the detector is triggered, all objects with the same connection value get activated.',
3817     name => 'connection',
3818     type => 'int'
3819     }
3820     ],
3821     [
3822     'speed',
3823 root 1.4 {
3824 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.',
3825     name => 'marking speed',
3826     type => 'float'
3827 root 1.4 }
3828     ],
3829     [
3830 root 1.17 'speed_left',
3831     {
3832     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.',
3833     name => 'speed left',
3834     type => 'float'
3835     }
3836     ],
3837     [
3838 root 1.7 'food',
3839     {
3840     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.',
3841     name => 'mark duration',
3842     type => 'int'
3843     }
3844     ],
3845     [
3846     'name',
3847     {
3848     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.',
3849     name => 'delete mark',
3850     type => 'string'
3851     }
3852     ],
3853     [
3854     'msg',
3855 root 1.4 {
3856 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.',
3857     end => 'endmsg',
3858     name => 'marking message',
3859     type => 'text'
3860 root 1.4 }
3861     ]
3862     ],
3863 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.',
3864     ignore => [
3865     $IGNORE_LIST{system_object}
3866     ],
3867 root 1.5 name => 'Marker',
3868 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.'
3869     },
3870     Misc => {
3871 root 1.7 attr => [
3872     [
3873 root 1.14 'move_block',
3874     {
3875     desc => 'Objects using these movement types cannot move over this space.',
3876     name => 'blocked movement',
3877 elmex 1.26 type => 'movement_type'
3878 root 1.14 }
3879     ],
3880     [
3881     'move_allow',
3882     {
3883     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3884     name => 'allowed movement',
3885 elmex 1.26 type => 'movement_type'
3886 root 1.14 }
3887     ],
3888     [
3889     'move_slow',
3890 root 1.7 {
3891 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3892     name => 'slowed movement',
3893 elmex 1.26 type => 'movement_type'
3894 root 1.14 }
3895     ],
3896     [
3897     'move_slow_penalty',
3898     {
3899     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)',
3900     name => 'slow movement penalty',
3901     type => 'int'
3902 root 1.7 }
3903     ],
3904     [
3905     'cursed',
3906     {
3907     desc => 'Curses can have various effects: On equipment and food, they generally harm the player in some way.',
3908     name => 'cursed',
3909     type => 'bool'
3910     }
3911     ],
3912     [
3913     'damned',
3914     {
3915     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.',
3916     name => 'damned',
3917     type => 'bool'
3918     }
3919     ],
3920     [
3921     'unique',
3922     {
3923     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
3924     name => 'unique item',
3925     type => 'bool'
3926     }
3927     ],
3928     [
3929     'startequip',
3930     {
3931     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3932     name => 'godgiven item',
3933     type => 'bool'
3934     }
3935     ],
3936     [
3937     'msg',
3938     {
3939     desc => 'This text may describe the object.',
3940     end => 'endmsg',
3941     name => 'description',
3942     type => 'text'
3943     }
3944     ]
3945     ],
3946 root 1.5 name => 'Misc'
3947 root 1.1 },
3948 root 1.3 Money => {
3949 root 1.7 attr => [
3950     [
3951     'race',
3952     {
3953     type => 'fixed',
3954     value => 'gold and jewels'
3955     }
3956     ]
3957     ],
3958 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.',
3959     ignore => [
3960     'unpaid'
3961 root 1.5 ],
3962     name => 'Money'
3963 root 1.3 },
3964     'Monster & NPC' => {
3965 root 1.7 attr => [
3966     [
3967     'alive',
3968     {
3969     type => 'fixed',
3970     value => 1
3971     }
3972     ],
3973     [
3974     'randomitems',
3975     {
3976     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>.',
3977     name => 'treasurelist',
3978     type => 'treasurelist'
3979     }
3980     ],
3981     [
3982 root 1.28 'treasure_env',
3983     {
3984     desc => 'Set this flag to move treasure items created into the environment (map) instead of putting them into the object.',
3985     name => 'treasure in env',
3986     type => 'bool'
3987     }
3988     ],
3989     [
3990 root 1.7 'level',
3991     {
3992     desc => 'A monster\'s <level> is the most important attribute. <level> affects the power of a monster in various ways.',
3993     name => 'level',
3994     type => 'int'
3995     }
3996     ],
3997     [
3998     'race',
3999     {
4000 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.',
4001 root 1.7 name => 'race',
4002     type => 'string'
4003     }
4004     ],
4005     [
4006     'exp',
4007     {
4008 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!',
4009 root 1.7 name => 'experience',
4010     type => 'int'
4011     }
4012     ],
4013     [
4014     'speed',
4015     {
4016     desc => 'The <speed> determines how fast a monster will both move and fight. High <speed> makes a monster considerably stronger.',
4017     name => 'speed',
4018     type => 'float'
4019     }
4020     ],
4021     [
4022 root 1.17 'speed_left',
4023     {
4024     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.',
4025     name => 'speed left',
4026     type => 'float'
4027     }
4028     ],
4029     [
4030 root 1.7 'other_arch',
4031     {
4032     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.',
4033     name => 'breed monster',
4034     type => 'string'
4035     }
4036     ],
4037     [
4038     'generator',
4039     {
4040     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.',
4041     name => 'multiply',
4042     type => 'bool'
4043     }
4044     ],
4045     [
4046     'use_content_on_gen',
4047     {
4048     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.',
4049     name => 'template generation',
4050     type => 'bool'
4051     }
4052     ],
4053     [
4054 root 1.14 'move_type',
4055 root 1.7 {
4056 root 1.14 desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
4057     name => 'movement type',
4058 elmex 1.26 type => 'movement_type'
4059 root 1.7 }
4060     ],
4061     [
4062     'undead',
4063     {
4064     desc => 'Several spells only affect undead monsters: turn undead, banish undead, holy word, etc.',
4065     name => 'undead',
4066     type => 'bool'
4067     }
4068     ],
4069     [
4070     'carrying',
4071     {
4072     desc => 'If a monster has something in the inventory, this value can be set to reflect the slowdown due to the carried weight.',
4073     name => 'carries weight',
4074     type => 'int'
4075     }
4076     ],
4077     [
4078 root 1.28 'precious',
4079     {
4080 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.',
4081 root 1.28 name => 'precious',
4082     type => 'bool'
4083     }
4084     ],
4085     [
4086 root 1.7 'msg',
4087     {
4088     end => 'endmsg',
4089     name => 'npc message',
4090     type => 'text'
4091     }
4092     ]
4093     ],
4094 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.',
4095     ignore => [
4096     'material',
4097     'name_pl',
4098     'nrof',
4099     'value',
4100     'unpaid'
4101     ],
4102 root 1.5 name => 'Monster & NPC',
4103 root 1.4 section => [
4104     [
4105     'melee',
4106 root 1.7 [
4107     [
4108     'attacktype',
4109     {
4110     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.',
4111     name => 'attacktype',
4112     type => 'bitmask',
4113     value => $BITMASK{attacktype}
4114     }
4115     ],
4116     [
4117     'dam',
4118     {
4119     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.',
4120     name => 'damage',
4121     type => 'int'
4122     }
4123     ],
4124     [
4125     'wc',
4126     {
4127     desc => 'Monsters of high <weapon class> are more likely to really hit their opponent. <weapon class> can be considered the "counterpiece" to <armour class>.',
4128     name => 'weapon class',
4129     type => 'int'
4130     }
4131     ],
4132     [
4133     'hp',
4134     {
4135     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>.',
4136     name => 'health points',
4137     type => 'int'
4138     }
4139     ],
4140     [
4141     'maxhp',
4142     {
4143     desc => '<max health> is the maximum amount of <health points> this monster can have.',
4144     name => 'max health',
4145     type => 'int'
4146     }
4147     ],
4148     [
4149     'ac',
4150     {
4151     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).',
4152     name => 'armour class',
4153     type => 'int'
4154     }
4155     ],
4156     [
4157     'Con',
4158     {
4159 root 1.8 desc => 'Monsters regenerate this many health points each 4 ticks. Hence, the healing rate is independent of <speed>.',
4160 root 1.7 name => 'healing rate',
4161     type => 'int'
4162     }
4163     ],
4164     [
4165     'reflect_missile',
4166     {
4167     desc => 'A monster with this flag has the ability to <reflect missiles>, all kinds of projectiles (e.g. arrows, bolts, boulders) will bounce off.',
4168     name => 'reflect missiles',
4169     type => 'bool'
4170     }
4171     ],
4172     [
4173     'hitback',
4174     {
4175     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.',
4176     name => 'hitback',
4177     type => 'bool'
4178     }
4179     ],
4180     [
4181     'one_hit',
4182     {
4183     desc => 'Monsters with <one hit only> dissapear after one successful hit to a player.',
4184     name => 'one hit only',
4185     type => 'bool'
4186     }
4187     ]
4188     ]
4189     ],
4190     [
4191     'spellcraft',
4192     [
4193     [
4194     'can_cast_spell',
4195     {
4196     desc => 'If <can cast spell> is disabled, the monster cannot cast any spell. Only wands/rods/etc can be used, given the appropriate abilities.',
4197     name => 'can cast spell',
4198     type => 'bool'
4199     }
4200     ],
4201     [
4202     'reflect_spell',
4203     {
4204     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.',
4205     name => 'reflect spells',
4206     type => 'bool'
4207     }
4208     ],
4209     [
4210     'sp',
4211     {
4212     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>.',
4213     name => 'spellpoints',
4214     type => 'int'
4215     }
4216     ],
4217     [
4218     'maxsp',
4219     {
4220     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.',
4221     name => 'max spellpoints',
4222     type => 'int'
4223     }
4224     ],
4225     [
4226     'Pow',
4227     {
4228 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.',
4229 root 1.7 name => 'spellpoint regen.',
4230     type => 'int'
4231     }
4232     ],
4233     [
4234     'path_attuned',
4235     {
4236     desc => 'Click on the <attuned paths> button to select spellpaths. The creature will get attuned to the specified spellpaths.',
4237     name => 'attuned paths',
4238     type => 'bitmask',
4239     value => $BITMASK{spellpath}
4240     }
4241     ],
4242     [
4243     'path_repelled',
4244     {
4245     desc => 'Click on the <repelled paths> button to select spellpaths. The creature will get repelled to the specified spellpaths.',
4246     name => 'repelled paths',
4247     type => 'bitmask',
4248     value => $BITMASK{spellpath}
4249     }
4250     ],
4251     [
4252     'path_denied',
4253     {
4254     desc => 'Click on the <denied paths> button to select spellpaths. The creature won\'t be able to cast spells of the specified paths.',
4255     name => 'denied paths',
4256     type => 'bitmask',
4257     value => $BITMASK{spellpath}
4258     }
4259     ]
4260     ]
4261     ],
4262     [
4263     'ability',
4264     [
4265     [
4266     'Int',
4267     {
4268     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.',
4269     name => 'detect hidden',
4270     type => 'int'
4271     }
4272     ],
4273     [
4274     'see_invisible',
4275     {
4276     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.',
4277     name => 'see invisible',
4278     type => 'bool'
4279     }
4280     ],
4281     [
4282     'can_see_in_dark',
4283     {
4284     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.',
4285     name => 'see in darkness',
4286     type => 'bool'
4287     }
4288     ],
4289     [
4290     'can_use_weapon',
4291     {
4292     desc => 'Monster is able to wield weapon type objects.',
4293     name => 'can use weapons',
4294     type => 'bool'
4295     }
4296     ],
4297     [
4298     'can_use_bow',
4299     {
4300     desc => 'Monster is able to use missile-weapon type objects.',
4301     name => 'can use bows',
4302     type => 'bool'
4303     }
4304     ],
4305     [
4306     'can_use_armour',
4307     {
4308     desc => 'Monster is able to wear protective equipment like brestplate armour, shields, helmets etc.',
4309     name => 'can use armour',
4310     type => 'bool'
4311     }
4312     ],
4313     [
4314     'can_use_ring',
4315     {
4316     desc => 'Monster is able to wear rings.',
4317     name => 'can use rings',
4318     type => 'bool'
4319     }
4320     ],
4321     [
4322     'can_use_wand',
4323     {
4324     desc => 'Monster is able to use wands and staves.',
4325     name => 'can use wands',
4326     type => 'bool'
4327     }
4328     ],
4329     [
4330     'can_use_rod',
4331     {
4332     desc => 'Monster is able to use rods.',
4333     name => 'can use rods',
4334     type => 'bool'
4335     }
4336     ],
4337     [
4338     'can_use_scroll',
4339     {
4340     desc => 'Monster is able to read scrolls.',
4341     name => 'can use scrolls',
4342     type => 'bool'
4343     }
4344     ],
4345     [
4346     'can_use_skill',
4347     {
4348     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>.',
4349     name => 'can use skills',
4350     type => 'bool'
4351     }
4352     ]
4353     ]
4354     ],
4355     [
4356     'behave',
4357     [
4358     [
4359     'monster',
4360     {
4361     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.',
4362     name => 'monster behaviour',
4363     type => 'bool'
4364     }
4365     ],
4366     [
4367     'unaggressive',
4368     {
4369     desc => '<unaggressive> monsters do not attack players unless attacked first.',
4370     name => 'unaggressive',
4371     type => 'bool'
4372     }
4373     ],
4374     [
4375     'friendly',
4376     {
4377     desc => '<friendly> monsters help the player, attacking any non-friendly monsters in range.',
4378     name => 'friendly',
4379     type => 'bool'
4380     }
4381     ],
4382     [
4383     'stand_still',
4384     {
4385 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.',
4386 root 1.7 name => 'stand still',
4387     type => 'bool'
4388     }
4389     ],
4390     [
4391     'sleep',
4392     {
4393     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.',
4394     name => 'asleep',
4395     type => 'bool'
4396     }
4397     ],
4398     [
4399     'will_apply',
4400     {
4401     desc => 'This entry defines which kinds of environment actions the creature is able to perform.',
4402     name => 'misc. actions',
4403     type => 'bitmask',
4404     value => $BITMASK{will_apply}
4405     }
4406     ],
4407     [
4408     'pick_up',
4409     {
4410     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.',
4411     name => 'pick up',
4412     type => 'bitmask',
4413     value => $BITMASK{pick_up}
4414     }
4415     ],
4416     [
4417     'Wis',
4418     {
4419     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.',
4420     name => 'sensing range',
4421     type => 'int'
4422     }
4423     ],
4424     [
4425 root 1.15 'attack_movement_bits_0_3',
4426 root 1.7 {
4427 root 1.15 desc => 'If this is set to default, the standard mode of movement will be used.',
4428 root 1.7 name => 'attack movement',
4429 root 1.15 type => 'list',
4430     value => $LIST{attack_movement_bits_0_3}
4431     }
4432     ],
4433     [
4434     'attack_movement_bits_4_7',
4435     {
4436     desc => 'This movement is not in effect when the monster has an enemy and should only be used for non agressive monsters.',
4437     name => 'normal movement',
4438     type => 'list',
4439     value => $LIST{attack_movement_bits_4_7}
4440 root 1.7 }
4441     ],
4442     [
4443     'run_away',
4444     {
4445     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.',
4446     name => 'run at % health',
4447     type => 'int'
4448     }
4449     ]
4450     ]
4451     ],
4452     [
4453     'resistance',
4454     [
4455     [
4456     'resist_physical',
4457     {
4458     name => 'resist physical %',
4459     type => 'int'
4460     }
4461     ],
4462     [
4463     'resist_magic',
4464     {
4465     name => 'resist magic %',
4466     type => 'int'
4467     }
4468     ],
4469     [
4470     'resist_fire',
4471     {
4472     name => 'resist fire %',
4473     type => 'int'
4474     }
4475     ],
4476     [
4477     'resist_electricity',
4478     {
4479     name => 'resist electricity %',
4480     type => 'int'
4481     }
4482     ],
4483     [
4484     'resist_cold',
4485     {
4486     name => 'resist cold %',
4487     type => 'int'
4488     }
4489     ],
4490     [
4491     'resist_confusion',
4492     {
4493     name => 'resist confusion %',
4494     type => 'int'
4495     }
4496     ],
4497     [
4498     'resist_acid',
4499     {
4500     name => 'resist acid %',
4501     type => 'int'
4502     }
4503     ],
4504     [
4505     'resist_drain',
4506     {
4507     name => 'resist draining %',
4508     type => 'int'
4509     }
4510     ],
4511     [
4512     'resist_weaponmagic',
4513     {
4514     name => 'resist weaponmagic %',
4515     type => 'int'
4516     }
4517     ],
4518     [
4519     'resist_ghosthit',
4520     {
4521     name => 'resist ghosthit %',
4522     type => 'int'
4523     }
4524     ],
4525     [
4526     'resist_poison',
4527     {
4528     name => 'resist poison %',
4529     type => 'int'
4530     }
4531     ],
4532     [
4533     'resist_slow',
4534     {
4535     name => 'resist slow %',
4536     type => 'int'
4537     }
4538     ],
4539     [
4540     'resist_paralyze',
4541     {
4542     name => 'resist paralyze %',
4543     type => 'int'
4544     }
4545     ],
4546     [
4547     'resist_fear',
4548     {
4549     name => 'resist fear %',
4550     type => 'int'
4551     }
4552     ],
4553     [
4554     'resist_deplete',
4555     {
4556     name => 'resist depletion %',
4557     type => 'int'
4558     }
4559     ],
4560     [
4561     'resist_death',
4562     {
4563     name => 'resist death-attack %',
4564     type => 'int'
4565     }
4566     ],
4567     [
4568     'resist_chaos',
4569     {
4570     name => 'resist chaos %',
4571     type => 'int'
4572     }
4573     ],
4574     [
4575     'resist_blind',
4576     {
4577     name => 'resist blinding %',
4578     type => 'int'
4579     }
4580     ],
4581     [
4582     'resist_holyword',
4583     {
4584     name => 'resist holy power %',
4585     type => 'int'
4586     }
4587     ],
4588     [
4589     'resist_godpower',
4590     {
4591     name => 'resist godpower %',
4592     type => 'int'
4593     }
4594     ]
4595     ]
4596     ]
4597     ],
4598     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. :-)'
4599     },
4600 root 1.9 'Monster (Grimreaper)' => {
4601     desc => 'A grimreaper is a monster that vanishes after it did some number of draining attacks.',
4602     ignore => [
4603     'material',
4604     'name_pl',
4605     'nrof',
4606     'value',
4607     'unpaid'
4608     ],
4609     import => [
4610 root 1.29 'Monster & NPC'
4611 root 1.9 ],
4612     name => 'Monster (Grimreaper)',
4613     section => [
4614     [
4615     'grimreaper',
4616     [
4617     [
4618     'value',
4619     {
4620     desc => 'The object vanishes after this number of draining attacks.',
4621     name => 'attacks',
4622     type => 'int'
4623     }
4624     ]
4625     ]
4626     ]
4627     ]
4628     },
4629 root 1.7 'Mood Floor' => {
4630     attr => [
4631     [
4632     'no_pick',
4633 root 1.4 {
4634 root 1.7 type => 'fixed',
4635     value => 1
4636 root 1.4 }
4637     ],
4638     [
4639 root 1.7 'last_sp',
4640     {
4641     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!',
4642     name => 'mood',
4643     type => 'list',
4644     value => $LIST{mood}
4645     }
4646     ],
4647     [
4648     'connected',
4649     {
4650     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!',
4651     name => 'connection',
4652     type => 'int'
4653     }
4654     ],
4655     [
4656     'no_magic',
4657     {
4658     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
4659     name => 'no spells',
4660     type => 'bool'
4661     }
4662     ],
4663     [
4664     'damned',
4665     {
4666     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
4667     name => 'no prayers',
4668     type => 'bool'
4669     }
4670     ]
4671     ],
4672     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.',
4673     ignore => [
4674     $IGNORE_LIST{system_object}
4675     ],
4676     name => 'Mood Floor',
4677     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.)'
4678     },
4679     Mover => {
4680     attr => [
4681     [
4682     'attacktype',
4683     {
4684     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.',
4685     name => 'forced movement',
4686     type => 'bool'
4687     }
4688     ],
4689     [
4690     'maxsp',
4691     {
4692     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.',
4693     name => 'freeze duration',
4694     type => 'int'
4695     }
4696     ],
4697     [
4698     'speed',
4699     {
4700     desc => 'The movement speed value determines how fast a chain of these movers will push a player along (default is -0.2).',
4701     name => 'movement speed',
4702     type => 'float'
4703     }
4704     ],
4705     [
4706 root 1.17 'speed_left',
4707     {
4708     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.',
4709     name => 'speed left',
4710     type => 'float'
4711     }
4712     ],
4713     [
4714 root 1.7 'sp',
4715     {
4716     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.',
4717     name => 'direction',
4718     type => 'list',
4719     value => $LIST{direction}
4720     }
4721     ],
4722     [
4723     'lifesave',
4724     {
4725 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.',
4726 root 1.7 name => 'gets used up',
4727     type => 'bool'
4728     }
4729     ],
4730     [
4731     'hp',
4732     {
4733     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).',
4734     name => 'number of uses',
4735     type => 'int'
4736     }
4737     ]
4738     ],
4739     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.',
4740     ignore => [
4741     $IGNORE_LIST{non_pickable}
4742     ],
4743     name => 'Mover',
4744     section => [
4745     [
4746     'targets',
4747     [
4748     [
4749     'level',
4750     {
4751     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.',
4752     name => 'move players',
4753     type => 'bool'
4754     }
4755     ],
4756     [
4757 root 1.14 'move_on',
4758 root 1.7 {
4759 root 1.14 desc => 'Which movement types activate the mover.',
4760     name => 'movement type',
4761     type => 'movement_type'
4762 root 1.7 }
4763     ]
4764     ]
4765     ]
4766     ],
4767     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).'
4768     },
4769     Pedestal => {
4770     attr => [
4771     [
4772     'no_pick',
4773 root 1.4 {
4774 root 1.7 type => 'fixed',
4775     value => 1
4776 root 1.4 }
4777     ],
4778     [
4779 root 1.7 'slaying',
4780 root 1.4 {
4781 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.',
4782     name => 'match race',
4783     type => 'string'
4784 root 1.4 }
4785     ],
4786     [
4787 root 1.7 'connected',
4788 root 1.4 {
4789 root 1.7 desc => 'When the pedestal is triggered, all objects with the same connection value get activated.',
4790     name => 'connection',
4791     type => 'int'
4792 root 1.4 }
4793     ],
4794     [
4795 root 1.14 'move_on',
4796 root 1.4 {
4797 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
4798     name => 'movement type',
4799 elmex 1.26 type => 'movement_type'
4800 root 1.4 }
4801     ]
4802     ],
4803 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.',
4804     ignore => [
4805     $IGNORE_LIST{non_pickable}
4806     ],
4807 root 1.5 name => 'Pedestal',
4808 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.'
4809     },
4810     Pit => {
4811 root 1.7 attr => [
4812     [
4813     'no_pick',
4814     {
4815     type => 'fixed',
4816     value => 1
4817     }
4818     ],
4819     [
4820 root 1.42 'range',
4821     {
4822 root 1.44 desc => 'The radius of the square area that the pit will randomly put the player into (0 to 3, default 1).',
4823 root 1.43 name => 'spread radius',
4824 root 1.42 type => 'int'
4825     }
4826     ],
4827     [
4828 root 1.7 'connected',
4829     {
4830     desc => 'When a <connection> value is set, the pit can be opened/closed by activating the connection.',
4831     name => 'connection',
4832     type => 'int'
4833     }
4834     ],
4835     [
4836 elmex 1.21 'activate_on_push',
4837     {
4838     desc => 'Whether the teleporter should only be activated on push.',
4839 root 1.42 name => 'activate on push',
4840 elmex 1.21 type => 'bool'
4841     }
4842     ],
4843     [
4844     'activate_on_release',
4845     {
4846     desc => 'Whether the teleporter should only be activated on release.',
4847 root 1.42 name => 'activate on release',
4848 elmex 1.21 type => 'bool'
4849     }
4850     ],
4851     [
4852 root 1.7 'hp',
4853     {
4854     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!',
4855     name => 'destination X',
4856     type => 'int'
4857     }
4858     ],
4859     [
4860     'sp',
4861     {
4862     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!',
4863     name => 'destination Y',
4864     type => 'int'
4865     }
4866     ],
4867     [
4868     'wc',
4869     {
4870     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.',
4871     name => 'position state',
4872     type => 'int'
4873     }
4874     ],
4875     [
4876 root 1.14 'move_on',
4877 root 1.7 {
4878 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
4879     name => 'movement type',
4880 elmex 1.26 type => 'movement_type'
4881 root 1.7 }
4882     ]
4883     ],
4884 root 1.42 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 configurable 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.',
4885 root 1.3 ignore => [
4886     $IGNORE_LIST{non_pickable}
4887     ],
4888 root 1.5 name => 'Pit',
4889 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.'
4890     },
4891     'Poison Food' => {
4892 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.',
4893     name => 'Poison Food'
4894 root 1.3 },
4895     Potion => {
4896 root 1.7 attr => [
4897     [
4898     'level',
4899     {
4900     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.',
4901     name => 'potion level',
4902     type => 'int'
4903     }
4904     ],
4905     [
4906     'sp',
4907     {
4908     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".',
4909     name => 'spell',
4910     type => 'spell'
4911     }
4912     ],
4913     [
4914     'attacktype',
4915     {
4916     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.',
4917     name => 'special effect',
4918     type => 'list',
4919     value => $LIST{potion_effect}
4920     }
4921     ],
4922     [
4923     'cursed',
4924     {
4925     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 >:)',
4926     name => 'cursed',
4927     type => 'bool'
4928     }
4929     ],
4930     [
4931     'startequip',
4932     {
4933     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4934     name => 'godgiven item',
4935     type => 'bool'
4936     }
4937     ]
4938     ],
4939 root 1.3 desc => 'The player can drink these and gain various kinds of benefits (/penalties) by doing so.',
4940 root 1.5 name => 'Potion',
4941 root 1.4 section => [
4942     [
4943     'stats',
4944 root 1.7 [
4945     [
4946     'Str',
4947     {
4948     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.',
4949     name => 'strength',
4950     type => 'int'
4951     }
4952     ],
4953     [
4954     'Dex',
4955     {
4956 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.',
4957 root 1.7 name => 'dexterity',
4958     type => 'int'
4959     }
4960     ],
4961     [
4962     'Con',
4963     {
4964 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.',
4965 root 1.7 name => 'constitution',
4966     type => 'int'
4967     }
4968     ],
4969     [
4970     'Int',
4971     {
4972 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.',
4973 root 1.7 name => 'intelligence',
4974     type => 'int'
4975     }
4976     ],
4977     [
4978     'Pow',
4979     {
4980 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.',
4981 root 1.7 name => 'power',
4982     type => 'int'
4983     }
4984     ],
4985     [
4986     'Wis',
4987     {
4988 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.',
4989 root 1.7 name => 'wisdom',
4990     type => 'int'
4991     }
4992     ],
4993     [
4994     'Cha',
4995     {
4996 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.',
4997 root 1.7 name => 'charisma',
4998     type => 'int'
4999     }
5000     ]
5001     ]
5002     ],
5003     [
5004     'resistance',
5005     [
5006     [
5007     'resist_physical',
5008     {
5009     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!',
5010     name => 'resist physical %',
5011     type => 'int'
5012     }
5013     ],
5014     [
5015     'resist_magic',
5016     {
5017 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!',
5018 root 1.7 name => 'resist magic %',
5019     type => 'int'
5020     }
5021     ],
5022     [
5023     'resist_fire',
5024     {
5025 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!',
5026 root 1.7 name => 'resist fire %',
5027     type => 'int'
5028     }
5029     ],
5030     [
5031     'resist_electricity',
5032     {
5033 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!',
5034 root 1.7 name => 'resist electricity %',
5035     type => 'int'
5036     }
5037     ],
5038     [
5039     'resist_cold',
5040     {
5041 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!',
5042 root 1.7 name => 'resist cold %',
5043     type => 'int'
5044     }
5045     ],
5046     [
5047     'resist_acid',
5048     {
5049 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!',
5050 root 1.7 name => 'resist acid %',
5051     type => 'int'
5052     }
5053     ],
5054     [
5055     'resist_confusion',
5056     {
5057 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!',
5058 root 1.7 name => 'resist confusion %',
5059     type => 'int'
5060     }
5061     ],
5062     [
5063     'resist_weaponmagic',
5064     {
5065 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!',
5066 root 1.7 name => 'resist weaponmagic %',
5067     type => 'int'
5068     }
5069     ],
5070     [
5071 elmex 1.33 'resist_ghosthit',
5072 root 1.7 {
5073 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!',
5074     name => 'resist ghosthit %',
5075 root 1.7 type => 'int'
5076     }
5077     ],
5078     [
5079 elmex 1.33 'resist_slow',
5080 root 1.7 {
5081 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!',
5082     name => 'resist slow %',
5083 root 1.7 type => 'int'
5084     }
5085     ],
5086     [
5087 elmex 1.33 'resist_fear',
5088 root 1.7 {
5089 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!',
5090     name => 'resist fear %',
5091 root 1.7 type => 'int'
5092     }
5093     ],
5094     [
5095 elmex 1.33 'resist_death',
5096 root 1.7 {
5097 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!',
5098     name => 'resist death-attack %',
5099     type => 'int'
5100     }
5101     ],
5102     [
5103     'resist_chaos',
5104     {
5105     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!',
5106     name => 'resist chaos %',
5107     type => 'int'
5108     }
5109     ],
5110     [
5111     'resist_blind',
5112     {
5113     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!',
5114     name => 'resist blinding %',
5115     type => 'int'
5116     }
5117     ],
5118     [
5119     'resist_holyword',
5120     {
5121     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!',
5122     name => 'resist holy power %',
5123     type => 'int'
5124     }
5125     ],
5126     [
5127     'resist_godpower',
5128     {
5129     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!',
5130     name => 'resist godpower %',
5131     type => 'int'
5132     }
5133     ],
5134     [
5135     'resist_paralyze',
5136     {
5137     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!',
5138     name => 'resist paralyze %',
5139     type => 'int'
5140     }
5141     ],
5142     [
5143     'resist_drain',
5144     {
5145     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!',
5146     name => 'resist draining %',
5147     type => 'int'
5148     }
5149     ],
5150     [
5151     'resist_deplete',
5152     {
5153     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!',
5154     name => 'resist depletion %',
5155     type => 'int'
5156     }
5157     ],
5158     [
5159     'resist_poison',
5160     {
5161     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!',
5162     name => 'resist poison %',
5163 root 1.7 type => 'int'
5164     }
5165     ]
5166     ]
5167     ]
5168     ],
5169     use => 'One potion should never give multiple benefits at once.'
5170     },
5171     'Power Crystal' => {
5172     attr => [
5173     [
5174     'sp',
5175 root 1.4 {
5176 root 1.7 desc => '<initial mana> is the amount of spellpoints that the crystal holds when the map is loaded.',
5177     name => 'initial mana',
5178     type => 'int'
5179 root 1.4 }
5180     ],
5181     [
5182 root 1.7 'maxsp',
5183 root 1.4 {
5184 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.',
5185     name => 'mana capacity',
5186     type => 'int'
5187 root 1.4 }
5188     ]
5189     ],
5190 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.',
5191     name => 'Power Crystal'
5192 root 1.1 },
5193 root 1.3 Projectile => {
5194 root 1.7 attr => [
5195     [
5196     'attacktype',
5197     {
5198     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.',
5199     name => 'attacktype',
5200     type => 'bitmask',
5201     value => $BITMASK{attacktype}
5202     }
5203     ],
5204     [
5205     'race',
5206     {
5207     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>.',
5208     name => 'ammunition class',
5209     type => 'string'
5210     }
5211     ],
5212     [
5213     'slaying',
5214     {
5215     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.',
5216     name => 'slaying race',
5217     type => 'string'
5218     }
5219     ],
5220     [
5221     'dam',
5222     {
5223     desc => 'The projectile <damage> significantly affects the damage done. Damage can be further increased by the shooting weapon\'s attributes.',
5224     name => 'damage',
5225     type => 'int'
5226     }
5227     ],
5228     [
5229     'wc',
5230     {
5231     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.',
5232     name => 'weaponclass',
5233     type => 'int'
5234     }
5235     ],
5236     [
5237     'food',
5238     {
5239     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).',
5240     name => 'chance to break',
5241     type => 'int'
5242     }
5243     ],
5244     [
5245     'magic',
5246     {
5247     desc => 'Magic bonus increases chance to hit and damage a little bit.',
5248     name => 'magic bonus',
5249     type => 'int'
5250     }
5251     ],
5252     [
5253     'unique',
5254     {
5255     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5256     name => 'unique item',
5257     type => 'bool'
5258     }
5259     ],
5260     [
5261     'startequip',
5262     {
5263     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5264     name => 'godgiven item',
5265     type => 'bool'
5266     }
5267     ],
5268     [
5269     'no_drop',
5270     {
5271     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.',
5272     name => 'don\'t drop',
5273     type => 'bool'
5274     }
5275     ],
5276     [
5277     'msg',
5278     {
5279     desc => 'This text may describe the projectile. This could be nice for very special ones.',
5280     end => 'endmsg',
5281     name => 'description',
5282     type => 'text'
5283     }
5284     ]
5285     ],
5286     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.',
5287     name => 'Projectile',
5288     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.'
5289     },
5290     Ring => {
5291     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.',
5292     import => [
5293 root 1.29 'Amulet'
5294 root 1.7 ],
5295     name => 'Ring',
5296     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.'
5297     },
5298     Rod => {
5299     attr => [
5300     [
5301     'sp',
5302     {
5303     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!',
5304     name => 'spell',
5305     type => 'spell'
5306     }
5307     ],
5308     [
5309     'level',
5310     {
5311     desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should be set to something reasonable.',
5312     name => 'casting level',
5313     type => 'int'
5314     }
5315     ],
5316     [
5317     'hp',
5318     {
5319     desc => 'This value represents the initial amount of spellpoints in the rod. Naturally, this is quite unimportant.',
5320     name => 'initial spellpoints',
5321     type => 'int'
5322     }
5323     ],
5324     [
5325     'maxhp',
5326     {
5327     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.',
5328     name => 'max. spellpoints',
5329     type => 'int'
5330     }
5331     ],
5332     [
5333     'startequip',
5334     {
5335     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5336     name => 'godgiven item',
5337     type => 'bool'
5338     }
5339     ],
5340     [
5341     'msg',
5342     {
5343     desc => 'This text may contain a description of the rod.',
5344     end => 'endmsg',
5345     name => 'description',
5346     type => 'text'
5347     }
5348     ]
5349     ],
5350     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.',
5351     ignore => [
5352     'title'
5353     ],
5354     name => 'Rod',
5355     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>'
5356     },
5357     Rune => {
5358     attr => [
5359     [
5360     'no_pick',
5361     {
5362     type => 'fixed',
5363     value => 1
5364     }
5365     ],
5366     [
5367 root 1.14 'move_on',
5368 root 1.7 {
5369 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5370     name => 'movement type',
5371 elmex 1.26 type => 'movement_type'
5372 root 1.7 }
5373     ],
5374     [
5375     'level',
5376     {
5377     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.',
5378     name => 'rune level',
5379     type => 'int'
5380     }
5381     ],
5382     [
5383     'Cha',
5384     {
5385     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.',
5386     name => 'visibility',
5387     type => 'int'
5388     }
5389     ],
5390     [
5391     'hp',
5392     {
5393     desc => 'The rune will detonate <number of charges> times before disappearing.',
5394     name => 'number of charges',
5395     type => 'int'
5396     }
5397     ],
5398     [
5399     'dam',
5400     {
5401     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.',
5402     name => 'direct damage',
5403     type => 'int'
5404     }
5405     ],
5406     [
5407     'attacktype',
5408     {
5409     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.',
5410     name => 'attacktype',
5411     type => 'bitmask',
5412     value => $BITMASK{attacktype}
5413     }
5414     ],
5415     [
5416     'msg',
5417     {
5418     desc => 'When the rune detonates, this text is displayed to the victim. For especially powerful runes, create an appropriate thrilling description. ;)',
5419     end => 'endmsg',
5420     name => 'detonation text',
5421     type => 'text'
5422     }
5423     ]
5424 root 1.3 ],
5425     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.',
5426     ignore => [
5427     'no_pick',
5428     'title',
5429     'name_pl',
5430     'weight',
5431     'value',
5432     'material',
5433     'unpaid'
5434     ],
5435 root 1.5 name => 'Rune',
5436 root 1.4 section => [
5437     [
5438     'spellcraft',
5439 root 1.7 [
5440     [
5441     'sp',
5442     {
5443     desc => 'The selected <spell> defines the spell in the rune, if any. (Many runes do direct damage).',
5444     name => 'spell',
5445     type => 'spell'
5446     }
5447     ],
5448     [
5449     'slaying',
5450     {
5451     desc => 'Name of the spell in the rune, if any. <spell name> is optional, but if present, overrides the <spell> setting.',
5452     name => 'spell name',
5453     type => 'string'
5454     }
5455     ],
5456     [
5457     'other_arch',
5458     {
5459     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.',
5460     name => 'spell arch',
5461     type => 'string'
5462     }
5463     ],
5464     [
5465     'maxsp',
5466     {
5467     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.',
5468     name => 'direction',
5469     type => 'list',
5470     value => $LIST{direction}
5471     }
5472     ],
5473     [
5474     'race',
5475     {
5476     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.',
5477     name => 'summon monster',
5478     type => 'string'
5479     }
5480     ],
5481     [
5482     'maxhp',
5483     {
5484     desc => 'This should only be set to a summoning rune. It will then summon that many creatures of the kind <summon monster>.',
5485     name => 'summon amount',
5486     type => 'int'
5487     }
5488     ]
5489     ]
5490 root 1.4 ]
5491     ],
5492 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.'
5493     },
5494 root 1.37 'Safe ground' => {
5495 elmex 1.23 attr => [
5496     [
5497 root 1.35 'move_block',
5498     {
5499     desc => 'Objects using these movement types cannot move over this space.',
5500     name => 'blocked movement',
5501     type => 'movement_type'
5502     }
5503     ],
5504     [
5505     'move_allow',
5506     {
5507     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
5508     name => 'allowed movement',
5509     type => 'movement_type'
5510     }
5511     ],
5512     [
5513     'move_slow',
5514     {
5515     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
5516     name => 'slowed movement',
5517     type => 'movement_type'
5518     }
5519     ],
5520     [
5521     'move_slow_penalty',
5522     {
5523     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)',
5524     name => 'slow movement penalty',
5525     type => 'int'
5526     }
5527     ],
5528     [
5529 elmex 1.23 'no_pick',
5530     {
5531     type => 'fixed',
5532     value => 1
5533     }
5534     ]
5535     ],
5536 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.',
5537 elmex 1.23 ignore => [
5538     $IGNORE_LIST{non_pickable}
5539     ],
5540 root 1.37 name => 'Safe ground',
5541 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.'
5542 elmex 1.23 },
5543 root 1.3 Savebed => {
5544 root 1.7 attr => [
5545     [
5546     'no_pick',
5547     {
5548     type => 'fixed',
5549     value => 1
5550     }
5551     ],
5552     [
5553     'no_magic',
5554     {
5555     type => 'fixed',
5556     value => 1
5557     }
5558     ],
5559     [
5560     'damned',
5561     {
5562     type => 'fixed',
5563     value => 1
5564     }
5565     ]
5566     ],
5567 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.',
5568     ignore => [
5569     $IGNORE_LIST{non_pickable}
5570     ],
5571 root 1.5 name => 'Savebed',
5572 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>'
5573 root 1.3 },
5574     Scroll => {
5575 root 1.7 attr => [
5576     [
5577     'level',
5578     {
5579     desc => 'The spell of the scroll will be casted at this level. This value should always be set, at least to 1.',
5580     name => 'casting level',
5581     type => 'int'
5582     }
5583     ],
5584     [
5585     'sp',
5586     {
5587     desc => 'When a player/monster applies this scroll, the selected <spell> will be casted (once). This should work for any given spell.',
5588     name => 'spell',
5589     type => 'spell'
5590     }
5591     ],
5592     [
5593     'startequip',
5594     {
5595     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5596     name => 'godgiven item',
5597     type => 'bool'
5598     }
5599     ]
5600     ],
5601 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.',
5602     ignore => [
5603     'title'
5604     ],
5605 root 1.5 name => 'Scroll',
5606 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.'
5607     },
5608     Shield => {
5609 root 1.7 attr => [
5610     [
5611     'magic',
5612     {
5613     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.',
5614     name => 'magic bonus',
5615     type => 'int'
5616     }
5617     ]
5618     ],
5619 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.',
5620     import => [
5621 root 1.29 'Amulet'
5622 root 1.3 ],
5623 root 1.5 name => 'Shield',
5624 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.'
5625     },
5626     'Shooting Weapon' => {
5627 root 1.7 attr => [
5628     [
5629     'race',
5630     {
5631     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.',
5632     name => 'ammunition class',
5633     type => 'string'
5634     }
5635     ],
5636     [
5637     'sp',
5638     {
5639     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).',
5640     name => 'shooting speed',
5641     type => 'int'
5642     }
5643     ],
5644     [
5645     'dam',
5646     {
5647     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.',
5648     name => 'base damage',
5649     type => 'int'
5650     }
5651     ],
5652     [
5653     'wc',
5654     {
5655     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.',
5656     name => 'weaponclass',
5657     type => 'int'
5658     }
5659     ],
5660     [
5661     'item_power',
5662     {
5663 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>.',
5664 root 1.7 name => 'item power',
5665     type => 'int'
5666     }
5667     ],
5668     [
5669     'no_strength',
5670     {
5671     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.',
5672     name => 'ignore strength',
5673     type => 'bool'
5674     }
5675     ],
5676     [
5677     'damned',
5678     {
5679     desc => 'A damned shooting weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
5680     name => 'damnation',
5681     type => 'bool'
5682     }
5683     ],
5684     [
5685     'cursed',
5686     {
5687     desc => 'A cursed shooting weapon cannot be unwielded unless the curse is removed.',
5688     name => 'curse',
5689     type => 'bool'
5690     }
5691     ],
5692     [
5693     'unique',
5694     {
5695     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5696     name => 'unique item',
5697     type => 'bool'
5698     }
5699     ],
5700     [
5701     'startequip',
5702     {
5703     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5704     name => 'godgiven item',
5705     type => 'bool'
5706     }
5707     ],
5708     [
5709     'msg',
5710     {
5711     desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
5712     end => 'endmsg',
5713     name => 'description',
5714     type => 'text'
5715     }
5716     ]
5717     ],
5718 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.',
5719 root 1.5 name => 'Shooting Weapon',
5720 root 1.4 section => [
5721     [
5722     'stats',
5723 root 1.7 [
5724     [
5725     'Str',
5726     {
5727     desc => 'The player\'s strentgh will rise/fall by the given value while wearing this shooting weapon.',
5728     name => 'strength',
5729     type => 'int'
5730     }
5731     ],
5732     [
5733     'Dex',
5734     {
5735     desc => 'The player\'s dexterity will rise/fall by the given value while wearing this shooting weapon.',
5736     name => 'dexterity',
5737     type => 'int'
5738     }
5739     ],
5740     [
5741     'Con',
5742     {
5743     desc => 'The player\'s constitution will rise/fall by the given value while wearing this shooting weapon.',
5744     name => 'constitution',
5745     type => 'int'
5746     }
5747     ],
5748     [
5749     'Int',
5750     {
5751     desc => 'The player\'s intelligence will rise/fall by the given value while wearing this shooting weapon.',
5752     name => 'intelligence',
5753     type => 'int'
5754     }
5755     ],
5756     [
5757     'Pow',
5758     {
5759     desc => 'The player\'s power will rise/fall by the given value while wearing this shooting weapon.',
5760     name => 'power',
5761     type => 'int'
5762     }
5763     ],
5764     [
5765     'Wis',
5766     {
5767     desc => 'The player\'s wisdom will rise/fall by the given value while wearing this shooting weapon.',
5768     name => 'wisdom',
5769     type => 'int'
5770     }
5771     ],
5772     [
5773     'Cha',
5774     {
5775     desc => 'The player\'s charisma will rise/fall by the given value while wearing this shooting weapon.',
5776     name => 'charisma',
5777     type => 'int'
5778     }
5779     ]
5780     ]
5781     ],
5782     [
5783     'bonus',
5784     [
5785     [
5786     'luck',
5787     {
5788     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.',
5789     name => 'luck bonus',
5790     type => 'int'
5791     }
5792     ],
5793     [
5794     'magic',
5795     {
5796     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.',
5797     name => 'magic bonus',
5798     type => 'int'
5799     }
5800     ]
5801     ]
5802     ]
5803     ],
5804 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.'
5805 root 1.7 },
5806     'Shop Floor' => {
5807     attr => [
5808     [
5809     'is_floor',
5810     {
5811     type => 'fixed',
5812     value => 1
5813     }
5814     ],
5815     [
5816     'no_pick',
5817     {
5818     type => 'fixed',
5819     value => 1
5820     }
5821     ],
5822     [
5823     'no_magic',
5824     {
5825     type => 'fixed',
5826     value => 1
5827     }
5828     ],
5829     [
5830     'auto_apply',
5831 root 1.4 {
5832 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.',
5833     name => 'generate goods',
5834     type => 'bool'
5835 root 1.4 }
5836     ],
5837     [
5838 root 1.7 'randomitems',
5839     {
5840     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.',
5841     name => 'treasurelist',
5842     type => 'treasurelist'
5843     }
5844     ],
5845     [
5846     'exp',
5847     {
5848     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.',
5849     name => 'quality level',
5850     type => 'int'
5851     }
5852     ],
5853     [
5854     'damned',
5855 root 1.4 {
5856 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.)',
5857     name => 'no prayers',
5858     type => 'bool'
5859 root 1.4 }
5860     ]
5861     ],
5862 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).',
5863     ignore => [
5864     $IGNORE_LIST{non_pickable}
5865     ],
5866 root 1.5 name => 'Shop Floor',
5867 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.'
5868     },
5869 elmex 1.27 'Shop Inventory' => {
5870     attr => [
5871     [
5872     'shop_coords',
5873     {
5874     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.',
5875     name => 'shop rectangle',
5876     type => 'string'
5877     }
5878     ]
5879     ],
5880     desc => 'The purpose of a sign is to display the contents of a shop.',
5881     ignore => [
5882     $IGNORE_LIST{non_pickable}
5883     ],
5884     name => 'Shop Inventory',
5885     use => 'Use these signs to present the player a list of the items in the shop'
5886     },
5887 root 1.3 'Shop Mat' => {
5888 root 1.7 attr => [
5889     [
5890     'no_pick',
5891     {
5892     type => 'fixed',
5893     value => 1
5894     }
5895     ],
5896     [
5897 root 1.14 'move_on',
5898 root 1.7 {
5899 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5900     name => 'movement type',
5901 elmex 1.26 type => 'movement_type'
5902 root 1.7 }
5903     ]
5904     ],
5905 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).',
5906     ignore => [
5907     $IGNORE_LIST{non_pickable}
5908     ],
5909 root 1.5 name => 'Shop Mat',
5910 root 1.3 use => 'As stated above, always place TWO shop mats into your shop. Not more and not less than that.'
5911     },
5912     'Sign & MagicMouth' => {
5913 root 1.7 attr => [
5914     [
5915     'connected',
5916     {
5917     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.',
5918     name => 'connection',
5919     type => 'int'
5920     }
5921     ],
5922     [
5923 elmex 1.21 'activate_on_push',
5924     {
5925     desc => 'Whether the teleporter should only be activated on push.',
5926 root 1.42 name => 'activate on push',
5927 elmex 1.21 type => 'bool'
5928     }
5929     ],
5930     [
5931     'activate_on_release',
5932     {
5933     desc => 'Whether the teleporter should only be activated on release.',
5934 root 1.42 name => 'activate on release',
5935 elmex 1.21 type => 'bool'
5936     }
5937     ],
5938     [
5939 root 1.14 'move_on',
5940 root 1.7 {
5941 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5942     name => 'movement type',
5943 elmex 1.26 type => 'movement_type'
5944 root 1.7 }
5945     ],
5946     [
5947     'food',
5948     {
5949     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).',
5950     name => 'counter',
5951     type => 'int'
5952     }
5953     ],
5954     [
5955     'msg',
5956     {
5957     desc => 'This text will be displayed to the player.',
5958     end => 'endmsg',
5959     name => 'message',
5960     type => 'text'
5961     }
5962     ]
5963     ],
5964     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).',
5965     ignore => [
5966     $IGNORE_LIST{non_pickable}
5967     ],
5968     name => 'Sign & MagicMouth',
5969     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.'
5970     },
5971     Skill => {
5972     attr => [
5973     [
5974     'invisible',
5975     {
5976     type => 'fixed',
5977     value => 1
5978     }
5979     ],
5980     [
5981     'no_drop',
5982     {
5983     type => 'fixed',
5984     value => 1
5985     }
5986     ],
5987     [
5988     'skill',
5989     {
5990     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.',
5991     name => 'skill name',
5992     type => 'string'
5993     }
5994     ],
5995     [
5996     'expmul',
5997     {
5998     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.',
5999     name => 'exp multiplier',
6000     type => 'float'
6001     }
6002     ],
6003     [
6004     'subtype',
6005     {
6006 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.',
6007 root 1.7 name => 'skill type',
6008     type => 'list',
6009     value => $LIST{skill_type}
6010     }
6011     ],
6012     [
6013     'level',
6014     {
6015     name => 'level',
6016     type => 'int'
6017     }
6018     ],
6019     [
6020     'exp',
6021     {
6022     name => 'experience',
6023     type => 'int'
6024     }
6025     ],
6026     [
6027     'can_use_skill',
6028     {
6029     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.',
6030     name => 'is native skill',
6031     type => 'bool'
6032     }
6033     ]
6034 root 1.3 ],
6035     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.',
6036     ignore => [
6037     $IGNORE_LIST{system_object}
6038     ],
6039 root 1.5 name => 'Skill',
6040 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>'
6041     },
6042     'Skill Scroll' => {
6043 root 1.7 attr => [
6044     [
6045     'race',
6046     {
6047     type => 'fixed',
6048     value => 'scrolls'
6049     }
6050     ],
6051     [
6052     'skill',
6053     {
6054     desc => 'The <skill name> matches the skill object that can be learned from this scroll.',
6055     name => 'skill name',
6056     type => 'string'
6057     }
6058     ]
6059     ],
6060 root 1.3 desc => 'By reading a skill scroll, a player has a chance to learn the contained skill.',
6061 root 1.5 name => 'Skill Scroll',
6062 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.'
6063     },
6064 elmex 1.33 'Skill Tool' => {
6065     attr => [
6066     [
6067     'skill',
6068     {
6069     desc => 'This field describes which skill the player will be able to use wearing this item.',
6070     name => 'skill name',
6071     type => 'string'
6072     }
6073     ]
6074     ],
6075     desc => 'Wearing a skill tool will give the player the ability to use a skill.',
6076     name => 'Skill Tool',
6077     section => [
6078     [
6079     'stats',
6080     [
6081     [
6082     'Str',
6083     {
6084     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.',
6085     name => 'strength',
6086     type => 'int'
6087     }
6088     ],
6089     [
6090     'Dex',
6091     {
6092     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.',
6093     name => 'dexterity',
6094     type => 'int'
6095     }
6096     ],
6097     [
6098     'Con',
6099     {
6100     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.',
6101     name => 'constitution',
6102     type => 'int'
6103     }
6104     ],
6105     [
6106     'Int',
6107     {
6108     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.',
6109     name => 'intelligence',
6110     type => 'int'
6111     }
6112     ],
6113     [
6114     'Pow',
6115     {
6116     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.',
6117     name => 'power',
6118     type => 'int'
6119     }
6120     ],
6121     [
6122     'Wis',
6123     {
6124     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.',
6125     name => 'wisdom',
6126     type => 'int'
6127     }
6128     ],
6129     [
6130     'Cha',
6131     {
6132     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.',
6133     name => 'charisma',
6134     type => 'int'
6135     }
6136     ]
6137     ]
6138     ],
6139     [
6140     'resistance',
6141     [
6142     [
6143     'resist_physical',
6144     {
6145     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!',
6146     name => 'resist physical %',
6147     type => 'int'
6148     }
6149     ],
6150     [
6151     'resist_magic',
6152     {
6153     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!',
6154     name => 'resist magic %',
6155     type => 'int'
6156     }
6157     ],
6158     [
6159     'resist_fire',
6160     {
6161     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!',
6162     name => 'resist fire %',
6163     type => 'int'
6164     }
6165     ],
6166     [
6167     'resist_electricity',
6168     {
6169     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!',
6170     name => 'resist electricity %',
6171     type => 'int'
6172     }
6173     ],
6174     [
6175     'resist_cold',
6176     {
6177     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!',
6178     name => 'resist cold %',
6179     type => 'int'
6180     }
6181     ],
6182     [
6183     'resist_acid',
6184     {
6185     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!',
6186     name => 'resist acid %',
6187     type => 'int'
6188     }
6189     ],
6190     [
6191     'resist_confusion',
6192     {
6193     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!',
6194     name => 'resist confusion %',
6195     type => 'int'
6196     }
6197     ],
6198     [
6199     'resist_weaponmagic',
6200     {
6201     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!',
6202     name => 'resist weaponmagic %',
6203     type => 'int'
6204     }
6205     ],
6206     [
6207     'resist_ghosthit',
6208     {
6209     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!',
6210     name => 'resist ghosthit %',
6211     type => 'int'
6212     }
6213     ],
6214     [
6215     'resist_slow',
6216     {
6217     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!',
6218     name => 'resist slow %',
6219     type => 'int'
6220     }
6221     ],
6222     [
6223     'resist_fear',
6224     {
6225     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!',
6226     name => 'resist fear %',
6227     type => 'int'
6228     }
6229     ],
6230     [
6231     'resist_death',
6232     {
6233     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!',
6234     name => 'resist death-attack %',
6235     type => 'int'
6236     }
6237     ],
6238     [
6239     'resist_chaos',
6240     {
6241     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!',
6242     name => 'resist chaos %',
6243     type => 'int'
6244     }
6245     ],
6246     [
6247     'resist_blind',
6248     {
6249     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!',
6250     name => 'resist blinding %',
6251     type => 'int'
6252     }
6253     ],
6254     [
6255     'resist_holyword',
6256     {
6257     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!',
6258     name => 'resist holy power %',
6259     type => 'int'
6260     }
6261     ],
6262     [
6263     'resist_godpower',
6264     {
6265     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!',
6266     name => 'resist godpower %',
6267     type => 'int'
6268     }
6269     ],
6270     [
6271     'resist_paralyze',
6272     {
6273     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!',
6274     name => 'resist paralyze %',
6275     type => 'int'
6276     }
6277     ],
6278     [
6279     'resist_drain',
6280     {
6281     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!',
6282     name => 'resist draining %',
6283     type => 'int'
6284     }
6285     ],
6286     [
6287     'resist_deplete',
6288     {
6289     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!',
6290     name => 'resist depletion %',
6291     type => 'int'
6292     }
6293     ],
6294     [
6295     'resist_poison',
6296     {
6297     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!',
6298     name => 'resist poison %',
6299     type => 'int'
6300     }
6301     ]
6302     ]
6303     ]
6304     ],
6305     use => 'Feel free to assign resistancies and stats to a skill tools or change the skill that is given.'
6306     },
6307 root 1.3 'Special Key' => {
6308 root 1.7 attr => [
6309     [
6310     'slaying',
6311     {
6312     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.',
6313     name => 'key string',
6314     type => 'string'
6315     }
6316     ],
6317     [
6318     'material',
6319     {
6320     desc => 'For Special Keys, material should always be unset or set to Adamantite. This prevents the key from getting burned or otherwise destroyed.',
6321     name => 'material',
6322     type => 'bitmask',
6323     value => $BITMASK{material}
6324     }
6325     ],
6326     [
6327     'unique',
6328     {
6329     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.',
6330     name => 'unique item',
6331     type => 'bool'
6332     }
6333     ],
6334     [
6335     'startequip',
6336     {
6337     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6338     name => 'godgiven item',
6339     type => 'bool'
6340     }
6341     ],
6342     [
6343     'msg',
6344     {
6345     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.',
6346     end => 'endmsg',
6347     name => 'description',
6348     type => 'text'
6349     }
6350     ]
6351     ],
6352 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.',
6353     ignore => [
6354     'material'
6355     ],
6356 root 1.5 name => 'Special Key',
6357 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".'
6358     },
6359     Spell => {
6360 root 1.7 attr => [
6361     [
6362     'no_drop',
6363     {
6364     type => 'fixed',
6365     value => 1
6366     }
6367     ],
6368     [
6369     'invisible',
6370     {
6371     type => 'fixed',
6372     value => 1
6373     }
6374     ],
6375     [
6376     'skill',
6377     {
6378     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.',
6379     name => 'skill name',
6380     type => 'string'
6381     }
6382     ],
6383     [
6384     'subtype',
6385     {
6386     desc => 'The <spell type> defines the basic type of spell. Some of these types are of a more generic nature than others.',
6387     name => 'spell type',
6388     type => 'list',
6389     value => $LIST{spell_type}
6390     }
6391     ],
6392     [
6393     'level',
6394     {
6395     name => 'spell level',
6396     type => 'int'
6397     }
6398     ],
6399     [
6400     'casting_time',
6401     {
6402     name => 'casting time',
6403     type => 'int'
6404     }
6405     ],
6406     [
6407     'duration',
6408     {
6409     name => 'duration',
6410     type => 'int'
6411     }
6412     ],
6413     [
6414     'other_arch',
6415     {
6416     name => 'create object',
6417     type => 'string'
6418     }
6419     ],
6420     [
6421     'sp',
6422     {
6423     name => 'cost spellpoints',
6424     type => 'int'
6425     }
6426     ],
6427     [
6428     'grace',
6429     {
6430     name => 'cost grace',
6431     type => 'int'
6432     }
6433     ],
6434     [
6435     'maxsp',
6436     {
6437     name => 'double cost per level',
6438     type => 'int'
6439     }
6440     ]
6441     ],
6442 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.',
6443     ignore => [
6444     $IGNORE_LIST{system_object}
6445     ],
6446 root 1.5 name => 'Spell',
6447 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.'
6448     },
6449     Spellbook => {
6450 root 1.7 attr => [
6451     [
6452     'skill',
6453     {
6454     type => 'fixed',
6455     value => 'literacy'
6456     }
6457     ],
6458     [
6459     'randomitems',
6460     {
6461     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.',
6462     name => 'treasurelist',
6463     type => 'treasurelist'
6464     }
6465     ],
6466     [
6467     'startequip',
6468     {
6469     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6470     name => 'godgiven item',
6471     type => 'bool'
6472     }
6473     ],
6474     [
6475     'msg',
6476     {
6477     desc => 'This text may contain a nice description of the spellbook\'s cover or something.',
6478     end => 'endmsg',
6479     name => 'description',
6480     type => 'text'
6481     }
6482     ]
6483     ],
6484 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.',
6485 root 1.5 name => 'Spellbook',
6486 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.'
6487     },
6488     Spinner => {
6489 root 1.7 attr => [
6490     [
6491     'sp',
6492     {
6493     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.',
6494     name => 'direction number',
6495     type => 'int'
6496     }
6497     ],
6498     [
6499 root 1.14 'move_on',
6500 root 1.7 {
6501 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6502     name => 'movement type',
6503 elmex 1.26 type => 'movement_type'
6504 root 1.7 }
6505     ]
6506     ],
6507 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.',
6508     ignore => [
6509     $IGNORE_LIST{non_pickable}
6510     ],
6511 root 1.5 name => 'Spinner',
6512 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.'
6513     },
6514     Swamp => {
6515 root 1.7 attr => [
6516     [
6517     'is_floor',
6518     {
6519     type => 'fixed',
6520     value => 1
6521     }
6522     ],
6523     [
6524     'is_wooded',
6525     {
6526     type => 'fixed',
6527     value => 1
6528     }
6529     ],
6530     [
6531     'speed',
6532     {
6533     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.',
6534     name => 'drowning speed',
6535     type => 'float'
6536     }
6537     ],
6538     [
6539 root 1.17 'speed_left',
6540     {
6541     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.',
6542     name => 'speed left',
6543     type => 'float'
6544     }
6545     ],
6546     [
6547 root 1.14 'move_on',
6548     {
6549     desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6550     name => 'movement type',
6551 elmex 1.26 type => 'movement_type'
6552 root 1.14 }
6553     ],
6554     [
6555     'move_block',
6556 root 1.7 {
6557 root 1.14 desc => 'Objects using these movement types cannot move over this space.',
6558     name => 'blocked movement',
6559 elmex 1.26 type => 'movement_type'
6560 root 1.14 }
6561     ],
6562     [
6563     'move_allow',
6564     {
6565     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6566     name => 'allowed movement',
6567 elmex 1.26 type => 'movement_type'
6568 root 1.14 }
6569     ],
6570     [
6571     'move_slow',
6572     {
6573     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6574     name => 'slowed movement',
6575 elmex 1.26 type => 'movement_type'
6576 root 1.14 }
6577     ],
6578     [
6579     'move_slow_penalty',
6580     {
6581     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)',
6582     name => 'slow movement penalty',
6583 root 1.7 type => 'int'
6584     }
6585     ],
6586     [
6587     'no_magic',
6588     {
6589     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
6590     name => 'no spells',
6591     type => 'bool'
6592     }
6593     ],
6594     [
6595     'damned',
6596     {
6597     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
6598     name => 'no prayers',
6599     type => 'bool'
6600     }
6601     ]
6602     ],
6603 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.',
6604     ignore => [
6605     $IGNORE_LIST{non_pickable}
6606 root 1.5 ],
6607     name => 'Swamp'
6608 root 1.3 },
6609     Teleporter => {
6610 root 1.7 attr => [
6611     [
6612     'slaying',
6613     {
6614     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.',
6615     name => 'exit path',
6616     type => 'string'
6617     }
6618     ],
6619     [
6620     'hp',
6621     {
6622     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.',
6623     name => 'destination X',
6624     type => 'int'
6625     }
6626     ],
6627     [
6628     'sp',
6629     {
6630     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.',
6631     name => 'destination Y',
6632     type => 'int'
6633     }
6634     ],
6635     [
6636     'connected',
6637     {
6638     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.',
6639     name => 'connection',
6640     type => 'int'
6641     }
6642     ],
6643     [
6644 elmex 1.21 'activate_on_push',
6645     {
6646     desc => 'Whether the teleporter should only be activated on push.',
6647 root 1.42 name => 'activate on push',
6648 elmex 1.21 type => 'bool'
6649     }
6650     ],
6651     [
6652     'activate_on_release',
6653     {
6654     desc => 'Whether the teleporter should only be activated on release.',
6655 root 1.42 name => 'activate on release',
6656 elmex 1.21 type => 'bool'
6657     }
6658     ],
6659     [
6660 root 1.7 'speed',
6661     {
6662     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!',
6663     name => 'activation speed',
6664     type => 'float'
6665     }
6666 root 1.17 ],
6667     [
6668     'speed_left',
6669     {
6670     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.',
6671     name => 'speed left',
6672     type => 'float'
6673     }
6674 root 1.7 ]
6675     ],
6676 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.',
6677     ignore => [
6678     $IGNORE_LIST{non_pickable}
6679     ],
6680 root 1.5 name => 'Teleporter',
6681 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.'
6682     },
6683 root 1.8 'Timed Gate' => {
6684     attr => [
6685     [
6686     'no_pick',
6687     {
6688     type => 'fixed',
6689     value => 1
6690     }
6691     ],
6692     [
6693     'connected',
6694     {
6695     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.',
6696     name => 'connection',
6697     type => 'int'
6698     }
6699     ],
6700     [
6701 elmex 1.21 'activate_on_push',
6702     {
6703     desc => 'Whether the teleporter should only be activated on push.',
6704 root 1.42 name => 'activate on push',
6705 elmex 1.21 type => 'bool'
6706     }
6707     ],
6708     [
6709     'activate_on_release',
6710     {
6711     desc => 'Whether the teleporter should only be activated on release.',
6712 root 1.42 name => 'activate on release',
6713 elmex 1.21 type => 'bool'
6714     }
6715     ],
6716     [
6717 root 1.8 'wc',
6718     {
6719     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.',
6720     name => 'position state',
6721     type => 'int'
6722     }
6723     ],
6724     [
6725 root 1.14 'move_block',
6726     {
6727     desc => 'Objects using these movement types cannot move over this space.',
6728     name => 'blocked movement',
6729 elmex 1.26 type => 'movement_type'
6730 root 1.14 }
6731     ],
6732     [
6733     'move_allow',
6734     {
6735     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6736     name => 'allowed movement',
6737 elmex 1.26 type => 'movement_type'
6738 root 1.14 }
6739     ],
6740     [
6741     'move_slow',
6742 root 1.8 {
6743 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6744     name => 'slowed movement',
6745 elmex 1.26 type => 'movement_type'
6746 root 1.14 }
6747     ],
6748     [
6749     'move_slow_penalty',
6750     {
6751     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)',
6752     name => 'slow movement penalty',
6753     type => 'int'
6754 root 1.8 }
6755     ],
6756     [
6757     'no_magic',
6758     {
6759     desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
6760     name => 'restrict spells',
6761     type => 'bool'
6762     }
6763     ],
6764     [
6765     'damned',
6766     {
6767     desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
6768     name => 'restrict prayers',
6769     type => 'bool'
6770     }
6771     ],
6772     [
6773     'hp',
6774     {
6775     desc => 'Defines the duration the gate remains closed. This only takes effect if the gate is not connected.',
6776     name => 'open duration',
6777     type => 'int'
6778     }
6779     ]
6780     ],
6781 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.',
6782 root 1.8 ignore => [
6783     $IGNORE_LIST{non_pickable}
6784     ],
6785     name => 'Timed Gate',
6786     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".'
6787     },
6788 root 1.3 Trap => {
6789 root 1.7 attr => [
6790     [
6791     'no_pick',
6792     {
6793     type => 'fixed',
6794     value => 1
6795     }
6796     ],
6797     [
6798 root 1.14 'move_on',
6799 root 1.7 {
6800 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6801     name => 'movement type',
6802 elmex 1.26 type => 'movement_type'
6803 root 1.7 }
6804     ],
6805     [
6806     'level',
6807     {
6808     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.',
6809     name => 'trap level',
6810     type => 'int'
6811     }
6812     ],
6813     [
6814     'Cha',
6815     {
6816     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.',
6817     name => 'visibility',
6818     type => 'int'
6819     }
6820     ],
6821     [
6822     'hp',
6823     {
6824     desc => 'The trap will detonate <number of charges> times before disappearing.',
6825     name => 'number of charges',
6826     type => 'int'
6827     }
6828     ],
6829     [
6830     'dam',
6831     {
6832     desc => '<direct damage> specifies how much damage is done by the trap. This should be set in reasonable relation to the trap\'s level.',
6833     name => 'direct damage',
6834     type => 'int'
6835     }
6836     ],
6837     [
6838     'attacktype',
6839     {
6840     desc => 'This attribute defines what attacktype to use for direct damage when the trap detonates.',
6841     name => 'attacktype',
6842     type => 'bitmask',
6843     value => $BITMASK{attacktype}
6844     }
6845     ],
6846     [
6847     'connected',
6848     {
6849     desc => 'When the trap is detonated, all objects with the same connection value get activated.',
6850     name => 'connection',
6851     type => 'int'
6852     }
6853     ],
6854     [
6855     'msg',
6856     {
6857     desc => 'When the trap detonates, this text is displayed to the victim. For especially powerful or complex traps, create an appropriate and thrilling description. ;)',
6858     end => 'endmsg',
6859     name => 'detonation text',
6860     type => 'text'
6861     }
6862     ]
6863     ],
6864 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.',
6865     ignore => [
6866     'no_pick',
6867     'title',
6868     'name_pl',
6869     'weight',
6870     'value',
6871     'material',
6872     'unpaid'
6873     ],
6874 root 1.5 name => 'Trap',
6875 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.'
6876     },
6877     Trapdoor => {
6878 root 1.7 attr => [
6879     [
6880     'no_pick',
6881     {
6882     type => 'fixed',
6883     value => 1
6884     }
6885     ],
6886     [
6887 root 1.14 'move_on',
6888 root 1.7 {
6889 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6890     name => 'movement type',
6891 elmex 1.26 type => 'movement_type'
6892 root 1.7 }
6893     ],
6894     [
6895     'weight',
6896     {
6897     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.',
6898     name => 'hold weight',
6899     type => 'int'
6900     }
6901     ],
6902     [
6903     'hp',
6904     {
6905     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!',
6906     name => 'destination X',
6907     type => 'int'
6908     }
6909     ],
6910     [
6911     'sp',
6912     {
6913     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!',
6914     name => 'destination Y',
6915     type => 'int'
6916     }
6917     ]
6918     ],
6919 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.',
6920     ignore => [
6921     $IGNORE_LIST{non_pickable}
6922     ],
6923 root 1.5 name => 'Trapdoor',
6924 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.'
6925     },
6926     Treasure => {
6927 root 1.7 attr => [
6928     [
6929     'randomitems',
6930     {
6931     desc => 'This entry determines what kind of treasure will appear. Look into /crossfire/share/crossfire/treasures for details about existing treasurelists.',
6932     name => 'treasurelist',
6933     type => 'treasurelist'
6934     }
6935     ],
6936     [
6937     'auto_apply',
6938     {
6939     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.',
6940     name => 'auto-generate',
6941     type => 'bool'
6942     }
6943     ],
6944     [
6945     'hp',
6946     {
6947     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.',
6948     name => 'create number',
6949     type => 'int'
6950     }
6951     ],
6952     [
6953     'exp',
6954     {
6955     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).',
6956     name => 'quality level',
6957     type => 'int'
6958     }
6959     ]
6960     ],
6961 root 1.3 desc => 'A treasure-object turns into certain randomitems when the map is loaded into the game.',
6962     ignore => [
6963     'nrof',
6964     'title',
6965     'name_pl',
6966     'weight',
6967     'value',
6968     'material'
6969     ],
6970 root 1.5 name => 'Treasure',
6971 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.'
6972     },
6973     'Trigger Marker' => {
6974 root 1.7 attr => [
6975     [
6976     'no_pick',
6977     {
6978     type => 'fixed',
6979     value => 1
6980     }
6981     ],
6982     [
6983     'slaying',
6984     {
6985     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.',
6986     name => 'key string',
6987     type => 'string'
6988     }
6989     ],
6990     [
6991     'connected',
6992     {
6993     desc => 'Unlike a regular marker this is the connection that triggers this marker to activate.',
6994     name => 'connection',
6995     type => 'int'
6996     }
6997     ],
6998     [
6999     'food',
7000     {
7001     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.',
7002     name => 'mark duration',
7003     type => 'int'
7004     }
7005     ],
7006     [
7007     'name',
7008     {
7009     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.',
7010     name => 'delete mark',
7011     type => 'string'
7012     }
7013     ],
7014     [
7015     'msg',
7016     {
7017     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.',
7018     end => 'endmsg',
7019     name => 'marking message',
7020     type => 'text'
7021     }
7022     ]
7023     ],
7024 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.',
7025     ignore => [
7026     $IGNORE_LIST{system_object}
7027     ],
7028 root 1.5 name => 'Trigger Marker',
7029 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.'
7030     },
7031     Wall => {
7032 root 1.7 attr => [
7033     [
7034 root 1.14 'move_block',
7035     {
7036     desc => 'Objects using these movement types cannot move over this space.',
7037     name => 'blocked movement',
7038 elmex 1.26 type => 'movement_type'
7039 root 1.14 }
7040     ],
7041     [
7042     'move_allow',
7043     {
7044     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
7045     name => 'allowed movement',
7046 elmex 1.26 type => 'movement_type'
7047 root 1.14 }
7048     ],
7049     [
7050     'move_slow',
7051 root 1.7 {
7052 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
7053     name => 'slowed movement',
7054 elmex 1.26 type => 'movement_type'
7055 root 1.14 }
7056     ],
7057     [
7058     'move_slow_penalty',
7059     {
7060     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)',
7061     name => 'slow movement penalty',
7062     type => 'int'
7063 root 1.7 }
7064     ],
7065     [
7066     'can_roll',
7067     {
7068     desc => 'If set, the object is able to "roll", so it can be pushed around. This setting is used for boulders and barrels.',
7069     name => 'moveable',
7070     type => 'bool'
7071     }
7072     ],
7073     [
7074     'no_magic',
7075     {
7076     desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
7077     name => 'restrict spells',
7078     type => 'bool'
7079     }
7080     ],
7081     [
7082     'damned',
7083     {
7084     desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
7085     name => 'restrict prayers',
7086     type => 'bool'
7087     }
7088     ]
7089     ],
7090 root 1.3 desc => 'Walls usually block passage and sight.',
7091     ignore => [
7092     'nrof',
7093     'title',
7094     'name_pl',
7095     'value',
7096     'unpaid'
7097     ],
7098 root 1.19 name => 'Wall'
7099 root 1.3 },
7100     'Wand & Staff' => {
7101 root 1.7 attr => [
7102     [
7103     'sp',
7104     {
7105     desc => 'The <spell> specifies the contained spell.',
7106     name => 'spell',
7107     type => 'spell'
7108     }
7109     ],
7110     [
7111     'level',
7112     {
7113     desc => 'The <casting level> of the wand determines it\'s power. An average level for wands in shops is about 10.',
7114     name => 'casting level',
7115     type => 'int'
7116     }
7117     ],
7118     [
7119     'food',
7120     {
7121     desc => 'The wand can be used <number of charges> times before it is used up. It can be recharged with scrolls of charging.',
7122     name => 'number of charges',
7123     type => 'int'
7124     }
7125     ],
7126     [
7127     'startequip',
7128     {
7129     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
7130     name => 'godgiven item',
7131     type => 'bool'
7132     }
7133     ],
7134     [
7135     'msg',
7136     {
7137     desc => 'This text may contain a description of the wand.',
7138     end => 'endmsg',
7139     name => 'description',
7140     type => 'text'
7141     }
7142     ]
7143     ],
7144 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.',
7145 root 1.5 name => 'Wand & Staff',
7146 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.'
7147 root 1.3 },
7148     'Weak Wall' => {
7149 root 1.7 attr => [
7150     [
7151     'alive',
7152     {
7153     type => 'fixed',
7154     value => 1
7155     }
7156     ],
7157     [
7158     'no_pick',
7159     {
7160     type => 'fixed',
7161     value => 1
7162     }
7163     ],
7164     [
7165     'tear_down',
7166     {
7167     type => 'fixed',
7168     value => 1
7169     }
7170     ],
7171     [
7172     'race',
7173     {
7174     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.',
7175     name => 'race',
7176     type => 'string'
7177     }
7178     ],
7179     [
7180     'level',
7181     {
7182     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.',
7183     name => 'level',
7184     type => 'int'
7185     }
7186     ],
7187     [
7188     'hp',
7189     {
7190     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.',
7191     name => 'health points',
7192     type => 'int'
7193     }
7194     ],
7195     [
7196     'maxhp',
7197     {
7198     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.',
7199     name => 'max health',
7200     type => 'int'
7201     }
7202     ],
7203     [
7204     'ac',
7205     {
7206     desc => 'Weak walls of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
7207     name => 'armour class',
7208     type => 'int'
7209     }
7210     ]
7211     ],
7212 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.',
7213     ignore => [
7214     $IGNORE_LIST{non_pickable}
7215     ],
7216 root 1.5 name => 'Weak Wall',
7217 root 1.4 section => [
7218     [
7219     'resistance',
7220 root 1.7 [
7221     [
7222     'resist_physical',
7223     {
7224     name => 'resist physical %',
7225     type => 'int'
7226     }
7227     ],
7228     [
7229     'resist_magic',
7230     {
7231     name => 'resist magic %',
7232     type => 'int'
7233     }
7234     ],
7235     [
7236     'resist_fire',
7237     {
7238     name => 'resist fire %',
7239     type => 'int'
7240     }
7241     ],
7242     [
7243     'resist_electricity',
7244     {
7245     name => 'resist electricity %',
7246     type => 'int'
7247     }
7248     ],
7249     [
7250     'resist_cold',
7251     {
7252     name => 'resist cold %',
7253     type => 'int'
7254     }
7255     ],
7256     [
7257     'resist_confusion',
7258     {
7259     name => 'resist confusion %',
7260     type => 'int'
7261     }
7262     ],
7263     [
7264     'resist_acid',
7265     {
7266     name => 'resist acid %',
7267     type => 'int'
7268     }
7269     ],
7270     [
7271     'resist_drain',
7272     {
7273     name => 'resist draining %',
7274     type => 'int'
7275     }
7276     ],
7277     [
7278     'resist_weaponmagic',
7279     {
7280     name => 'resist weaponmagic %',
7281     type => 'int'
7282     }
7283     ],
7284     [
7285     'resist_ghosthit',
7286     {
7287     name => 'resist ghosthit %',
7288     type => 'int'
7289     }
7290     ],
7291     [
7292     'resist_poison',
7293     {
7294     name => 'resist poison %',
7295     type => 'int'
7296     }
7297     ],
7298     [
7299     'resist_slow',
7300     {
7301     name => 'resist slow %',
7302     type => 'int'
7303     }
7304     ],
7305     [
7306     'resist_paralyze',
7307     {
7308     name => 'resist paralyze %',
7309     type => 'int'
7310     }
7311     ],
7312     [
7313     'resist_fear',
7314     {
7315     name => 'resist fear %',
7316     type => 'int'
7317     }
7318     ],
7319     [
7320     'resist_deplete',
7321     {
7322     name => 'resist depletion %',
7323     type => 'int'
7324     }
7325     ],
7326     [
7327     'resist_death',
7328     {
7329     name => 'resist death-attack %',
7330     type => 'int'
7331     }
7332     ],
7333     [
7334     'resist_chaos',
7335     {
7336     name => 'resist chaos %',
7337     type => 'int'
7338     }
7339     ],
7340     [
7341     'resist_blind',
7342     {
7343     name => 'resist blinding %',
7344     type => 'int'
7345     }
7346     ],
7347     [
7348     'resist_holyword',
7349     {
7350     name => 'resist holy power %',
7351     type => 'int'
7352     }
7353     ],
7354     [
7355     'resist_godpower',
7356     {
7357     name => 'resist godpower %',
7358     type => 'int'
7359     }
7360     ]
7361     ]
7362 root 1.4 ]
7363     ],
7364 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.'
7365     },
7366     Weapon => {
7367 root 1.7 attr => [
7368     [
7369     'attacktype',
7370     {
7371     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.',
7372     name => 'attacktype',
7373     type => 'bitmask',
7374     value => $BITMASK{attacktype}
7375     }
7376     ],
7377     [
7378     'weapontype',
7379     {
7380     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.',
7381     name => 'weapontype',
7382     type => 'list',
7383     value => $LIST{weapon_type}
7384     }
7385     ],
7386     [
7387     'skill',
7388     {
7389     desc => 'Matching <skill name> of the skill that is required to use this weapon.',
7390     name => 'skill name',
7391     type => 'string'
7392     }
7393     ],
7394     [
7395     'dam',
7396     {
7397     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.',
7398     name => 'damage',
7399     type => 'int'
7400     }
7401     ],
7402     [
7403     'slaying',
7404     {
7405     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.',
7406     name => 'slaying race',
7407     type => 'string'
7408     }
7409     ],
7410     [
7411     'last_sp',
7412     {
7413     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.',
7414     name => 'weapon speed',
7415     type => 'int'
7416     }
7417     ],
7418     [
7419     'wc',
7420     {
7421     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.',
7422     name => 'weapon class',
7423     type => 'int'
7424     }
7425     ],
7426     [
7427     'magic',
7428     {
7429     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.',
7430     name => 'magic bonus',
7431     type => 'int'
7432     }
7433     ],
7434     [
7435     'item_power',
7436     {
7437 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>.',
7438 root 1.7 name => 'item power',
7439     type => 'int'
7440     }
7441     ],
7442     [
7443     'damned',
7444     {
7445     desc => 'A damned weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
7446     name => 'damnation',
7447     type => 'bool'
7448     }
7449     ],
7450     [
7451     'cursed',
7452     {
7453     desc => 'A cursed weapon cannot be unwielded unless the curse is removed.',
7454     name => 'curse',
7455     type => 'bool'
7456     }
7457     ],
7458     [
7459     'lifesave',
7460     {
7461 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!',
7462 root 1.7 name => 'save life',
7463     type => 'bool'
7464     }
7465     ],
7466     [
7467     'unique',
7468     {
7469     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
7470     name => 'unique item',
7471     type => 'bool'
7472     }
7473     ],
7474     [
7475     'startequip',
7476     {
7477     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
7478     name => 'godgiven item',
7479     type => 'bool'
7480     }
7481     ],
7482     [
7483     'msg',
7484     {
7485     desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
7486     end => 'endmsg',
7487     name => 'description',
7488     type => 'text'
7489     }
7490     ]
7491     ],
7492 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.',
7493 root 1.5 name => 'Weapon',
7494 root 1.4 section => [
7495     [
7496 elmex 1.33 'stats',
7497     [
7498     [
7499     'Str',
7500     {
7501     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.',
7502     name => 'strength',
7503     type => 'int'
7504     }
7505     ],
7506     [
7507     'Dex',
7508     {
7509     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.',
7510     name => 'dexterity',
7511     type => 'int'
7512     }
7513     ],
7514     [
7515     'Con',
7516     {
7517     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.',
7518     name => 'constitution',
7519     type => 'int'
7520     }
7521     ],
7522     [
7523     'Int',
7524     {
7525     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.',
7526     name => 'intelligence',
7527     type => 'int'
7528     }
7529     ],
7530     [
7531     'Pow',
7532     {
7533     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.',
7534     name => 'power',
7535     type => 'int'
7536     }
7537     ],
7538     [
7539     'Wis',
7540     {
7541     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.',
7542     name => 'wisdom',
7543     type => 'int'
7544     }
7545     ],
7546     [
7547     'Cha',
7548     {
7549     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.',
7550     name => 'charisma',
7551     type => 'int'
7552     }
7553     ]
7554     ]
7555     ],
7556     [
7557 root 1.4 'resistance',
7558 root 1.7 [
7559     [
7560     'resist_physical',
7561     {
7562 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!',
7563 root 1.7 name => 'resist physical %',
7564     type => 'int'
7565     }
7566     ],
7567     [
7568     'resist_magic',
7569     {
7570 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!',
7571 root 1.7 name => 'resist magic %',
7572     type => 'int'
7573     }
7574     ],
7575     [
7576     'resist_fire',
7577     {
7578 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!',
7579 root 1.7 name => 'resist fire %',
7580     type => 'int'
7581     }
7582     ],
7583     [
7584     'resist_electricity',
7585     {
7586 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!',
7587 root 1.7 name => 'resist electricity %',
7588     type => 'int'
7589     }
7590     ],
7591     [
7592     'resist_cold',
7593     {
7594 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!',
7595 root 1.7 name => 'resist cold %',
7596     type => 'int'
7597     }
7598     ],
7599     [
7600     'resist_acid',
7601     {
7602 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!',
7603 root 1.7 name => 'resist acid %',
7604     type => 'int'
7605     }
7606     ],
7607     [
7608 elmex 1.33 'resist_confusion',
7609 root 1.7 {
7610 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!',
7611     name => 'resist confusion %',
7612 root 1.7 type => 'int'
7613     }
7614     ],
7615     [
7616     'resist_weaponmagic',
7617     {
7618 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!',
7619 root 1.7 name => 'resist weaponmagic %',
7620     type => 'int'
7621     }
7622     ],
7623     [
7624     'resist_ghosthit',
7625     {
7626 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!',
7627 root 1.7 name => 'resist ghosthit %',
7628     type => 'int'
7629     }
7630     ],
7631     [
7632     'resist_slow',
7633     {
7634 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!',
7635 root 1.7 name => 'resist slow %',
7636     type => 'int'
7637     }
7638     ],
7639     [
7640     'resist_fear',
7641     {
7642 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!',
7643 root 1.7 name => 'resist fear %',
7644     type => 'int'
7645     }
7646     ],
7647     [
7648     'resist_death',
7649     {
7650 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!',
7651 root 1.7 name => 'resist death-attack %',
7652     type => 'int'
7653     }
7654     ],
7655     [
7656     'resist_chaos',
7657     {
7658 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!',
7659 root 1.7 name => 'resist chaos %',
7660     type => 'int'
7661     }
7662     ],
7663     [
7664     'resist_blind',
7665     {
7666 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!',
7667 root 1.7 name => 'resist blinding %',
7668     type => 'int'
7669     }
7670     ],
7671     [
7672     'resist_holyword',
7673     {
7674 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!',
7675 root 1.7 name => 'resist holy power %',
7676     type => 'int'
7677     }
7678     ],
7679     [
7680 elmex 1.33 'resist_godpower',
7681 root 1.7 {
7682 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!',
7683     name => 'resist godpower %',
7684 root 1.7 type => 'int'
7685     }
7686     ],
7687     [
7688 elmex 1.33 'resist_paralyze',
7689 root 1.7 {
7690 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!',
7691     name => 'resist paralyze %',
7692 root 1.7 type => 'int'
7693     }
7694     ],
7695     [
7696 elmex 1.33 'resist_drain',
7697 root 1.7 {
7698 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!',
7699     name => 'resist draining %',
7700 root 1.7 type => 'int'
7701     }
7702     ],
7703     [
7704 elmex 1.33 'resist_deplete',
7705 root 1.7 {
7706 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!',
7707     name => 'resist depletion %',
7708 root 1.7 type => 'int'
7709     }
7710     ],
7711     [
7712 elmex 1.33 'resist_poison',
7713 root 1.7 {
7714 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!',
7715     name => 'resist poison %',
7716 root 1.7 type => 'int'
7717     }
7718     ]
7719     ]
7720 root 1.4 ],
7721     [
7722     'misc',
7723 root 1.7 [
7724     [
7725     'luck',
7726     {
7727     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.',
7728     name => 'luck bonus',
7729     type => 'int'
7730     }
7731     ],
7732     [
7733     'hp',
7734     {
7735     desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
7736     name => 'health regen.',
7737     type => 'int'
7738     }
7739     ],
7740     [
7741     'sp',
7742     {
7743     desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
7744     name => 'mana regen.',
7745     type => 'int'
7746     }
7747     ],
7748     [
7749     'grace',
7750     {
7751     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!!',
7752     name => 'grace regen.',
7753     type => 'int'
7754     }
7755     ],
7756     [
7757     'food',
7758     {
7759     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.',
7760     name => 'food bonus',
7761     type => 'int'
7762     }
7763     ],
7764     [
7765     'xrays',
7766     {
7767 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.',
7768 root 1.7 name => 'xray vision',
7769     type => 'bool'
7770     }
7771     ],
7772     [
7773     'stealth',
7774     {
7775     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)',
7776     name => 'stealth',
7777     type => 'bool'
7778     }
7779     ],
7780     [
7781     'reflect_spell',
7782     {
7783     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!',
7784     name => 'reflect spells',
7785     type => 'bool'
7786     }
7787     ],
7788     [
7789     'reflect_missile',
7790     {
7791     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.',
7792     name => 'reflect missiles',
7793     type => 'bool'
7794     }
7795     ],
7796     [
7797     'path_attuned',
7798     {
7799     desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this weapon.',
7800     name => 'attuned paths',
7801     type => 'bitmask',
7802     value => $BITMASK{spellpath}
7803     }
7804     ],
7805     [
7806     'path_repelled',
7807     {
7808     desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this weapon.',
7809     name => 'repelled paths',
7810     type => 'bitmask',
7811     value => $BITMASK{spellpath}
7812     }
7813     ],
7814     [
7815     'path_denied',
7816     {
7817     desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this weapon.',
7818     name => 'denied paths',
7819     type => 'bitmask',
7820     value => $BITMASK{spellpath}
7821     }
7822     ]
7823     ]
7824 root 1.4 ]
7825     ],
7826 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.'
7827 root 1.1 }
7828     );
7829    
7830 root 1.3 our %ATTR = (
7831     3 => $TYPE{Rod},
7832     4 => $TYPE{Treasure},
7833     5 => $TYPE{Potion},
7834     6 => $TYPE{Food},
7835     7 => $TYPE{'Poison Food'},
7836     8 => $TYPE{Book},
7837     9 => $TYPE{Clock},
7838     13 => $TYPE{Projectile},
7839     14 => $TYPE{'Shooting Weapon'},
7840     15 => $TYPE{Weapon},
7841     16 => $TYPE{'Brestplate Armour'},
7842     17 => $TYPE{Pedestal},
7843     18 => $TYPE{Altar},
7844     20 => $TYPE{'Locked Door'},
7845     21 => $TYPE{'Special Key'},
7846 root 1.9 23 => $TYPE{Door},
7847     24 => $TYPE{Key},
7848 root 1.8 26 => $TYPE{'Timed Gate'},
7849 root 1.3 27 => $TYPE{'Handle Trigger'},
7850 root 1.9 28 => $TYPE{'Monster (Grimreaper)'},
7851 root 1.3 29 => $TYPE{'Magic Ear'},
7852 root 1.9 30 => $TYPE{'Button Trigger'},
7853 root 1.3 31 => $TYPE{'Altar Trigger'},
7854     33 => $TYPE{Shield},
7855     34 => $TYPE{Helmet},
7856     35 => $TYPE{Horn},
7857     36 => $TYPE{Money},
7858 root 1.9 37 => $TYPE{'Class Changer'},
7859 root 1.3 39 => $TYPE{Amulet},
7860     40 => $TYPE{Mover},
7861     41 => $TYPE{Teleporter},
7862     42 => $TYPE{Creator},
7863     43 => $TYPE{Skill},
7864     51 => $TYPE{Detector},
7865     52 => $TYPE{'Trigger Marker'},
7866     55 => $TYPE{Marker},
7867     56 => $TYPE{'Holy Altar'},
7868     58 => $TYPE{Battleground},
7869     60 => $TYPE{Jewel},
7870     62 => $TYPE{'Magic Wall'},
7871     64 => $TYPE{'Inventory Checker'},
7872     65 => $TYPE{'Mood Floor'},
7873     66 => $TYPE{Exit},
7874     67 => $TYPE{'Floor (Encounter)'},
7875     68 => $TYPE{'Shop Floor'},
7876     69 => $TYPE{'Shop Mat'},
7877     70 => $TYPE{Ring},
7878     72 => $TYPE{Flesh},
7879     73 => $TYPE{Inorganic},
7880 elmex 1.33 74 => $TYPE{'Skill Tool'},
7881 root 1.3 83 => $TYPE{Duplicator},
7882     85 => $TYPE{Spellbook},
7883     87 => $TYPE{Cloak},
7884     88 => $TYPE{'Hazard Floor'},
7885     90 => $TYPE{Spinner},
7886     91 => $TYPE{Gate},
7887     92 => $TYPE{Button},
7888     93 => $TYPE{Handle},
7889     94 => $TYPE{Pit},
7890     95 => $TYPE{Trapdoor},
7891     98 => $TYPE{'Sign & MagicMouth'},
7892     99 => $TYPE{Boots},
7893     100 => $TYPE{Gloves},
7894     101 => $TYPE{Spell},
7895     103 => $TYPE{Converter},
7896     104 => $TYPE{Bracers},
7897     106 => $TYPE{Savebed},
7898     109 => $TYPE{'Wand & Staff'},
7899     111 => $TYPE{Scroll},
7900     112 => $TYPE{Director},
7901     113 => $TYPE{Girdle},
7902 root 1.10 116 => $TYPE{'Event Connector'},
7903 root 1.3 122 => $TYPE{Container},
7904     130 => $TYPE{'Skill Scroll'},
7905     138 => $TYPE{Swamp},
7906 elmex 1.27 150 => $TYPE{'Shop Inventory'},
7907 root 1.3 154 => $TYPE{Rune},
7908     155 => $TYPE{Trap},
7909     156 => $TYPE{'Power Crystal'},
7910 root 1.8 158 => $TYPE{Disease},
7911 elmex 1.23 163 => $TYPE{'Item Transformer'},
7912 root 1.45 165 => $TYPE{'Safe ground'},
7913     999 => $TYPE{Ability}
7914 root 1.1 );
7915    
7916 root 1.3 our %TYPENAME = (
7917     0 => '*NONE*',
7918     1 => 'PLAYER',
7919 root 1.9 2 => 'TRANSPORT',
7920 root 1.3 3 => 'ROD',
7921     4 => 'TREASURE',
7922     5 => 'POTION',
7923     6 => 'FOOD',
7924     7 => 'POISON',
7925     8 => 'BOOK',
7926     9 => 'CLOCK',
7927     12 => 'LIGHTNING',
7928     13 => 'ARROW',
7929     14 => 'BOW',
7930     15 => 'WEAPON',
7931     16 => 'ARMOUR',
7932     17 => 'PEDESTAL',
7933     18 => 'ALTAR',
7934     20 => 'LOCKED_DOOR',
7935     21 => 'SPECIAL_KEY',
7936     22 => 'MAP',
7937     23 => 'DOOR',
7938     24 => 'KEY',
7939     26 => 'TIMED_GATE',
7940     27 => 'TRIGGER',
7941     28 => 'GRIMREAPER',
7942     29 => 'MAGIC_EAR',
7943     30 => 'TRIGGER_BUTTON',
7944     31 => 'TRIGGER_ALTAR',
7945     32 => 'TRIGGER_PEDESTAL',
7946     33 => 'SHIELD',
7947     34 => 'HELMET',
7948     35 => 'HORN',
7949     36 => 'MONEY',
7950     37 => 'CLASS',
7951     38 => 'GRAVESTONE',
7952     39 => 'AMULET',
7953     40 => 'PLAYERMOVER',
7954     41 => 'TELEPORTER',
7955     42 => 'CREATOR',
7956     43 => 'SKILL',
7957     44 => 'EXPERIENCE',
7958     45 => 'EARTHWALL',
7959     46 => 'GOLEM',
7960     48 => 'THROWN_OBJ',
7961     49 => 'BLINDNESS',
7962     50 => 'GOD',
7963     51 => 'DETECTOR',
7964     52 => 'TRIGGER_MARKER',
7965     53 => 'DEAD_OBJECT',
7966     54 => 'DRINK',
7967     55 => 'MARKER',
7968     56 => 'HOLY_ALTAR',
7969     57 => 'PLAYER_CHANGER',
7970     58 => 'BATTLEGROUND',
7971     59 => 'PEACEMAKER',
7972     60 => 'GEM',
7973     62 => 'FIREWALL',
7974     63 => 'ANVIL',
7975     64 => 'CHECK_INV',
7976     65 => 'MOOD_FLOOR',
7977     66 => 'EXIT',
7978     67 => 'ENCOUNTER',
7979     68 => 'SHOP_FLOOR',
7980     69 => 'SHOP_MAT',
7981     70 => 'RING',
7982     71 => 'FLOOR',
7983     72 => 'FLESH',
7984     73 => 'INORGANIC',
7985     74 => 'SKILL_TOOL',
7986     75 => 'LIGHTER',
7987     76 => 'TRAP_PART',
7988     77 => 'WALL',
7989     78 => 'LIGHT_SOURCE',
7990     79 => 'MISC_OBJECT',
7991     80 => 'MONSTER',
7992     81 => 'SPAWN_GENERATOR',
7993     82 => 'LAMP',
7994     83 => 'DUPLICATOR',
7995     84 => 'TOOL',
7996     85 => 'SPELLBOOK',
7997     86 => 'BUILDFAC',
7998     87 => 'CLOAK',
7999     90 => 'SPINNER',
8000     91 => 'GATE',
8001     92 => 'BUTTON',
8002     93 => 'CF_HANDLE',
8003     94 => 'HOLE',
8004     95 => 'TRAPDOOR',
8005     98 => 'SIGN',
8006     99 => 'BOOTS',
8007     100 => 'GLOVES',
8008     101 => 'SPELL',
8009     102 => 'SPELL_EFFECT',
8010     103 => 'CONVERTER',
8011     104 => 'BRACERS',
8012     105 => 'POISONING',
8013     106 => 'SAVEBED',
8014     107 => 'POISONCLOUD',
8015     108 => 'FIREHOLES',
8016     109 => 'WAND',
8017     111 => 'SCROLL',
8018     112 => 'DIRECTOR',
8019     113 => 'GIRDLE',
8020     114 => 'FORCE',
8021     115 => 'POTION_EFFECT',
8022 root 1.11 116 => 'EVENT_CONNECTOR',
8023 root 1.3 121 => 'CLOSE_CON',
8024     122 => 'CONTAINER',
8025     123 => 'ARMOUR_IMPROVER',
8026     124 => 'WEAPON_IMPROVER',
8027     130 => 'SKILLSCROLL',
8028     138 => 'DEEP_SWAMP',
8029     139 => 'IDENTIFY_ALTAR',
8030     150 => 'MENU',
8031     154 => 'RUNE',
8032     155 => 'TRAP',
8033     156 => 'POWER_CRYSTAL',
8034     157 => 'CORPSE',
8035     158 => 'DISEASE',
8036     159 => 'SYMPTOM',
8037     160 => 'BUILDER',
8038 root 1.9 161 => 'MATERIAL',
8039     162 => 'GPS',
8040     163 => 'ITEM_TRANSFORMER',
8041     164 => 'QUEST'
8042 root 1.1 );
8043    
8044     our %SPELL = (
8045 root 1.3 0 => 'magic bullet',
8046     1 => 'small fireball',
8047     2 => 'medium fireball',
8048     3 => 'large fireball',
8049     4 => 'burning hands',
8050     5 => 'small lightning',
8051     6 => 'large lightning',
8052     7 => 'magic missile',
8053     8 => 'create bomb',
8054     9 => 'summon golem',
8055     10 => 'summon fire elemental',
8056     11 => 'summon earth elemental',
8057     12 => 'summon water elemental',
8058     13 => 'summon air elemental',
8059     14 => 'dimension door',
8060     15 => 'create earth wall',
8061     16 => 'paralyze',
8062     17 => 'icestorm',
8063     18 => 'magic mapping',
8064     19 => 'turn undead',
8065     20 => 'fear',
8066     21 => 'poison cloud',
8067     22 => 'wonder',
8068     23 => 'destruction',
8069     24 => 'perceive self',
8070     25 => 'word of recall',
8071     26 => 'invisible',
8072     27 => 'invisible to undead',
8073     28 => 'probe',
8074     29 => 'large bullet',
8075     30 => 'improved invisibility',
8076     31 => 'holy word',
8077     32 => 'minor healing',
8078     33 => 'medium healing',
8079     34 => 'major healing',
8080     35 => 'heal',
8081     36 => 'create food',
8082     37 => 'earth to dust',
8083     38 => 'armour',
8084     39 => 'strength',
8085     40 => 'dexterity',
8086     41 => 'constitution',
8087     42 => 'charisma',
8088     43 => 'create fire wall',
8089     44 => 'create frost wall',
8090     45 => 'protection from cold',
8091     46 => 'protection from electricity',
8092     47 => 'protection from fire',
8093     48 => 'protection from poison',
8094     49 => 'protection from slow',
8095     50 => 'protection from paralysis',
8096     51 => 'protection from draining',
8097     52 => 'protection from magic',
8098     53 => 'protection from attack',
8099     54 => 'levitate',
8100     55 => 'small speedball',
8101     56 => 'large speedball',
8102     57 => 'hellfire',
8103     58 => 'dragonbreath',
8104     59 => 'large icestorm',
8105     60 => 'charging',
8106     61 => 'polymorph',
8107     62 => 'cancellation',
8108     63 => 'confusion',
8109     64 => 'mass confusion',
8110     65 => 'summon pet monster',
8111     66 => 'slow',
8112     67 => 'regenerate spellpoints',
8113     68 => 'cure poison',
8114     69 => 'protection from confusion',
8115     70 => 'protection from cancellation',
8116     71 => 'protection from depletion',
8117     72 => 'alchemy',
8118     73 => 'remove curse',
8119     74 => 'remove damnation',
8120     75 => 'identify',
8121     76 => 'detect magic',
8122     77 => 'detect monster',
8123     78 => 'detect evil',
8124     79 => 'detect curse',
8125     80 => 'heroism',
8126     81 => 'aggravation',
8127     82 => 'firebolt',
8128     83 => 'frostbolt',
8129     84 => 'shockwave',
8130     85 => 'color spray',
8131     86 => 'haste',
8132     87 => 'face of death',
8133     88 => 'ball lightning',
8134     89 => 'meteor swarm',
8135     90 => 'comet',
8136     91 => 'mystic fist',
8137     92 => 'raise dead',
8138     93 => 'resurrection',
8139     94 => 'reincarnation',
8140     95 => 'immunity to cold',
8141     96 => 'immunity to electricity',
8142     97 => 'immunity to fire',
8143     98 => 'immunity to poison',
8144     99 => 'immunity to slow',
8145     100 => 'immunity to paralysis',
8146     101 => 'immunity to draining',
8147     102 => 'immunity to magic',
8148     103 => 'immunity to attack',
8149     104 => 'invulnerability',
8150     105 => 'defense',
8151     106 => 'rune of fire',
8152     107 => 'rune of frost',
8153     108 => 'rune of shocking',
8154     109 => 'rune of blasting',
8155     110 => 'rune of death',
8156     111 => 'marking rune',
8157     112 => 'build director',
8158     113 => 'create pool of chaos',
8159     114 => 'build bullet wall',
8160     115 => 'build lightning wall',
8161     116 => 'build fireball wall',
8162     117 => 'magic rune',
8163     118 => 'rune of magic drain',
8164     119 => 'antimagic rune',
8165     120 => 'rune of transferrence',
8166     121 => 'transferrence',
8167     122 => 'magic drain',
8168     123 => 'counterspell',
8169     124 => 'disarm',
8170     125 => 'cure confusion',
8171     126 => 'restoration',
8172     127 => 'summon evil monster',
8173     128 => 'counterwall',
8174     129 => 'cause light wounds',
8175     130 => 'cause medium wounds',
8176     131 => 'cause serious wounds',
8177     132 => 'charm monsters',
8178     133 => 'banishment',
8179     134 => 'create missile',
8180     135 => 'show invisible',
8181     136 => 'xray',
8182     137 => 'pacify',
8183     138 => 'summon fog',
8184     139 => 'steambolt',
8185     140 => 'command undead',
8186     141 => 'holy orb',
8187     142 => 'summon avatar',
8188     143 => 'holy possession',
8189     144 => 'bless',
8190     145 => 'curse',
8191     146 => 'regeneration',
8192     147 => 'consecrate',
8193     148 => 'summon cult monsters',
8194     149 => 'cause critical wounds',
8195     150 => 'holy wrath',
8196     151 => 'retributive strike',
8197     152 => 'finger of death',
8198     153 => 'insect plague',
8199     154 => 'call holy servant',
8200     155 => 'wall of thorns',
8201     156 => 'staff to snake',
8202     157 => 'light',
8203     158 => 'darkness',
8204     159 => 'nightfall',
8205     160 => 'daylight',
8206     161 => 'sunspear',
8207     162 => 'faery fire',
8208     163 => 'cure blindness',
8209     164 => 'dark vision',
8210     165 => 'bullet swarm',
8211     166 => 'bullet storm',
8212     167 => 'cause many wounds',
8213     168 => 'small snowstorm',
8214     169 => 'medium snowstorm',
8215     170 => 'large snowstorm',
8216     171 => 'cure disease',
8217     172 => 'cause red death',
8218     173 => 'cause flu',
8219     174 => 'cause black death',
8220     175 => 'cause leprosy',
8221     176 => 'cause smallpox',
8222     177 => 'cause white death',
8223     178 => 'cause anthrax',
8224     179 => 'cause typhoid',
8225     180 => 'mana blast',
8226     181 => 'small manaball',
8227     182 => 'medium manaball',
8228     183 => 'large manaball',
8229     184 => 'mana bolt',
8230     185 => 'dancing sword',
8231     186 => 'animate weapon',
8232     187 => 'cause cold',
8233     188 => 'divine shock',
8234     189 => 'windstorm',
8235     190 => 'sanctuary',
8236     191 => 'peace',
8237     192 => 'spiderweb',
8238     193 => 'conflict',
8239     194 => 'rage',
8240     195 => 'forked lightning',
8241     196 => 'poison fog',
8242     197 => 'flaming aura',
8243     198 => 'vitriol',
8244     199 => 'vitriol splash',
8245     200 => 'ironwood skin',
8246     201 => 'wrathful eye',
8247     202 => 'town portal',
8248     203 => 'missile swarm',
8249     204 => 'cause rabies',
8250     205 => 'glyph'
8251 root 1.1 );
8252    
8253    
8254     =head1 AUTHOR
8255    
8256     Marc Lehmann <schmorp.de>
8257     http://home.schmorp.de/
8258    
8259     The source files are part of the CFJavaEditor.
8260    
8261     =cut
8262    
8263     1