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Revision: 1.47
Committed: Sun Oct 5 14:19:43 2008 UTC (15 years, 8 months ago) by elmex
Branch: MAIN
Changes since 1.46: +5 -4 lines
Log Message:
use the precious flag instead of the unpaid flag.

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 1.47 desc => 'An <unpaid> item cannot be used unless a player carried it over a shop mat, paying the demanded price. Setting this flag makes sense only for pickable items inside shops.',
430 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 elmex 1.47 'precious',
1566 elmex 1.46 {
1567 elmex 1.47 desc => 'If the converter has this flag set the generated items 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 => 'output unpaid',
1569 elmex 1.46 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 elmex 1.47 'unpaid',
1580 root 1.3 'title'
1581     ],
1582 root 1.5 name => 'Converter',
1583 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.'
1584     },
1585     Creator => {
1586 root 1.7 attr => [
1587     [
1588     'no_pick',
1589     {
1590     type => 'fixed',
1591     value => 1
1592     }
1593     ],
1594     [
1595     'other_arch',
1596     {
1597 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.',
1598 root 1.7 name => 'create arch',
1599     type => 'string'
1600     }
1601     ],
1602     [
1603     'connected',
1604     {
1605     desc => 'Whenever the connection value is activated, the creator gets triggered.',
1606     name => 'connection',
1607     type => 'int'
1608     }
1609     ],
1610     [
1611 elmex 1.21 'activate_on_push',
1612     {
1613     desc => 'Whether the teleporter should only be activated on push.',
1614 root 1.42 name => 'activate on push',
1615 elmex 1.21 type => 'bool'
1616     }
1617     ],
1618     [
1619     'activate_on_release',
1620     {
1621     desc => 'Whether the teleporter should only be activated on release.',
1622 root 1.42 name => 'activate on release',
1623 elmex 1.21 type => 'bool'
1624     }
1625     ],
1626     [
1627 root 1.7 'lifesave',
1628     {
1629 root 1.9 desc => 'If <infinit uses> is set, the creator will work infinitely, regardless of the value in <number of uses>.',
1630 root 1.7 name => 'infinit uses',
1631     type => 'bool'
1632     }
1633     ],
1634     [
1635 elmex 1.25 'speed',
1636     {
1637     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.',
1638     name => 'speed',
1639     type => 'float'
1640     }
1641     ],
1642     [
1643 root 1.7 'hp',
1644     {
1645     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).',
1646     name => 'number of uses',
1647     type => 'int'
1648     }
1649     ],
1650     [
1651     'slaying',
1652     {
1653 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.',
1654 root 1.7 name => 'name of creation',
1655     type => 'string'
1656     }
1657     ],
1658     [
1659     'level',
1660     {
1661     desc => 'The created object will be of that level. If zero/unset, the standard level of the archetype is used.',
1662     name => 'level of creation',
1663     type => 'int'
1664     }
1665     ]
1666     ],
1667 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.',
1668 root 1.3 ignore => [
1669     $IGNORE_LIST{system_object}
1670     ],
1671 root 1.5 name => 'Creator',
1672 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.'
1673     },
1674     Detector => {
1675 root 1.7 attr => [
1676     [
1677     'no_pick',
1678     {
1679     type => 'fixed',
1680     value => 1
1681     }
1682     ],
1683     [
1684     'slaying',
1685     {
1686     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.',
1687     name => 'match name',
1688     type => 'string'
1689     }
1690     ],
1691     [
1692     'connected',
1693     {
1694     desc => 'When the detector is triggered, all objects with the same connection value get activated.',
1695     name => 'connection',
1696     type => 'int'
1697     }
1698     ],
1699     [
1700     'speed',
1701     {
1702     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.',
1703     name => 'detection speed',
1704     type => 'float'
1705     }
1706 root 1.17 ],
1707     [
1708     'speed_left',
1709     {
1710     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.',
1711     name => 'speed left',
1712     type => 'float'
1713     }
1714     ],
1715     [
1716     'speed_left',
1717     {
1718     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.',
1719     name => 'speed left',
1720     type => 'float'
1721     }
1722 root 1.7 ]
1723     ],
1724 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.',
1725     ignore => [
1726     $IGNORE_LIST{system_object}
1727     ],
1728 root 1.5 name => 'Detector',
1729 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.'
1730     },
1731     Director => {
1732 root 1.7 attr => [
1733     [
1734     'sp',
1735     {
1736     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).',
1737     name => 'direction',
1738     type => 'list',
1739     value => $LIST{direction}
1740     }
1741     ],
1742     [
1743 root 1.14 'move_on',
1744 root 1.7 {
1745 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
1746     name => 'movement type',
1747 elmex 1.26 type => 'movement_type'
1748 root 1.7 }
1749     ]
1750     ],
1751 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.',
1752     ignore => [
1753     $IGNORE_LIST{non_pickable}
1754     ],
1755 root 1.5 name => 'Director',
1756 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.'
1757     },
1758     Disease => {
1759 root 1.7 attr => [
1760     [
1761     'invisible',
1762     {
1763     type => 'fixed',
1764     value => 1
1765     }
1766     ],
1767     [
1768     'level',
1769     {
1770     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.',
1771     name => 'plaque level',
1772     type => 'int'
1773     }
1774     ],
1775     [
1776     'race',
1777     {
1778     desc => 'The disease will only infect creatures of the specified <race>. "<race> *" means every creature can be infected.',
1779     name => 'infect race',
1780     type => 'string'
1781     }
1782     ],
1783     [
1784     'ac',
1785     {
1786     desc => 'Every time the disease "moves" the severity of the symptoms are increased by <progressiveness>/100. (severity = 1 + (accumlated progression)/100)',
1787     name => 'progressiveness',
1788     type => 'int'
1789     }
1790     ],
1791     [
1792     'msg',
1793     {
1794     desc => 'This text is displayed to the player every time the symptoms strike.',
1795     end => 'endmsg',
1796     name => 'message',
1797     type => 'text'
1798     }
1799     ]
1800     ],
1801 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.',
1802 root 1.3 ignore => [
1803     $IGNORE_LIST{system_object}
1804     ],
1805 root 1.5 name => 'Disease',
1806 root 1.4 section => [
1807     [
1808     'spreading',
1809 root 1.7 [
1810     [
1811     'wc',
1812     {
1813     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.',
1814     name => 'infectiosness',
1815     type => 'int'
1816     }
1817     ],
1818     [
1819     'last_grace',
1820     {
1821     desc => 'The <attenuation> value reduces the diseases\' <infectiosness> everytime it infects someone new. This limits how many generations a disease can propagate.',
1822     name => 'attenuation',
1823     type => 'int'
1824     }
1825     ],
1826     [
1827     'magic',
1828     {
1829     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.',
1830     name => 'infection range',
1831     type => 'int'
1832     }
1833     ],
1834     [
1835     'maxhp',
1836     {
1837     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).',
1838     name => 'persistence',
1839     type => 'int'
1840     }
1841     ],
1842     [
1843     'maxgrace',
1844     {
1845     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.',
1846     name => 'curing duration',
1847     type => 'int'
1848     }
1849     ],
1850     [
1851     'speed',
1852     {
1853     desc => 'The <speed> of the disease determines how fast the disease will "move", thus how fast the symptoms strike the host.',
1854     name => 'moving speed',
1855     type => 'float'
1856     }
1857 root 1.17 ],
1858     [
1859     'speed_left',
1860     {
1861     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.',
1862     name => 'speed left',
1863     type => 'float'
1864     }
1865 root 1.7 ]
1866     ]
1867     ],
1868     [
1869     'symptoms',
1870     [
1871     [
1872     'attacktype',
1873     {
1874     desc => 'The disease will attack the host with the given <attacktype>. Godpower attacktype is commonly used for "unresistable" diseases.',
1875     name => 'attacktype',
1876     type => 'bitmask',
1877     value => $BITMASK{attacktype}
1878     }
1879     ],
1880     [
1881     'dam',
1882     {
1883     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.',
1884     name => 'damage',
1885     type => 'int'
1886     }
1887     ],
1888     [
1889     'other_arch',
1890     {
1891     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.',
1892     name => 'create arch',
1893     type => 'string'
1894     }
1895     ],
1896     [
1897     'last_sp',
1898     {
1899     desc => 'If set, the disease imposes a <slowdown penalty> while being infected. The player\'s speed is reduced by <slowdown penalty> % of normal value.',
1900     name => 'slowdown penalty',
1901     type => 'int'
1902     }
1903     ],
1904     [
1905     'exp',
1906     {
1907     desc => 'When the player manages to cure this disease (with a curing spell), he is awarded with <exp. for curing> experience.',
1908     name => 'exp. for curing',
1909     type => 'int'
1910     }
1911     ],
1912     [
1913     'maxsp',
1914     {
1915     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.',
1916     name => 'mana depletion',
1917     type => 'int'
1918     }
1919     ],
1920     [
1921     'last_eat',
1922     {
1923     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.',
1924     name => 'food depletion',
1925     type => 'int'
1926     }
1927     ],
1928     [
1929     'hp',
1930     {
1931     desc => 'This value increases the player\'s healing rate. Negative values decrease it.',
1932     name => 'health regen.',
1933     type => 'int'
1934     }
1935     ],
1936     [
1937     'sp',
1938     {
1939     desc => 'This value increases the player\'s rate of mana regeneration. Negative values decrease it.',
1940     name => 'mana regen.',
1941     type => 'int'
1942     }
1943     ]
1944     ]
1945     ],
1946     [
1947     'disability',
1948     [
1949     [
1950     'Str',
1951     {
1952     desc => 'The player\'s strength will rise by the given value while being infected. (Negative values make strength fall)',
1953     name => 'strength',
1954     type => 'int'
1955     }
1956     ],
1957     [
1958     'Dex',
1959     {
1960     desc => 'The player\'s dexterity will rise by the given value while being infected. (Negative values make dexterity fall)',
1961     name => 'dexterity',
1962     type => 'int'
1963     }
1964     ],
1965     [
1966     'Con',
1967     {
1968     desc => 'The player\'s constitution will rise by the given value while being infected. (Negative values make constitution fall)',
1969     name => 'constitution',
1970     type => 'int'
1971     }
1972     ],
1973     [
1974     'Int',
1975     {
1976     desc => 'The player\'s intelligence will rise by the given value while being infected. (Negative values make intelligence fall)',
1977     name => 'intelligence',
1978     type => 'int'
1979     }
1980     ],
1981     [
1982     'Pow',
1983     {
1984     desc => 'The player\'s power will rise by the given value while being infected. (Negative values make power fall)',
1985     name => 'power',
1986     type => 'int'
1987     }
1988     ],
1989     [
1990     'Wis',
1991     {
1992     desc => 'The player\'s wisdom will rise by the given value while being infected. (Negative values make wisdom fall)',
1993     name => 'wisdom',
1994     type => 'int'
1995     }
1996     ],
1997     [
1998     'Cha',
1999     {
2000     desc => 'The player\'s charisma will rise by the given value while being infected. (Negative values make charisma fall)',
2001     name => 'charisma',
2002     type => 'int'
2003     }
2004     ]
2005     ]
2006     ]
2007     ],
2008     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.'
2009     },
2010 root 1.9 Door => {
2011     attr => [
2012     [
2013     'no_pick',
2014     {
2015     type => 'fixed',
2016     value => 1
2017     }
2018     ],
2019     [
2020     'alive',
2021     {
2022     type => 'fixed',
2023     value => 1
2024     }
2025     ],
2026     [
2027 root 1.14 'move_block',
2028 root 1.9 {
2029 root 1.14 desc => 'Objects using these movement types cannot move over this space.',
2030     name => 'blocked movement',
2031 elmex 1.26 type => 'movement_type'
2032 root 1.14 }
2033     ],
2034     [
2035     'move_allow',
2036     {
2037     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2038     name => 'allowed movement',
2039 elmex 1.26 type => 'movement_type'
2040 root 1.14 }
2041     ],
2042     [
2043     'move_slow',
2044     {
2045     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2046     name => 'slowed movement',
2047 elmex 1.26 type => 'movement_type'
2048 root 1.14 }
2049     ],
2050     [
2051     'move_slow_penalty',
2052     {
2053     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)',
2054     name => 'slow movement penalty',
2055     type => 'int'
2056 root 1.9 }
2057     ],
2058     [
2059     'hp',
2060     {
2061     desc => 'The more <hitpoints> the door has, the longer it takes to be broken.',
2062     name => 'hitpoints',
2063     type => 'int'
2064     }
2065     ],
2066     [
2067     'ac',
2068     {
2069     desc => 'Doors of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
2070     name => 'armour class',
2071     type => 'int'
2072     }
2073     ],
2074     [
2075     'other_arch',
2076     {
2077     desc => 'This string defines the object that will be created when the door was defeated.',
2078     name => 'drop arch',
2079     type => 'string'
2080     }
2081     ],
2082     [
2083     'randomitems',
2084     {
2085     desc => 'This entry determines what kind of traps will appear in the door.',
2086     name => 'treasurelist',
2087     type => 'treasurelist'
2088     }
2089 root 1.28 ],
2090     [
2091     'treasure_env',
2092     {
2093     desc => 'Set this flag to move treasure items created into the environment (map) instead of putting them into the object.',
2094     name => 'treasure in env',
2095     type => 'bool'
2096     }
2097 root 1.9 ]
2098     ],
2099     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.',
2100     ignore => [
2101     $IGNORE_LIST{non_pickable}
2102     ],
2103     name => 'Door'
2104     },
2105 root 1.7 Duplicator => {
2106     attr => [
2107     [
2108     'other_arch',
2109 root 1.4 {
2110 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.',
2111 root 1.7 name => 'target arch',
2112     type => 'string'
2113 root 1.4 }
2114     ],
2115     [
2116 root 1.7 'level',
2117 root 1.4 {
2118 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.',
2119     name => 'multiply factor',
2120     type => 'int'
2121 root 1.4 }
2122     ],
2123     [
2124 root 1.7 'connected',
2125 root 1.4 {
2126 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!',
2127     name => 'connection',
2128     type => 'int'
2129 root 1.4 }
2130 elmex 1.21 ],
2131     [
2132     'activate_on_push',
2133     {
2134     desc => 'Whether the teleporter should only be activated on push.',
2135 root 1.42 name => 'activate on push',
2136 elmex 1.21 type => 'bool'
2137     }
2138     ],
2139     [
2140     'activate_on_release',
2141     {
2142     desc => 'Whether the teleporter should only be activated on release.',
2143 root 1.42 name => 'activate on release',
2144 elmex 1.21 type => 'bool'
2145     }
2146 root 1.4 ]
2147     ],
2148 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.',
2149     ignore => [
2150     $IGNORE_LIST{system_object}
2151     ],
2152 root 1.5 name => 'Duplicator',
2153 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%.'
2154     },
2155 root 1.10 'Event Connector' => {
2156 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.',
2157 root 1.10 name => 'Event Connector'
2158     },
2159 root 1.3 Exit => {
2160 root 1.7 attr => [
2161     [
2162     'slaying',
2163     {
2164     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".',
2165     name => 'exit path',
2166     type => 'string'
2167     }
2168     ],
2169     [
2170     'hp',
2171     {
2172     desc => 'The exit destinations define the (x, y)-coordinates where the exit leads to. If both are set to zero, the player will be transferred to the "default enter location" of the destined map. The latter can be set in the map- properties as "Enter X/Y". Though, please DO NOT use that. It turned out to be a source for numerous map-bugs.',
2173     name => 'destination X',
2174     type => 'int'
2175     }
2176     ],
2177     [
2178     'sp',
2179     {
2180     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.',
2181     name => 'destination Y',
2182     type => 'int'
2183     }
2184     ],
2185     [
2186 root 1.14 'move_on',
2187 root 1.7 {
2188 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2189     name => 'movement type',
2190 elmex 1.26 type => 'movement_type'
2191 root 1.7 }
2192     ],
2193     [
2194     'msg',
2195     {
2196     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. =)',
2197     end => 'endmsg',
2198     name => 'exit message',
2199     type => 'text'
2200     }
2201     ],
2202     [
2203 root 1.30 'damned',
2204 root 1.7 {
2205 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.',
2206 root 1.30 name => 'set savebed',
2207 root 1.7 type => 'bool'
2208     }
2209     ]
2210     ],
2211 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.',
2212     ignore => [
2213     $IGNORE_LIST{non_pickable}
2214     ],
2215 root 1.5 name => 'Exit',
2216 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.'
2217     },
2218     Flesh => {
2219 root 1.7 attr => [
2220     [
2221     'food',
2222     {
2223     desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2224     name => 'foodpoints',
2225     type => 'int'
2226     }
2227     ],
2228     [
2229     'level',
2230     {
2231     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.',
2232     name => 'flesh level',
2233     type => 'int'
2234     }
2235     ],
2236     [
2237     'startequip',
2238     {
2239     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2240     name => 'godgiven item',
2241     type => 'bool'
2242     }
2243     ],
2244     [
2245     'msg',
2246     {
2247     desc => 'This text may describe the item.',
2248     end => 'endmsg',
2249     name => 'description',
2250     type => 'text'
2251     }
2252     ]
2253     ],
2254 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.',
2255 root 1.5 name => 'Flesh',
2256 root 1.4 section => [
2257     [
2258     'resistance',
2259 root 1.7 [
2260     [
2261     'resist_physical',
2262     {
2263     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2264     name => 'resist physical %',
2265     type => 'int'
2266     }
2267     ],
2268     [
2269     'resist_magic',
2270     {
2271     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2272     name => 'resist magic %',
2273     type => 'int'
2274     }
2275     ],
2276     [
2277     'resist_fire',
2278     {
2279     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2280     name => 'resist fire %',
2281     type => 'int'
2282     }
2283     ],
2284     [
2285     'resist_electricity',
2286     {
2287     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2288     name => 'resist electricity %',
2289     type => 'int'
2290     }
2291     ],
2292     [
2293     'resist_cold',
2294     {
2295     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2296     name => 'resist cold %',
2297     type => 'int'
2298     }
2299     ],
2300     [
2301     'resist_confusion',
2302     {
2303     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2304     name => 'resist confusion %',
2305     type => 'int'
2306     }
2307     ],
2308     [
2309     'resist_acid',
2310     {
2311     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2312     name => 'resist acid %',
2313     type => 'int'
2314     }
2315     ],
2316     [
2317     'resist_drain',
2318     {
2319     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2320     name => 'resist draining %',
2321     type => 'int'
2322     }
2323     ],
2324     [
2325     'resist_weaponmagic',
2326     {
2327     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2328     name => 'resist weaponmagic %',
2329     type => 'int'
2330     }
2331     ],
2332     [
2333     'resist_ghosthit',
2334     {
2335     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2336     name => 'resist ghosthit %',
2337     type => 'int'
2338     }
2339     ],
2340     [
2341     'resist_poison',
2342     {
2343     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2344     name => 'resist poison %',
2345     type => 'int'
2346     }
2347     ],
2348     [
2349     'resist_slow',
2350     {
2351     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2352     name => 'resist slow %',
2353     type => 'int'
2354     }
2355     ],
2356     [
2357     'resist_paralyze',
2358     {
2359     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2360     name => 'resist paralyze %',
2361     type => 'int'
2362     }
2363     ],
2364     [
2365     'resist_fear',
2366     {
2367     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2368     name => 'resist fear %',
2369     type => 'int'
2370     }
2371     ],
2372     [
2373     'resist_deplete',
2374     {
2375     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2376     name => 'resist depletion %',
2377     type => 'int'
2378     }
2379     ],
2380     [
2381     'resist_death',
2382     {
2383 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.',
2384 root 1.7 name => 'resist death-attack %',
2385     type => 'int'
2386     }
2387     ],
2388     [
2389     'resist_chaos',
2390     {
2391     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2392     name => 'resist chaos %',
2393     type => 'int'
2394     }
2395     ],
2396     [
2397     'resist_blind',
2398     {
2399     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.',
2400     name => 'resist blinding %',
2401     type => 'int'
2402     }
2403     ]
2404     ]
2405 root 1.4 ]
2406     ],
2407 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.'
2408     },
2409     Floor => {
2410 root 1.7 attr => [
2411     [
2412     'is_floor',
2413     {
2414     type => 'fixed',
2415     value => 1
2416     }
2417     ],
2418     [
2419     'no_pick',
2420     {
2421     type => 'fixed',
2422     value => 1
2423     }
2424     ],
2425     [
2426     'no_magic',
2427     {
2428     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2429     name => 'no spells',
2430     type => 'bool'
2431     }
2432     ],
2433     [
2434     'damned',
2435     {
2436     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2437     name => 'no prayers',
2438     type => 'bool'
2439     }
2440     ],
2441     [
2442     'unique',
2443     {
2444     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>.',
2445     name => 'unique map',
2446     type => 'bool'
2447     }
2448     ],
2449     [
2450     'msg',
2451     {
2452     desc => 'This text may describe the object.',
2453     end => 'endmsg',
2454     name => 'description',
2455     type => 'text'
2456     }
2457     ]
2458     ],
2459 root 1.3 desc => 'Floor is a very basic thing whithout too much functionality. It\'s a floor - you stand on it.',
2460     ignore => [
2461     $IGNORE_LIST{non_pickable}
2462     ],
2463 root 1.5 name => 'Floor',
2464 root 1.4 section => [
2465     [
2466     'terrain',
2467 root 1.7 [
2468     [
2469 root 1.14 'move_block',
2470     {
2471     desc => 'Objects using these movement types cannot move over this space.',
2472     name => 'blocked movement',
2473 elmex 1.26 type => 'movement_type'
2474 root 1.14 }
2475     ],
2476     [
2477     'move_allow',
2478     {
2479     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2480     name => 'allowed movement',
2481 elmex 1.26 type => 'movement_type'
2482 root 1.14 }
2483     ],
2484     [
2485     'move_slow',
2486     {
2487     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2488     name => 'slowed movement',
2489 elmex 1.26 type => 'movement_type'
2490 root 1.14 }
2491     ],
2492     [
2493     'move_slow_penalty',
2494 root 1.7 {
2495 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)',
2496     name => 'slow movement penalty',
2497 root 1.7 type => 'int'
2498     }
2499     ],
2500     [
2501     'is_wooded',
2502     {
2503     desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2504     name => 'wooded terrain',
2505     type => 'bool'
2506     }
2507     ],
2508     [
2509     'is_hilly',
2510     {
2511     desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2512     name => 'hilly terrain',
2513     type => 'bool'
2514     }
2515     ]
2516     ]
2517 root 1.4 ]
2518     ]
2519 root 1.3 },
2520     'Floor (Encounter)' => {
2521 root 1.7 attr => [
2522     [
2523     'is_floor',
2524     {
2525     type => 'fixed',
2526     value => 1
2527     }
2528     ],
2529     [
2530     'no_pick',
2531     {
2532     type => 'fixed',
2533     value => 1
2534     }
2535     ],
2536     [
2537     'no_magic',
2538     {
2539     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2540     name => 'no spells',
2541     type => 'bool'
2542     }
2543     ],
2544     [
2545     'damned',
2546     {
2547     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2548     name => 'no prayers',
2549     type => 'bool'
2550     }
2551     ],
2552     [
2553     'unique',
2554     {
2555     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>.',
2556     name => 'unique map',
2557     type => 'bool'
2558     }
2559     ],
2560     [
2561     'msg',
2562     {
2563     desc => 'This text may describe the object.',
2564     end => 'endmsg',
2565     name => 'description',
2566     type => 'text'
2567     }
2568     ]
2569     ],
2570 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.',
2571     ignore => [
2572     $IGNORE_LIST{non_pickable}
2573 root 1.4 ],
2574 root 1.5 name => 'Floor (Encounter)',
2575 root 1.4 section => [
2576     [
2577     'terrain',
2578 root 1.7 [
2579     [
2580 root 1.14 'move_block',
2581     {
2582     desc => 'Objects using these movement types cannot move over this space.',
2583     name => 'blocked movement',
2584 elmex 1.26 type => 'movement_type'
2585 root 1.14 }
2586     ],
2587     [
2588     'move_allow',
2589 root 1.7 {
2590 root 1.14 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2591     name => 'allowed movement',
2592 elmex 1.26 type => 'movement_type'
2593 root 1.14 }
2594     ],
2595     [
2596     'move_slow',
2597     {
2598     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2599     name => 'slowed movement',
2600 elmex 1.26 type => 'movement_type'
2601 root 1.14 }
2602     ],
2603     [
2604     'move_slow_penalty',
2605     {
2606     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)',
2607     name => 'slow movement penalty',
2608 root 1.7 type => 'int'
2609     }
2610     ],
2611     [
2612     'is_wooded',
2613     {
2614     desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2615     name => 'wooded terrain',
2616     type => 'bool'
2617     }
2618     ],
2619     [
2620     'is_hilly',
2621     {
2622     desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2623     name => 'hilly terrain',
2624     type => 'bool'
2625     }
2626     ]
2627     ]
2628 root 1.4 ]
2629 root 1.3 ]
2630     },
2631     Food => {
2632 root 1.7 attr => [
2633     [
2634     'food',
2635     {
2636     desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2637     name => 'foodpoints',
2638     type => 'int'
2639     }
2640     ],
2641     [
2642     'startequip',
2643     {
2644     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2645     name => 'godgiven item',
2646     type => 'bool'
2647     }
2648     ]
2649     ],
2650 root 1.5 desc => 'By eating/drinking food-objects, the player can fill his stomache and gain a little health.',
2651     name => 'Food'
2652 root 1.1 },
2653 root 1.3 Gate => {
2654 root 1.7 attr => [
2655     [
2656     'no_pick',
2657     {
2658     type => 'fixed',
2659     value => 1
2660     }
2661     ],
2662     [
2663 elmex 1.20 'speed',
2664     {
2665     desc => 'The speed of the gate affects how fast it is closing/opening.',
2666     type => 'float'
2667     }
2668     ],
2669     [
2670 root 1.7 'connected',
2671     {
2672     desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
2673     name => 'connection',
2674     type => 'int'
2675     }
2676     ],
2677     [
2678     'wc',
2679     {
2680     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.',
2681     name => 'position state',
2682     type => 'int'
2683     }
2684     ],
2685     [
2686 root 1.14 'move_block',
2687     {
2688     desc => 'Objects using these movement types cannot move over this space.',
2689     name => 'blocked movement',
2690 elmex 1.26 type => 'movement_type'
2691 root 1.14 }
2692     ],
2693     [
2694     'move_allow',
2695     {
2696     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2697     name => 'allowed movement',
2698 elmex 1.26 type => 'movement_type'
2699 root 1.14 }
2700     ],
2701     [
2702     'move_slow',
2703 root 1.7 {
2704 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2705     name => 'slowed movement',
2706 elmex 1.26 type => 'movement_type'
2707 root 1.14 }
2708     ],
2709     [
2710     'move_slow_penalty',
2711     {
2712     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)',
2713     name => 'slow movement penalty',
2714     type => 'int'
2715 root 1.7 }
2716     ],
2717     [
2718     'no_magic',
2719     {
2720     desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
2721     name => 'restrict spells',
2722     type => 'bool'
2723     }
2724     ],
2725     [
2726     'damned',
2727     {
2728     desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
2729     name => 'restrict prayers',
2730     type => 'bool'
2731     }
2732     ]
2733     ],
2734 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.',
2735 root 1.3 ignore => [
2736     $IGNORE_LIST{non_pickable}
2737     ],
2738 root 1.5 name => 'Gate',
2739 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".'
2740     },
2741     Girdle => {
2742 root 1.7 attr => [
2743     [
2744     'magic',
2745     {
2746     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.',
2747     name => 'magic bonus',
2748     type => 'int'
2749     }
2750     ]
2751     ],
2752     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.',
2753     import => [
2754 root 1.29 'Amulet'
2755 root 1.7 ],
2756     name => 'Girdle',
2757     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2758     },
2759     Gloves => {
2760     attr => [
2761     [
2762     'magic',
2763     {
2764     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.',
2765     name => 'magic bonus',
2766     type => 'int'
2767     }
2768     ]
2769     ],
2770     desc => 'Wearing gloves, the object\'s stats will directly be inherited to the player. Gloves can add defense or damage bonuses.',
2771     import => [
2772 root 1.29 'Amulet'
2773 root 1.7 ],
2774     name => 'Gloves',
2775     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2776     },
2777     Handle => {
2778     attr => [
2779     [
2780     'no_pick',
2781     {
2782     type => 'fixed',
2783     value => 1
2784     }
2785     ],
2786     [
2787     'connected',
2788     {
2789     desc => 'Every time the handle is applied, all objects with the same <connection> value are activated.',
2790     name => 'connection',
2791     type => 'int'
2792     }
2793     ],
2794     [
2795     'msg',
2796     {
2797     desc => 'This text may describe the item. You can use this message to explain the handle\'s purpose to the player.',
2798     end => 'endmsg',
2799     name => 'description',
2800     type => 'text'
2801     }
2802     ]
2803     ],
2804     desc => 'A handle can be applied by players and (certain) monsters. Every time it is applied, the &lt;connection&gt; value is triggered.',
2805     ignore => [
2806     $IGNORE_LIST{non_pickable}
2807     ],
2808     name => 'Handle',
2809     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.'
2810     },
2811     'Handle Trigger' => {
2812     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.',
2813     ignore => [
2814     $IGNORE_LIST{non_pickable}
2815     ],
2816     import => [
2817 root 1.29 'Handle'
2818 root 1.7 ],
2819     name => 'Handle Trigger',
2820     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.'
2821     },
2822     'Hazard Floor' => {
2823     attr => [
2824     [
2825     'is_floor',
2826     {
2827     type => 'fixed',
2828     value => 1
2829     }
2830     ],
2831     [
2832     'lifesave',
2833     {
2834     type => 'fixed',
2835     value => 1
2836     }
2837     ],
2838     [
2839 root 1.14 'move_on',
2840 root 1.7 {
2841 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2842     name => 'movement type',
2843 elmex 1.26 type => 'movement_type'
2844 root 1.7 }
2845     ],
2846     [
2847     'no_pick',
2848     {
2849     type => 'fixed',
2850     value => 1
2851     }
2852     ],
2853     [
2854     'attacktype',
2855     {
2856     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.',
2857     name => 'attacktype',
2858     type => 'bitmask',
2859     value => $BITMASK{attacktype}
2860     }
2861     ],
2862     [
2863     'dam',
2864     {
2865     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.',
2866     name => 'base damage',
2867     type => 'int'
2868     }
2869     ],
2870     [
2871     'wc',
2872     {
2873     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.',
2874     name => 'weaponclass',
2875     type => 'int'
2876     }
2877     ],
2878     [
2879     'level',
2880     {
2881     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.',
2882     name => 'attack level',
2883     type => 'int'
2884     }
2885     ],
2886     [
2887     'no_magic',
2888     {
2889     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2890     name => 'no spells',
2891     type => 'bool'
2892     }
2893     ],
2894     [
2895     'damned',
2896     {
2897     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2898     name => 'no prayers',
2899     type => 'bool'
2900     }
2901     ],
2902     [
2903     'unique',
2904     {
2905     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>.',
2906     name => 'unique map',
2907     type => 'bool'
2908     }
2909     ]
2910 root 1.3 ],
2911     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.',
2912     ignore => [
2913     $IGNORE_LIST{non_pickable}
2914     ],
2915 root 1.5 name => 'Hazard Floor',
2916 root 1.4 section => [
2917     [
2918     'terrain',
2919 root 1.7 [
2920     [
2921 root 1.14 'move_block',
2922     {
2923     desc => 'Objects using these movement types cannot move over this space.',
2924     name => 'blocked movement',
2925 elmex 1.26 type => 'movement_type'
2926 root 1.14 }
2927     ],
2928     [
2929     'move_allow',
2930 root 1.7 {
2931 root 1.14 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2932     name => 'allowed movement',
2933 elmex 1.26 type => 'movement_type'
2934 root 1.14 }
2935     ],
2936     [
2937     'move_slow',
2938     {
2939     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2940     name => 'slowed movement',
2941 elmex 1.26 type => 'movement_type'
2942 root 1.14 }
2943     ],
2944     [
2945     'move_slow_penalty',
2946     {
2947     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)',
2948     name => 'slow movement penalty',
2949 root 1.7 type => 'int'
2950     }
2951     ],
2952     [
2953     'is_wooded',
2954     {
2955     desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2956     name => 'wooded terrain',
2957     type => 'bool'
2958     }
2959     ],
2960     [
2961     'is_hilly',
2962     {
2963     desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2964     name => 'hilly terrain',
2965     type => 'bool'
2966     }
2967     ]
2968     ]
2969 root 1.4 ]
2970     ],
2971 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.'
2972     },
2973     Helmet => {
2974 root 1.7 attr => [
2975     [
2976     'magic',
2977     {
2978     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>.',
2979     name => 'magic bonus',
2980     type => 'int'
2981     }
2982     ]
2983     ],
2984 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.',
2985     import => [
2986 root 1.29 'Amulet'
2987 root 1.3 ],
2988 root 1.5 name => 'Helmet',
2989 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.'
2990     },
2991     'Holy Altar' => {
2992 root 1.7 attr => [
2993     [
2994     'no_pick',
2995     {
2996     type => 'fixed',
2997     value => 1
2998     }
2999     ],
3000     [
3001     'other_arch',
3002     {
3003     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.',
3004     name => 'god name',
3005     type => 'string'
3006     }
3007     ],
3008     [
3009     'level',
3010     {
3011 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.',
3012 root 1.7 name => 'reconsecrate level',
3013     type => 'int'
3014     }
3015     ]
3016     ],
3017 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.',
3018     ignore => [
3019     $IGNORE_LIST{non_pickable}
3020 root 1.5 ],
3021     name => 'Holy Altar'
3022 root 1.3 },
3023     Horn => {
3024 root 1.7 attr => [
3025     [
3026     'sp',
3027     {
3028     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!',
3029     name => 'spell',
3030     type => 'spell'
3031     }
3032     ],
3033     [
3034     'level',
3035     {
3036     desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should not be set too high.',
3037     name => 'casting level',
3038     type => 'int'
3039     }
3040     ],
3041     [
3042     'hp',
3043     {
3044     desc => 'This value represents the initial amount of spellpoints in the horn. Naturally, this is quite unimportant.',
3045     name => 'initial spellpoints',
3046     type => 'int'
3047     }
3048     ],
3049     [
3050     'maxhp',
3051     {
3052     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.',
3053     name => 'max. spellpoints',
3054     type => 'int'
3055     }
3056     ],
3057     [
3058     'startequip',
3059     {
3060     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3061     name => 'godgiven item',
3062     type => 'bool'
3063     }
3064     ],
3065     [
3066     'msg',
3067     {
3068     desc => 'This text may contain a description of the horn.',
3069     end => 'endmsg',
3070     name => 'description',
3071     type => 'text'
3072     }
3073     ]
3074     ],
3075 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.',
3076     ignore => [
3077     'title'
3078     ],
3079 root 1.5 name => 'Horn',
3080 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.'
3081     },
3082     Inorganic => {
3083 root 1.7 attr => [
3084     [
3085     'is_dust',
3086     {
3087     name => 'is dust',
3088     type => 'bool'
3089     }
3090     ]
3091     ],
3092 root 1.4 desc => 'Inorganic materials are generally used as ingredients for alchemical receipes. By themselves, they have no special functionalities.',
3093 root 1.5 name => 'Inorganic',
3094 root 1.4 section => [
3095     [
3096     'resistance',
3097 root 1.7 [
3098     [
3099     'resist_physical',
3100     {
3101     name => 'resist physical %',
3102     type => 'int'
3103     }
3104     ],
3105     [
3106     'resist_magic',
3107     {
3108     name => 'resist magic %',
3109     type => 'int'
3110     }
3111     ],
3112     [
3113     'resist_fire',
3114     {
3115     name => 'resist fire %',
3116     type => 'int'
3117     }
3118     ],
3119     [
3120     'resist_electricity',
3121     {
3122     name => 'resist electricity %',
3123     type => 'int'
3124     }
3125     ],
3126     [
3127     'resist_cold',
3128     {
3129     name => 'resist cold %',
3130     type => 'int'
3131     }
3132     ],
3133     [
3134 elmex 1.33 'resist_confusion',
3135     {
3136     name => 'resist confusion %',
3137     type => 'int'
3138     }
3139     ],
3140     [
3141 root 1.7 'resist_acid',
3142     {
3143     name => 'resist acid %',
3144     type => 'int'
3145     }
3146     ],
3147     [
3148 elmex 1.33 'resist_drain',
3149     {
3150     name => 'resist draining %',
3151     type => 'int'
3152     }
3153     ],
3154     [
3155 root 1.7 'resist_weaponmagic',
3156     {
3157     name => 'resist weaponmagic %',
3158     type => 'int'
3159     }
3160     ],
3161     [
3162     'resist_ghosthit',
3163     {
3164     name => 'resist ghosthit %',
3165     type => 'int'
3166     }
3167     ],
3168     [
3169     'resist_poison',
3170     {
3171     name => 'resist poison %',
3172     type => 'int'
3173     }
3174     ],
3175     [
3176 elmex 1.33 'resist_slow',
3177     {
3178     name => 'resist slow %',
3179     type => 'int'
3180     }
3181     ],
3182     [
3183     'resist_paralyze',
3184     {
3185     name => 'resist paralyze %',
3186     type => 'int'
3187     }
3188     ],
3189     [
3190     'resist_fear',
3191     {
3192     name => 'resist fear %',
3193     type => 'int'
3194     }
3195     ],
3196     [
3197     'resist_deplete',
3198     {
3199     name => 'resist depletion %',
3200     type => 'int'
3201     }
3202     ],
3203     [
3204 root 1.7 'resist_death',
3205     {
3206     name => 'resist death-attack %',
3207     type => 'int'
3208     }
3209     ],
3210     [
3211     'resist_chaos',
3212     {
3213     name => 'resist chaos %',
3214     type => 'int'
3215     }
3216     ],
3217     [
3218 elmex 1.33 'resist_blind',
3219     {
3220     name => 'resist blinding %',
3221     type => 'int'
3222     }
3223     ],
3224     [
3225 root 1.7 'resist_holyword',
3226     {
3227     name => 'resist holy power %',
3228     type => 'int'
3229     }
3230 elmex 1.33 ],
3231     [
3232     'resist_godpower',
3233     {
3234     name => 'resist godpower %',
3235     type => 'int'
3236     }
3237 root 1.7 ]
3238     ]
3239 root 1.4 ]
3240     ]
3241 root 1.1 },
3242 root 1.3 'Inventory Checker' => {
3243 root 1.7 attr => [
3244     [
3245     'no_pick',
3246     {
3247     type => 'fixed',
3248     value => 1
3249     }
3250     ],
3251     [
3252     'slaying',
3253     {
3254     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.',
3255     name => 'match key string',
3256     type => 'string'
3257     }
3258     ],
3259     [
3260     'race',
3261     {
3262     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>.',
3263     name => 'match arch name',
3264     type => 'string'
3265     }
3266     ],
3267     [
3268     'hp',
3269     {
3270     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. ;)',
3271     name => 'match type',
3272     type => 'int'
3273     }
3274     ],
3275     [
3276     'last_sp',
3277     {
3278     desc => 'Enabled means having that object is a match. Disabled means not having that object is a match.',
3279     name => 'match = having',
3280     type => 'bool'
3281     }
3282     ],
3283     [
3284     'connected',
3285     {
3286     desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
3287     name => 'connection',
3288     type => 'int'
3289     }
3290     ],
3291     [
3292 root 1.14 'move_block',
3293 root 1.7 {
3294 root 1.14 desc => 'Objects using these movement types cannot move over this space.',
3295     name => 'blocked movement',
3296 elmex 1.26 type => 'movement_type'
3297 root 1.14 }
3298     ],
3299     [
3300     'move_allow',
3301     {
3302     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3303     name => 'allowed movement',
3304 elmex 1.26 type => 'movement_type'
3305 root 1.14 }
3306     ],
3307     [
3308     'move_slow',
3309     {
3310     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3311     name => 'slowed movement',
3312 elmex 1.26 type => 'movement_type'
3313 root 1.14 }
3314     ],
3315     [
3316     'move_slow_penalty',
3317     {
3318     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)',
3319     name => 'slow movement penalty',
3320     type => 'int'
3321 root 1.7 }
3322     ],
3323     [
3324     'last_heal',
3325     {
3326     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!',
3327     name => 'remove match',
3328     type => 'bool'
3329     }
3330     ]
3331     ],
3332 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.',
3333 root 1.3 ignore => [
3334     $IGNORE_LIST{system_object}
3335     ],
3336 root 1.5 name => 'Inventory Checker',
3337 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.'
3338     },
3339 root 1.8 'Item Transformer' => {
3340     attr => [
3341     [
3342     'food',
3343     {
3344     desc => '<number of uses> controls how many times the item transformer can be used. The value 0 means "unlimited"',
3345     name => 'number of uses',
3346     type => 'int'
3347     }
3348     ],
3349     [
3350     'slaying',
3351     {
3352     desc => 'Contains the verb that is used to construct a message to the player applying the item transformer.',
3353     name => 'verb',
3354     type => 'string'
3355     }
3356     ],
3357     [
3358     'startequip',
3359     {
3360     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3361     name => 'godgiven item',
3362     type => 'bool'
3363     }
3364     ],
3365     [
3366     'msg',
3367     {
3368     desc => 'This text may contain a description of the item transformer.',
3369     end => 'endmsg',
3370     name => 'description',
3371     type => 'text'
3372     }
3373     ]
3374     ],
3375     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.',
3376     name => 'Item Transformer',
3377     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\'.'
3378     },
3379 root 1.3 Jewel => {
3380 root 1.7 attr => [
3381     [
3382     'race',
3383     {
3384     type => 'fixed',
3385     value => 'gold and jewels'
3386     }
3387     ],
3388     [
3389     'msg',
3390     {
3391     desc => 'This text may describe the object.',
3392     end => 'endmsg',
3393     name => 'description',
3394     type => 'text'
3395     }
3396     ]
3397     ],
3398 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.',
3399     name => 'Jewel'
3400 root 1.1 },
3401 root 1.9 Key => {
3402     attr => [
3403     [
3404     'startequip',
3405     {
3406     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3407     name => 'godgiven item',
3408     type => 'bool'
3409     }
3410     ]
3411     ],
3412     desc => 'When carrying a key, a normal door can be opened. The key will disappear.',
3413     name => 'Key'
3414     },
3415 root 1.3 'Locked Door' => {
3416 root 1.7 attr => [
3417     [
3418 root 1.14 'move_type',
3419 root 1.7 {
3420     type => 'fixed',
3421 root 1.14 value => 0
3422 root 1.7 }
3423     ],
3424     [
3425     'no_pick',
3426     {
3427     type => 'fixed',
3428     value => 1
3429     }
3430     ],
3431     [
3432     'slaying',
3433     {
3434 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".',
3435 root 1.7 name => 'key string',
3436     type => 'string'
3437     }
3438     ],
3439     [
3440     'no_magic',
3441     {
3442     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).',
3443     name => 'restrict spells',
3444     type => 'bool'
3445     }
3446     ],
3447     [
3448     'damned',
3449     {
3450     desc => 'Restricting the use of prayers to pass this door. This should be set in most cases.',
3451     name => 'restrict prayers',
3452     type => 'bool'
3453     }
3454     ],
3455     [
3456     'msg',
3457     {
3458     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.',
3459     end => 'endmsg',
3460     name => 'lock message',
3461     type => 'text'
3462     }
3463     ]
3464     ],
3465     desc => 'A locked door can be opened only when carrying the appropriate special key.',
3466     ignore => [
3467     $IGNORE_LIST{non_pickable}
3468     ],
3469     name => 'Locked Door',
3470     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).'
3471     },
3472     'Magic Ear' => {
3473     attr => [
3474     [
3475     'no_pick',
3476     {
3477     type => 'fixed',
3478     value => 1
3479     }
3480     ],
3481     [
3482     'connected',
3483     {
3484     desc => 'The Magic_ear will trigger all objects with the same connection value, every time it is activated.',
3485     name => 'connection',
3486     type => 'int'
3487     }
3488     ],
3489     [
3490     'msg',
3491     {
3492     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!',
3493     end => 'endmsg',
3494     name => 'keyword-matching',
3495     type => 'text'
3496     }
3497     ]
3498     ],
3499     desc => 'Magic_ears trigger a connected value when the player speaks a specific keyword.',
3500     ignore => [
3501     $IGNORE_LIST{system_object}
3502     ],
3503     name => 'Magic Ear',
3504     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.'
3505     },
3506     'Magic Wall' => {
3507     attr => [
3508     [
3509     'dam',
3510     {
3511     desc => 'The magic wall will cast this <spell>.',
3512     name => 'spell',
3513     type => 'spell'
3514     }
3515     ],
3516     [
3517     'level',
3518     {
3519     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.',
3520     name => 'spell level',
3521     type => 'int'
3522     }
3523     ],
3524     [
3525     'connected',
3526     {
3527     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.',
3528     name => 'connection',
3529     type => 'int'
3530     }
3531     ],
3532     [
3533 elmex 1.21 'activate_on_push',
3534     {
3535     desc => 'Whether the teleporter should only be activated on push.',
3536 root 1.42 name => 'activate on push',
3537 elmex 1.21 type => 'bool'
3538     }
3539     ],
3540     [
3541     'activate_on_release',
3542     {
3543     desc => 'Whether the teleporter should only be activated on release.',
3544 root 1.42 name => 'activate on release',
3545 elmex 1.21 type => 'bool'
3546     }
3547     ],
3548     [
3549 root 1.7 'speed',
3550     {
3551     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".',
3552     name => 'casting speed',
3553     type => 'float'
3554     }
3555     ],
3556     [
3557 root 1.17 'speed_left',
3558     {
3559     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.',
3560     name => 'speed left',
3561     type => 'float'
3562     }
3563     ],
3564     [
3565 root 1.7 'sp',
3566     {
3567     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.',
3568     name => 'direction',
3569     type => 'list',
3570     value => $LIST{direction}
3571     }
3572     ],
3573     [
3574 root 1.14 'move_block',
3575     {
3576     desc => 'Objects using these movement types cannot move over this space.',
3577     name => 'blocked movement',
3578 elmex 1.26 type => 'movement_type'
3579 root 1.14 }
3580     ],
3581     [
3582     'move_allow',
3583     {
3584     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3585     name => 'allowed movement',
3586 elmex 1.26 type => 'movement_type'
3587 root 1.14 }
3588     ],
3589     [
3590     'move_slow',
3591 root 1.7 {
3592 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3593     name => 'slowed movement',
3594 elmex 1.26 type => 'movement_type'
3595 root 1.14 }
3596     ],
3597     [
3598     'move_slow_penalty',
3599     {
3600     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)',
3601     name => 'slow movement penalty',
3602     type => 'int'
3603 root 1.7 }
3604     ]
3605 root 1.3 ],
3606     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.',
3607     ignore => [
3608     $IGNORE_LIST{non_pickable}
3609     ],
3610 root 1.5 name => 'Magic Wall',
3611 root 1.4 section => [
3612     [
3613     'destroyable',
3614 root 1.7 [
3615     [
3616     'alive',
3617     {
3618     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.',
3619     name => 'is destroyable',
3620     type => 'bool'
3621     }
3622     ],
3623     [
3624     'hp',
3625     {
3626     desc => 'The more <hitpoints> the wall has, the longer it takes to be destroyed.',
3627     name => 'hitpoints',
3628     type => 'int'
3629     }
3630     ],
3631     [
3632     'maxhp',
3633     {
3634     desc => '<max hitpoints> are the maximum amount of hitpoints the wall can have. This only makes sense if the wall can regain health.',
3635     name => 'max hitpoints',
3636     type => 'int'
3637     }
3638     ],
3639     [
3640     'ac',
3641     {
3642     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>.',
3643     name => 'armour class',
3644     type => 'int'
3645     }
3646     ]
3647     ]
3648     ],
3649     [
3650     'resistance',
3651     [
3652     [
3653     'resist_physical',
3654     {
3655     name => 'resist physical %',
3656     type => 'int'
3657     }
3658     ],
3659     [
3660     'resist_magic',
3661     {
3662     name => 'resist magic %',
3663     type => 'int'
3664     }
3665     ],
3666     [
3667     'resist_fire',
3668     {
3669     name => 'resist fire %',
3670     type => 'int'
3671     }
3672     ],
3673     [
3674     'resist_electricity',
3675     {
3676     name => 'resist electricity %',
3677     type => 'int'
3678     }
3679     ],
3680     [
3681     'resist_cold',
3682     {
3683     name => 'resist cold %',
3684     type => 'int'
3685     }
3686     ],
3687     [
3688     'resist_confusion',
3689     {
3690     name => 'resist confusion %',
3691     type => 'int'
3692     }
3693     ],
3694     [
3695     'resist_acid',
3696     {
3697     name => 'resist acid %',
3698     type => 'int'
3699     }
3700     ],
3701     [
3702     'resist_drain',
3703     {
3704     name => 'resist draining %',
3705     type => 'int'
3706     }
3707     ],
3708     [
3709     'resist_weaponmagic',
3710     {
3711     name => 'resist weaponmagic %',
3712     type => 'int'
3713     }
3714     ],
3715     [
3716     'resist_ghosthit',
3717     {
3718     name => 'resist ghosthit %',
3719     type => 'int'
3720     }
3721     ],
3722     [
3723     'resist_poison',
3724     {
3725     name => 'resist poison %',
3726     type => 'int'
3727     }
3728     ],
3729     [
3730     'resist_slow',
3731     {
3732     name => 'resist slow %',
3733     type => 'int'
3734     }
3735     ],
3736     [
3737     'resist_paralyze',
3738     {
3739     name => 'resist paralyze %',
3740     type => 'int'
3741     }
3742     ],
3743     [
3744     'resist_fear',
3745     {
3746     name => 'resist fear %',
3747     type => 'int'
3748     }
3749     ],
3750     [
3751     'resist_deplete',
3752     {
3753     name => 'resist depletion %',
3754     type => 'int'
3755     }
3756     ],
3757     [
3758     'resist_death',
3759     {
3760     name => 'resist death-attack %',
3761     type => 'int'
3762     }
3763     ],
3764     [
3765     'resist_chaos',
3766     {
3767     name => 'resist chaos %',
3768     type => 'int'
3769     }
3770     ],
3771     [
3772     'resist_blind',
3773     {
3774     name => 'resist blinding %',
3775     type => 'int'
3776     }
3777     ],
3778     [
3779     'resist_holyword',
3780     {
3781     name => 'resist holy power %',
3782     type => 'int'
3783     }
3784     ],
3785     [
3786     'resist_godpower',
3787     {
3788     name => 'resist godpower %',
3789     type => 'int'
3790     }
3791     ]
3792     ]
3793     ]
3794     ],
3795     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".'
3796     },
3797     Marker => {
3798     attr => [
3799     [
3800     'no_pick',
3801     {
3802     type => 'fixed',
3803     value => 1
3804     }
3805     ],
3806     [
3807     'slaying',
3808     {
3809     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.',
3810     name => 'key string',
3811     type => 'string'
3812     }
3813     ],
3814     [
3815     'connected',
3816     {
3817     desc => 'When the detector is triggered, all objects with the same connection value get activated.',
3818     name => 'connection',
3819     type => 'int'
3820     }
3821     ],
3822     [
3823     'speed',
3824 root 1.4 {
3825 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.',
3826     name => 'marking speed',
3827     type => 'float'
3828 root 1.4 }
3829     ],
3830     [
3831 root 1.17 'speed_left',
3832     {
3833     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.',
3834     name => 'speed left',
3835     type => 'float'
3836     }
3837     ],
3838     [
3839 root 1.7 'food',
3840     {
3841     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.',
3842     name => 'mark duration',
3843     type => 'int'
3844     }
3845     ],
3846     [
3847     'name',
3848     {
3849     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.',
3850     name => 'delete mark',
3851     type => 'string'
3852     }
3853     ],
3854     [
3855     'msg',
3856 root 1.4 {
3857 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.',
3858     end => 'endmsg',
3859     name => 'marking message',
3860     type => 'text'
3861 root 1.4 }
3862     ]
3863     ],
3864 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.',
3865     ignore => [
3866     $IGNORE_LIST{system_object}
3867     ],
3868 root 1.5 name => 'Marker',
3869 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.'
3870     },
3871     Misc => {
3872 root 1.7 attr => [
3873     [
3874 root 1.14 'move_block',
3875     {
3876     desc => 'Objects using these movement types cannot move over this space.',
3877     name => 'blocked movement',
3878 elmex 1.26 type => 'movement_type'
3879 root 1.14 }
3880     ],
3881     [
3882     'move_allow',
3883     {
3884     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3885     name => 'allowed movement',
3886 elmex 1.26 type => 'movement_type'
3887 root 1.14 }
3888     ],
3889     [
3890     'move_slow',
3891 root 1.7 {
3892 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3893     name => 'slowed movement',
3894 elmex 1.26 type => 'movement_type'
3895 root 1.14 }
3896     ],
3897     [
3898     'move_slow_penalty',
3899     {
3900     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)',
3901     name => 'slow movement penalty',
3902     type => 'int'
3903 root 1.7 }
3904     ],
3905     [
3906     'cursed',
3907     {
3908     desc => 'Curses can have various effects: On equipment and food, they generally harm the player in some way.',
3909     name => 'cursed',
3910     type => 'bool'
3911     }
3912     ],
3913     [
3914     'damned',
3915     {
3916     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.',
3917     name => 'damned',
3918     type => 'bool'
3919     }
3920     ],
3921     [
3922     'unique',
3923     {
3924     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
3925     name => 'unique item',
3926     type => 'bool'
3927     }
3928     ],
3929     [
3930     'startequip',
3931     {
3932     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3933     name => 'godgiven item',
3934     type => 'bool'
3935     }
3936     ],
3937     [
3938     'msg',
3939     {
3940     desc => 'This text may describe the object.',
3941     end => 'endmsg',
3942     name => 'description',
3943     type => 'text'
3944     }
3945     ]
3946     ],
3947 root 1.5 name => 'Misc'
3948 root 1.1 },
3949 root 1.3 Money => {
3950 root 1.7 attr => [
3951     [
3952     'race',
3953     {
3954     type => 'fixed',
3955     value => 'gold and jewels'
3956     }
3957     ]
3958     ],
3959 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.',
3960     ignore => [
3961     'unpaid'
3962 root 1.5 ],
3963     name => 'Money'
3964 root 1.3 },
3965     'Monster & NPC' => {
3966 root 1.7 attr => [
3967     [
3968     'alive',
3969     {
3970     type => 'fixed',
3971     value => 1
3972     }
3973     ],
3974     [
3975     'randomitems',
3976     {
3977     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>.',
3978     name => 'treasurelist',
3979     type => 'treasurelist'
3980     }
3981     ],
3982     [
3983 root 1.28 'treasure_env',
3984     {
3985     desc => 'Set this flag to move treasure items created into the environment (map) instead of putting them into the object.',
3986     name => 'treasure in env',
3987     type => 'bool'
3988     }
3989     ],
3990     [
3991 root 1.7 'level',
3992     {
3993     desc => 'A monster\'s <level> is the most important attribute. <level> affects the power of a monster in various ways.',
3994     name => 'level',
3995     type => 'int'
3996     }
3997     ],
3998     [
3999     'race',
4000     {
4001 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.',
4002 root 1.7 name => 'race',
4003     type => 'string'
4004     }
4005     ],
4006     [
4007     'exp',
4008     {
4009 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!',
4010 root 1.7 name => 'experience',
4011     type => 'int'
4012     }
4013     ],
4014     [
4015     'speed',
4016     {
4017     desc => 'The <speed> determines how fast a monster will both move and fight. High <speed> makes a monster considerably stronger.',
4018     name => 'speed',
4019     type => 'float'
4020     }
4021     ],
4022     [
4023 root 1.17 'speed_left',
4024     {
4025     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.',
4026     name => 'speed left',
4027     type => 'float'
4028     }
4029     ],
4030     [
4031 root 1.7 'other_arch',
4032     {
4033     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.',
4034     name => 'breed monster',
4035     type => 'string'
4036     }
4037     ],
4038     [
4039     'generator',
4040     {
4041     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.',
4042     name => 'multiply',
4043     type => 'bool'
4044     }
4045     ],
4046     [
4047     'use_content_on_gen',
4048     {
4049     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.',
4050     name => 'template generation',
4051     type => 'bool'
4052     }
4053     ],
4054     [
4055 root 1.14 'move_type',
4056 root 1.7 {
4057 root 1.14 desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
4058     name => 'movement type',
4059 elmex 1.26 type => 'movement_type'
4060 root 1.7 }
4061     ],
4062     [
4063     'undead',
4064     {
4065     desc => 'Several spells only affect undead monsters: turn undead, banish undead, holy word, etc.',
4066     name => 'undead',
4067     type => 'bool'
4068     }
4069     ],
4070     [
4071     'carrying',
4072     {
4073     desc => 'If a monster has something in the inventory, this value can be set to reflect the slowdown due to the carried weight.',
4074     name => 'carries weight',
4075     type => 'int'
4076     }
4077     ],
4078     [
4079 root 1.28 'precious',
4080     {
4081 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.',
4082 root 1.28 name => 'precious',
4083     type => 'bool'
4084     }
4085     ],
4086     [
4087 root 1.7 'msg',
4088     {
4089     end => 'endmsg',
4090     name => 'npc message',
4091     type => 'text'
4092     }
4093     ]
4094     ],
4095 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.',
4096     ignore => [
4097     'material',
4098     'name_pl',
4099     'nrof',
4100     'value',
4101     'unpaid'
4102     ],
4103 root 1.5 name => 'Monster & NPC',
4104 root 1.4 section => [
4105     [
4106     'melee',
4107 root 1.7 [
4108     [
4109     'attacktype',
4110     {
4111     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.',
4112     name => 'attacktype',
4113     type => 'bitmask',
4114     value => $BITMASK{attacktype}
4115     }
4116     ],
4117     [
4118     'dam',
4119     {
4120     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.',
4121     name => 'damage',
4122     type => 'int'
4123     }
4124     ],
4125     [
4126     'wc',
4127     {
4128     desc => 'Monsters of high <weapon class> are more likely to really hit their opponent. <weapon class> can be considered the "counterpiece" to <armour class>.',
4129     name => 'weapon class',
4130     type => 'int'
4131     }
4132     ],
4133     [
4134     'hp',
4135     {
4136     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>.',
4137     name => 'health points',
4138     type => 'int'
4139     }
4140     ],
4141     [
4142     'maxhp',
4143     {
4144     desc => '<max health> is the maximum amount of <health points> this monster can have.',
4145     name => 'max health',
4146     type => 'int'
4147     }
4148     ],
4149     [
4150     'ac',
4151     {
4152     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).',
4153     name => 'armour class',
4154     type => 'int'
4155     }
4156     ],
4157     [
4158     'Con',
4159     {
4160 root 1.8 desc => 'Monsters regenerate this many health points each 4 ticks. Hence, the healing rate is independent of <speed>.',
4161 root 1.7 name => 'healing rate',
4162     type => 'int'
4163     }
4164     ],
4165     [
4166     'reflect_missile',
4167     {
4168     desc => 'A monster with this flag has the ability to <reflect missiles>, all kinds of projectiles (e.g. arrows, bolts, boulders) will bounce off.',
4169     name => 'reflect missiles',
4170     type => 'bool'
4171     }
4172     ],
4173     [
4174     'hitback',
4175     {
4176     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.',
4177     name => 'hitback',
4178     type => 'bool'
4179     }
4180     ],
4181     [
4182     'one_hit',
4183     {
4184     desc => 'Monsters with <one hit only> dissapear after one successful hit to a player.',
4185     name => 'one hit only',
4186     type => 'bool'
4187     }
4188     ]
4189     ]
4190     ],
4191     [
4192     'spellcraft',
4193     [
4194     [
4195     'can_cast_spell',
4196     {
4197     desc => 'If <can cast spell> is disabled, the monster cannot cast any spell. Only wands/rods/etc can be used, given the appropriate abilities.',
4198     name => 'can cast spell',
4199     type => 'bool'
4200     }
4201     ],
4202     [
4203     'reflect_spell',
4204     {
4205     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.',
4206     name => 'reflect spells',
4207     type => 'bool'
4208     }
4209     ],
4210     [
4211     'sp',
4212     {
4213     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>.',
4214     name => 'spellpoints',
4215     type => 'int'
4216     }
4217     ],
4218     [
4219     'maxsp',
4220     {
4221     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.',
4222     name => 'max spellpoints',
4223     type => 'int'
4224     }
4225     ],
4226     [
4227     'Pow',
4228     {
4229 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.',
4230 root 1.7 name => 'spellpoint regen.',
4231     type => 'int'
4232     }
4233     ],
4234     [
4235     'path_attuned',
4236     {
4237     desc => 'Click on the <attuned paths> button to select spellpaths. The creature will get attuned to the specified spellpaths.',
4238     name => 'attuned paths',
4239     type => 'bitmask',
4240     value => $BITMASK{spellpath}
4241     }
4242     ],
4243     [
4244     'path_repelled',
4245     {
4246     desc => 'Click on the <repelled paths> button to select spellpaths. The creature will get repelled to the specified spellpaths.',
4247     name => 'repelled paths',
4248     type => 'bitmask',
4249     value => $BITMASK{spellpath}
4250     }
4251     ],
4252     [
4253     'path_denied',
4254     {
4255     desc => 'Click on the <denied paths> button to select spellpaths. The creature won\'t be able to cast spells of the specified paths.',
4256     name => 'denied paths',
4257     type => 'bitmask',
4258     value => $BITMASK{spellpath}
4259     }
4260     ]
4261     ]
4262     ],
4263     [
4264     'ability',
4265     [
4266     [
4267     'Int',
4268     {
4269     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.',
4270     name => 'detect hidden',
4271     type => 'int'
4272     }
4273     ],
4274     [
4275     'see_invisible',
4276     {
4277     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.',
4278     name => 'see invisible',
4279     type => 'bool'
4280     }
4281     ],
4282     [
4283     'can_see_in_dark',
4284     {
4285     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.',
4286     name => 'see in darkness',
4287     type => 'bool'
4288     }
4289     ],
4290     [
4291     'can_use_weapon',
4292     {
4293     desc => 'Monster is able to wield weapon type objects.',
4294     name => 'can use weapons',
4295     type => 'bool'
4296     }
4297     ],
4298     [
4299     'can_use_bow',
4300     {
4301     desc => 'Monster is able to use missile-weapon type objects.',
4302     name => 'can use bows',
4303     type => 'bool'
4304     }
4305     ],
4306     [
4307     'can_use_armour',
4308     {
4309     desc => 'Monster is able to wear protective equipment like brestplate armour, shields, helmets etc.',
4310     name => 'can use armour',
4311     type => 'bool'
4312     }
4313     ],
4314     [
4315     'can_use_ring',
4316     {
4317     desc => 'Monster is able to wear rings.',
4318     name => 'can use rings',
4319     type => 'bool'
4320     }
4321     ],
4322     [
4323     'can_use_wand',
4324     {
4325     desc => 'Monster is able to use wands and staves.',
4326     name => 'can use wands',
4327     type => 'bool'
4328     }
4329     ],
4330     [
4331     'can_use_rod',
4332     {
4333     desc => 'Monster is able to use rods.',
4334     name => 'can use rods',
4335     type => 'bool'
4336     }
4337     ],
4338     [
4339     'can_use_scroll',
4340     {
4341     desc => 'Monster is able to read scrolls.',
4342     name => 'can use scrolls',
4343     type => 'bool'
4344     }
4345     ],
4346     [
4347     'can_use_skill',
4348     {
4349     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>.',
4350     name => 'can use skills',
4351     type => 'bool'
4352     }
4353     ]
4354     ]
4355     ],
4356     [
4357     'behave',
4358     [
4359     [
4360     'monster',
4361     {
4362     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.',
4363     name => 'monster behaviour',
4364     type => 'bool'
4365     }
4366     ],
4367     [
4368     'unaggressive',
4369     {
4370     desc => '<unaggressive> monsters do not attack players unless attacked first.',
4371     name => 'unaggressive',
4372     type => 'bool'
4373     }
4374     ],
4375     [
4376     'friendly',
4377     {
4378     desc => '<friendly> monsters help the player, attacking any non-friendly monsters in range.',
4379     name => 'friendly',
4380     type => 'bool'
4381     }
4382     ],
4383     [
4384     'stand_still',
4385     {
4386 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.',
4387 root 1.7 name => 'stand still',
4388     type => 'bool'
4389     }
4390     ],
4391     [
4392     'sleep',
4393     {
4394     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.',
4395     name => 'asleep',
4396     type => 'bool'
4397     }
4398     ],
4399     [
4400     'will_apply',
4401     {
4402     desc => 'This entry defines which kinds of environment actions the creature is able to perform.',
4403     name => 'misc. actions',
4404     type => 'bitmask',
4405     value => $BITMASK{will_apply}
4406     }
4407     ],
4408     [
4409     'pick_up',
4410     {
4411     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.',
4412     name => 'pick up',
4413     type => 'bitmask',
4414     value => $BITMASK{pick_up}
4415     }
4416     ],
4417     [
4418     'Wis',
4419     {
4420     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.',
4421     name => 'sensing range',
4422     type => 'int'
4423     }
4424     ],
4425     [
4426 root 1.15 'attack_movement_bits_0_3',
4427 root 1.7 {
4428 root 1.15 desc => 'If this is set to default, the standard mode of movement will be used.',
4429 root 1.7 name => 'attack movement',
4430 root 1.15 type => 'list',
4431     value => $LIST{attack_movement_bits_0_3}
4432     }
4433     ],
4434     [
4435     'attack_movement_bits_4_7',
4436     {
4437     desc => 'This movement is not in effect when the monster has an enemy and should only be used for non agressive monsters.',
4438     name => 'normal movement',
4439     type => 'list',
4440     value => $LIST{attack_movement_bits_4_7}
4441 root 1.7 }
4442     ],
4443     [
4444     'run_away',
4445     {
4446     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.',
4447     name => 'run at % health',
4448     type => 'int'
4449     }
4450     ]
4451     ]
4452     ],
4453     [
4454     'resistance',
4455     [
4456     [
4457     'resist_physical',
4458     {
4459     name => 'resist physical %',
4460     type => 'int'
4461     }
4462     ],
4463     [
4464     'resist_magic',
4465     {
4466     name => 'resist magic %',
4467     type => 'int'
4468     }
4469     ],
4470     [
4471     'resist_fire',
4472     {
4473     name => 'resist fire %',
4474     type => 'int'
4475     }
4476     ],
4477     [
4478     'resist_electricity',
4479     {
4480     name => 'resist electricity %',
4481     type => 'int'
4482     }
4483     ],
4484     [
4485     'resist_cold',
4486     {
4487     name => 'resist cold %',
4488     type => 'int'
4489     }
4490     ],
4491     [
4492     'resist_confusion',
4493     {
4494     name => 'resist confusion %',
4495     type => 'int'
4496     }
4497     ],
4498     [
4499     'resist_acid',
4500     {
4501     name => 'resist acid %',
4502     type => 'int'
4503     }
4504     ],
4505     [
4506     'resist_drain',
4507     {
4508     name => 'resist draining %',
4509     type => 'int'
4510     }
4511     ],
4512     [
4513     'resist_weaponmagic',
4514     {
4515     name => 'resist weaponmagic %',
4516     type => 'int'
4517     }
4518     ],
4519     [
4520     'resist_ghosthit',
4521     {
4522     name => 'resist ghosthit %',
4523     type => 'int'
4524     }
4525     ],
4526     [
4527     'resist_poison',
4528     {
4529     name => 'resist poison %',
4530     type => 'int'
4531     }
4532     ],
4533     [
4534     'resist_slow',
4535     {
4536     name => 'resist slow %',
4537     type => 'int'
4538     }
4539     ],
4540     [
4541     'resist_paralyze',
4542     {
4543     name => 'resist paralyze %',
4544     type => 'int'
4545     }
4546     ],
4547     [
4548     'resist_fear',
4549     {
4550     name => 'resist fear %',
4551     type => 'int'
4552     }
4553     ],
4554     [
4555     'resist_deplete',
4556     {
4557     name => 'resist depletion %',
4558     type => 'int'
4559     }
4560     ],
4561     [
4562     'resist_death',
4563     {
4564     name => 'resist death-attack %',
4565     type => 'int'
4566     }
4567     ],
4568     [
4569     'resist_chaos',
4570     {
4571     name => 'resist chaos %',
4572     type => 'int'
4573     }
4574     ],
4575     [
4576     'resist_blind',
4577     {
4578     name => 'resist blinding %',
4579     type => 'int'
4580     }
4581     ],
4582     [
4583     'resist_holyword',
4584     {
4585     name => 'resist holy power %',
4586     type => 'int'
4587     }
4588     ],
4589     [
4590     'resist_godpower',
4591     {
4592     name => 'resist godpower %',
4593     type => 'int'
4594     }
4595     ]
4596     ]
4597     ]
4598     ],
4599     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. :-)'
4600     },
4601 root 1.9 'Monster (Grimreaper)' => {
4602     desc => 'A grimreaper is a monster that vanishes after it did some number of draining attacks.',
4603     ignore => [
4604     'material',
4605     'name_pl',
4606     'nrof',
4607     'value',
4608     'unpaid'
4609     ],
4610     import => [
4611 root 1.29 'Monster & NPC'
4612 root 1.9 ],
4613     name => 'Monster (Grimreaper)',
4614     section => [
4615     [
4616     'grimreaper',
4617     [
4618     [
4619     'value',
4620     {
4621     desc => 'The object vanishes after this number of draining attacks.',
4622     name => 'attacks',
4623     type => 'int'
4624     }
4625     ]
4626     ]
4627     ]
4628     ]
4629     },
4630 root 1.7 'Mood Floor' => {
4631     attr => [
4632     [
4633     'no_pick',
4634 root 1.4 {
4635 root 1.7 type => 'fixed',
4636     value => 1
4637 root 1.4 }
4638     ],
4639     [
4640 root 1.7 'last_sp',
4641     {
4642     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!',
4643     name => 'mood',
4644     type => 'list',
4645     value => $LIST{mood}
4646     }
4647     ],
4648     [
4649     'connected',
4650     {
4651     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!',
4652     name => 'connection',
4653     type => 'int'
4654     }
4655     ],
4656     [
4657     'no_magic',
4658     {
4659     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
4660     name => 'no spells',
4661     type => 'bool'
4662     }
4663     ],
4664     [
4665     'damned',
4666     {
4667     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
4668     name => 'no prayers',
4669     type => 'bool'
4670     }
4671     ]
4672     ],
4673     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.',
4674     ignore => [
4675     $IGNORE_LIST{system_object}
4676     ],
4677     name => 'Mood Floor',
4678     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.)'
4679     },
4680     Mover => {
4681     attr => [
4682     [
4683     'attacktype',
4684     {
4685     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.',
4686     name => 'forced movement',
4687     type => 'bool'
4688     }
4689     ],
4690     [
4691     'maxsp',
4692     {
4693     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.',
4694     name => 'freeze duration',
4695     type => 'int'
4696     }
4697     ],
4698     [
4699     'speed',
4700     {
4701     desc => 'The movement speed value determines how fast a chain of these movers will push a player along (default is -0.2).',
4702     name => 'movement speed',
4703     type => 'float'
4704     }
4705     ],
4706     [
4707 root 1.17 'speed_left',
4708     {
4709     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.',
4710     name => 'speed left',
4711     type => 'float'
4712     }
4713     ],
4714     [
4715 root 1.7 'sp',
4716     {
4717     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.',
4718     name => 'direction',
4719     type => 'list',
4720     value => $LIST{direction}
4721     }
4722     ],
4723     [
4724     'lifesave',
4725     {
4726 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.',
4727 root 1.7 name => 'gets used up',
4728     type => 'bool'
4729     }
4730     ],
4731     [
4732     'hp',
4733     {
4734     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).',
4735     name => 'number of uses',
4736     type => 'int'
4737     }
4738     ]
4739     ],
4740     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.',
4741     ignore => [
4742     $IGNORE_LIST{non_pickable}
4743     ],
4744     name => 'Mover',
4745     section => [
4746     [
4747     'targets',
4748     [
4749     [
4750     'level',
4751     {
4752     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.',
4753     name => 'move players',
4754     type => 'bool'
4755     }
4756     ],
4757     [
4758 root 1.14 'move_on',
4759 root 1.7 {
4760 root 1.14 desc => 'Which movement types activate the mover.',
4761     name => 'movement type',
4762     type => 'movement_type'
4763 root 1.7 }
4764     ]
4765     ]
4766     ]
4767     ],
4768     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).'
4769     },
4770     Pedestal => {
4771     attr => [
4772     [
4773     'no_pick',
4774 root 1.4 {
4775 root 1.7 type => 'fixed',
4776     value => 1
4777 root 1.4 }
4778     ],
4779     [
4780 root 1.7 'slaying',
4781 root 1.4 {
4782 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.',
4783     name => 'match race',
4784     type => 'string'
4785 root 1.4 }
4786     ],
4787     [
4788 root 1.7 'connected',
4789 root 1.4 {
4790 root 1.7 desc => 'When the pedestal is triggered, all objects with the same connection value get activated.',
4791     name => 'connection',
4792     type => 'int'
4793 root 1.4 }
4794     ],
4795     [
4796 root 1.14 'move_on',
4797 root 1.4 {
4798 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
4799     name => 'movement type',
4800 elmex 1.26 type => 'movement_type'
4801 root 1.4 }
4802     ]
4803     ],
4804 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.',
4805     ignore => [
4806     $IGNORE_LIST{non_pickable}
4807     ],
4808 root 1.5 name => 'Pedestal',
4809 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.'
4810     },
4811     Pit => {
4812 root 1.7 attr => [
4813     [
4814     'no_pick',
4815     {
4816     type => 'fixed',
4817     value => 1
4818     }
4819     ],
4820     [
4821 root 1.42 'range',
4822     {
4823 root 1.44 desc => 'The radius of the square area that the pit will randomly put the player into (0 to 3, default 1).',
4824 root 1.43 name => 'spread radius',
4825 root 1.42 type => 'int'
4826     }
4827     ],
4828     [
4829 root 1.7 'connected',
4830     {
4831     desc => 'When a <connection> value is set, the pit can be opened/closed by activating the connection.',
4832     name => 'connection',
4833     type => 'int'
4834     }
4835     ],
4836     [
4837 elmex 1.21 'activate_on_push',
4838     {
4839     desc => 'Whether the teleporter should only be activated on push.',
4840 root 1.42 name => 'activate on push',
4841 elmex 1.21 type => 'bool'
4842     }
4843     ],
4844     [
4845     'activate_on_release',
4846     {
4847     desc => 'Whether the teleporter should only be activated on release.',
4848 root 1.42 name => 'activate on release',
4849 elmex 1.21 type => 'bool'
4850     }
4851     ],
4852     [
4853 root 1.7 'hp',
4854     {
4855     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!',
4856     name => 'destination X',
4857     type => 'int'
4858     }
4859     ],
4860     [
4861     'sp',
4862     {
4863     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!',
4864     name => 'destination Y',
4865     type => 'int'
4866     }
4867     ],
4868     [
4869     'wc',
4870     {
4871     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.',
4872     name => 'position state',
4873     type => 'int'
4874     }
4875     ],
4876     [
4877 root 1.14 'move_on',
4878 root 1.7 {
4879 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
4880     name => 'movement type',
4881 elmex 1.26 type => 'movement_type'
4882 root 1.7 }
4883     ]
4884     ],
4885 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.',
4886 root 1.3 ignore => [
4887     $IGNORE_LIST{non_pickable}
4888     ],
4889 root 1.5 name => 'Pit',
4890 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.'
4891     },
4892     'Poison Food' => {
4893 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.',
4894     name => 'Poison Food'
4895 root 1.3 },
4896     Potion => {
4897 root 1.7 attr => [
4898     [
4899     'level',
4900     {
4901     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.',
4902     name => 'potion level',
4903     type => 'int'
4904     }
4905     ],
4906     [
4907     'sp',
4908     {
4909     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".',
4910     name => 'spell',
4911     type => 'spell'
4912     }
4913     ],
4914     [
4915     'attacktype',
4916     {
4917     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.',
4918     name => 'special effect',
4919     type => 'list',
4920     value => $LIST{potion_effect}
4921     }
4922     ],
4923     [
4924     'cursed',
4925     {
4926     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 >:)',
4927     name => 'cursed',
4928     type => 'bool'
4929     }
4930     ],
4931     [
4932     'startequip',
4933     {
4934     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4935     name => 'godgiven item',
4936     type => 'bool'
4937     }
4938     ]
4939     ],
4940 root 1.3 desc => 'The player can drink these and gain various kinds of benefits (/penalties) by doing so.',
4941 root 1.5 name => 'Potion',
4942 root 1.4 section => [
4943     [
4944     'stats',
4945 root 1.7 [
4946     [
4947     'Str',
4948     {
4949     desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
4950     name => 'strength',
4951     type => 'int'
4952     }
4953     ],
4954     [
4955     'Dex',
4956     {
4957 elmex 1.33 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
4958 root 1.7 name => 'dexterity',
4959     type => 'int'
4960     }
4961     ],
4962     [
4963     'Con',
4964     {
4965 elmex 1.33 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
4966 root 1.7 name => 'constitution',
4967     type => 'int'
4968     }
4969     ],
4970     [
4971     'Int',
4972     {
4973 elmex 1.33 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
4974 root 1.7 name => 'intelligence',
4975     type => 'int'
4976     }
4977     ],
4978     [
4979     'Pow',
4980     {
4981 elmex 1.33 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
4982 root 1.7 name => 'power',
4983     type => 'int'
4984     }
4985     ],
4986     [
4987     'Wis',
4988     {
4989 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.',
4990 root 1.7 name => 'wisdom',
4991     type => 'int'
4992     }
4993     ],
4994     [
4995     'Cha',
4996     {
4997 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.',
4998 root 1.7 name => 'charisma',
4999     type => 'int'
5000     }
5001     ]
5002     ]
5003     ],
5004     [
5005     'resistance',
5006     [
5007     [
5008     'resist_physical',
5009     {
5010     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5011     name => 'resist physical %',
5012     type => 'int'
5013     }
5014     ],
5015     [
5016     'resist_magic',
5017     {
5018 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5019 root 1.7 name => 'resist magic %',
5020     type => 'int'
5021     }
5022     ],
5023     [
5024     'resist_fire',
5025     {
5026 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5027 root 1.7 name => 'resist fire %',
5028     type => 'int'
5029     }
5030     ],
5031     [
5032     'resist_electricity',
5033     {
5034 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5035 root 1.7 name => 'resist electricity %',
5036     type => 'int'
5037     }
5038     ],
5039     [
5040     'resist_cold',
5041     {
5042 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5043 root 1.7 name => 'resist cold %',
5044     type => 'int'
5045     }
5046     ],
5047     [
5048     'resist_acid',
5049     {
5050 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5051 root 1.7 name => 'resist acid %',
5052     type => 'int'
5053     }
5054     ],
5055     [
5056     'resist_confusion',
5057     {
5058 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5059 root 1.7 name => 'resist confusion %',
5060     type => 'int'
5061     }
5062     ],
5063     [
5064     'resist_weaponmagic',
5065     {
5066 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5067 root 1.7 name => 'resist weaponmagic %',
5068     type => 'int'
5069     }
5070     ],
5071     [
5072 elmex 1.33 'resist_ghosthit',
5073 root 1.7 {
5074 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5075     name => 'resist ghosthit %',
5076 root 1.7 type => 'int'
5077     }
5078     ],
5079     [
5080 elmex 1.33 'resist_slow',
5081 root 1.7 {
5082 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5083     name => 'resist slow %',
5084 root 1.7 type => 'int'
5085     }
5086     ],
5087     [
5088 elmex 1.33 'resist_fear',
5089 root 1.7 {
5090 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!',
5091     name => 'resist fear %',
5092 root 1.7 type => 'int'
5093     }
5094     ],
5095     [
5096 elmex 1.33 'resist_death',
5097 root 1.7 {
5098 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!',
5099     name => 'resist death-attack %',
5100     type => 'int'
5101     }
5102     ],
5103     [
5104     'resist_chaos',
5105     {
5106     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5107     name => 'resist chaos %',
5108     type => 'int'
5109     }
5110     ],
5111     [
5112     'resist_blind',
5113     {
5114     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5115     name => 'resist blinding %',
5116     type => 'int'
5117     }
5118     ],
5119     [
5120     'resist_holyword',
5121     {
5122     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5123     name => 'resist holy power %',
5124     type => 'int'
5125     }
5126     ],
5127     [
5128     'resist_godpower',
5129     {
5130     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5131     name => 'resist godpower %',
5132     type => 'int'
5133     }
5134     ],
5135     [
5136     'resist_paralyze',
5137     {
5138     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5139     name => 'resist paralyze %',
5140     type => 'int'
5141     }
5142     ],
5143     [
5144     'resist_drain',
5145     {
5146     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5147     name => 'resist draining %',
5148     type => 'int'
5149     }
5150     ],
5151     [
5152     'resist_deplete',
5153     {
5154     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5155     name => 'resist depletion %',
5156     type => 'int'
5157     }
5158     ],
5159     [
5160     'resist_poison',
5161     {
5162     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5163     name => 'resist poison %',
5164 root 1.7 type => 'int'
5165     }
5166     ]
5167     ]
5168     ]
5169     ],
5170     use => 'One potion should never give multiple benefits at once.'
5171     },
5172     'Power Crystal' => {
5173     attr => [
5174     [
5175     'sp',
5176 root 1.4 {
5177 root 1.7 desc => '<initial mana> is the amount of spellpoints that the crystal holds when the map is loaded.',
5178     name => 'initial mana',
5179     type => 'int'
5180 root 1.4 }
5181     ],
5182     [
5183 root 1.7 'maxsp',
5184 root 1.4 {
5185 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.',
5186     name => 'mana capacity',
5187     type => 'int'
5188 root 1.4 }
5189     ]
5190     ],
5191 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.',
5192     name => 'Power Crystal'
5193 root 1.1 },
5194 root 1.3 Projectile => {
5195 root 1.7 attr => [
5196     [
5197     'attacktype',
5198     {
5199     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.',
5200     name => 'attacktype',
5201     type => 'bitmask',
5202     value => $BITMASK{attacktype}
5203     }
5204     ],
5205     [
5206     'race',
5207     {
5208     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>.',
5209     name => 'ammunition class',
5210     type => 'string'
5211     }
5212     ],
5213     [
5214     'slaying',
5215     {
5216     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.',
5217     name => 'slaying race',
5218     type => 'string'
5219     }
5220     ],
5221     [
5222     'dam',
5223     {
5224     desc => 'The projectile <damage> significantly affects the damage done. Damage can be further increased by the shooting weapon\'s attributes.',
5225     name => 'damage',
5226     type => 'int'
5227     }
5228     ],
5229     [
5230     'wc',
5231     {
5232     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.',
5233     name => 'weaponclass',
5234     type => 'int'
5235     }
5236     ],
5237     [
5238     'food',
5239     {
5240     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).',
5241     name => 'chance to break',
5242     type => 'int'
5243     }
5244     ],
5245     [
5246     'magic',
5247     {
5248     desc => 'Magic bonus increases chance to hit and damage a little bit.',
5249     name => 'magic bonus',
5250     type => 'int'
5251     }
5252     ],
5253     [
5254     'unique',
5255     {
5256     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5257     name => 'unique item',
5258     type => 'bool'
5259     }
5260     ],
5261     [
5262     'startequip',
5263     {
5264     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5265     name => 'godgiven item',
5266     type => 'bool'
5267     }
5268     ],
5269     [
5270     'no_drop',
5271     {
5272     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.',
5273     name => 'don\'t drop',
5274     type => 'bool'
5275     }
5276     ],
5277     [
5278     'msg',
5279     {
5280     desc => 'This text may describe the projectile. This could be nice for very special ones.',
5281     end => 'endmsg',
5282     name => 'description',
5283     type => 'text'
5284     }
5285     ]
5286     ],
5287     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.',
5288     name => 'Projectile',
5289     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.'
5290     },
5291     Ring => {
5292     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.',
5293     import => [
5294 root 1.29 'Amulet'
5295 root 1.7 ],
5296     name => 'Ring',
5297     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.'
5298     },
5299     Rod => {
5300     attr => [
5301     [
5302     'sp',
5303     {
5304     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!',
5305     name => 'spell',
5306     type => 'spell'
5307     }
5308     ],
5309     [
5310     'level',
5311     {
5312     desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should be set to something reasonable.',
5313     name => 'casting level',
5314     type => 'int'
5315     }
5316     ],
5317     [
5318     'hp',
5319     {
5320     desc => 'This value represents the initial amount of spellpoints in the rod. Naturally, this is quite unimportant.',
5321     name => 'initial spellpoints',
5322     type => 'int'
5323     }
5324     ],
5325     [
5326     'maxhp',
5327     {
5328     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.',
5329     name => 'max. spellpoints',
5330     type => 'int'
5331     }
5332     ],
5333     [
5334     'startequip',
5335     {
5336     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5337     name => 'godgiven item',
5338     type => 'bool'
5339     }
5340     ],
5341     [
5342     'msg',
5343     {
5344     desc => 'This text may contain a description of the rod.',
5345     end => 'endmsg',
5346     name => 'description',
5347     type => 'text'
5348     }
5349     ]
5350     ],
5351     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.',
5352     ignore => [
5353     'title'
5354     ],
5355     name => 'Rod',
5356     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>'
5357     },
5358     Rune => {
5359     attr => [
5360     [
5361     'no_pick',
5362     {
5363     type => 'fixed',
5364     value => 1
5365     }
5366     ],
5367     [
5368 root 1.14 'move_on',
5369 root 1.7 {
5370 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5371     name => 'movement type',
5372 elmex 1.26 type => 'movement_type'
5373 root 1.7 }
5374     ],
5375     [
5376     'level',
5377     {
5378     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.',
5379     name => 'rune level',
5380     type => 'int'
5381     }
5382     ],
5383     [
5384     'Cha',
5385     {
5386     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.',
5387     name => 'visibility',
5388     type => 'int'
5389     }
5390     ],
5391     [
5392     'hp',
5393     {
5394     desc => 'The rune will detonate <number of charges> times before disappearing.',
5395     name => 'number of charges',
5396     type => 'int'
5397     }
5398     ],
5399     [
5400     'dam',
5401     {
5402     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.',
5403     name => 'direct damage',
5404     type => 'int'
5405     }
5406     ],
5407     [
5408     'attacktype',
5409     {
5410     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.',
5411     name => 'attacktype',
5412     type => 'bitmask',
5413     value => $BITMASK{attacktype}
5414     }
5415     ],
5416     [
5417     'msg',
5418     {
5419     desc => 'When the rune detonates, this text is displayed to the victim. For especially powerful runes, create an appropriate thrilling description. ;)',
5420     end => 'endmsg',
5421     name => 'detonation text',
5422     type => 'text'
5423     }
5424     ]
5425 root 1.3 ],
5426     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.',
5427     ignore => [
5428     'no_pick',
5429     'title',
5430     'name_pl',
5431     'weight',
5432     'value',
5433     'material',
5434     'unpaid'
5435     ],
5436 root 1.5 name => 'Rune',
5437 root 1.4 section => [
5438     [
5439     'spellcraft',
5440 root 1.7 [
5441     [
5442     'sp',
5443     {
5444     desc => 'The selected <spell> defines the spell in the rune, if any. (Many runes do direct damage).',
5445     name => 'spell',
5446     type => 'spell'
5447     }
5448     ],
5449     [
5450     'slaying',
5451     {
5452     desc => 'Name of the spell in the rune, if any. <spell name> is optional, but if present, overrides the <spell> setting.',
5453     name => 'spell name',
5454     type => 'string'
5455     }
5456     ],
5457     [
5458     'other_arch',
5459     {
5460     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.',
5461     name => 'spell arch',
5462     type => 'string'
5463     }
5464     ],
5465     [
5466     'maxsp',
5467     {
5468     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.',
5469     name => 'direction',
5470     type => 'list',
5471     value => $LIST{direction}
5472     }
5473     ],
5474     [
5475     'race',
5476     {
5477     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.',
5478     name => 'summon monster',
5479     type => 'string'
5480     }
5481     ],
5482     [
5483     'maxhp',
5484     {
5485     desc => 'This should only be set to a summoning rune. It will then summon that many creatures of the kind <summon monster>.',
5486     name => 'summon amount',
5487     type => 'int'
5488     }
5489     ]
5490     ]
5491 root 1.4 ]
5492     ],
5493 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.'
5494     },
5495 root 1.37 'Safe ground' => {
5496 elmex 1.23 attr => [
5497     [
5498 root 1.35 'move_block',
5499     {
5500     desc => 'Objects using these movement types cannot move over this space.',
5501     name => 'blocked movement',
5502     type => 'movement_type'
5503     }
5504     ],
5505     [
5506     'move_allow',
5507     {
5508     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
5509     name => 'allowed movement',
5510     type => 'movement_type'
5511     }
5512     ],
5513     [
5514     'move_slow',
5515     {
5516     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
5517     name => 'slowed movement',
5518     type => 'movement_type'
5519     }
5520     ],
5521     [
5522     'move_slow_penalty',
5523     {
5524     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)',
5525     name => 'slow movement penalty',
5526     type => 'int'
5527     }
5528     ],
5529     [
5530 elmex 1.23 'no_pick',
5531     {
5532     type => 'fixed',
5533     value => 1
5534     }
5535     ]
5536     ],
5537 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.',
5538 elmex 1.23 ignore => [
5539     $IGNORE_LIST{non_pickable}
5540     ],
5541 root 1.37 name => 'Safe ground',
5542 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.'
5543 elmex 1.23 },
5544 root 1.3 Savebed => {
5545 root 1.7 attr => [
5546     [
5547     'no_pick',
5548     {
5549     type => 'fixed',
5550     value => 1
5551     }
5552     ],
5553     [
5554     'no_magic',
5555     {
5556     type => 'fixed',
5557     value => 1
5558     }
5559     ],
5560     [
5561     'damned',
5562     {
5563     type => 'fixed',
5564     value => 1
5565     }
5566     ]
5567     ],
5568 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.',
5569     ignore => [
5570     $IGNORE_LIST{non_pickable}
5571     ],
5572 root 1.5 name => 'Savebed',
5573 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>'
5574 root 1.3 },
5575     Scroll => {
5576 root 1.7 attr => [
5577     [
5578     'level',
5579     {
5580     desc => 'The spell of the scroll will be casted at this level. This value should always be set, at least to 1.',
5581     name => 'casting level',
5582     type => 'int'
5583     }
5584     ],
5585     [
5586     'sp',
5587     {
5588     desc => 'When a player/monster applies this scroll, the selected <spell> will be casted (once). This should work for any given spell.',
5589     name => 'spell',
5590     type => 'spell'
5591     }
5592     ],
5593     [
5594     'startequip',
5595     {
5596     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5597     name => 'godgiven item',
5598     type => 'bool'
5599     }
5600     ]
5601     ],
5602 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.',
5603     ignore => [
5604     'title'
5605     ],
5606 root 1.5 name => 'Scroll',
5607 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.'
5608     },
5609     Shield => {
5610 root 1.7 attr => [
5611     [
5612     'magic',
5613     {
5614     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.',
5615     name => 'magic bonus',
5616     type => 'int'
5617     }
5618     ]
5619     ],
5620 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.',
5621     import => [
5622 root 1.29 'Amulet'
5623 root 1.3 ],
5624 root 1.5 name => 'Shield',
5625 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.'
5626     },
5627     'Shooting Weapon' => {
5628 root 1.7 attr => [
5629     [
5630     'race',
5631     {
5632     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.',
5633     name => 'ammunition class',
5634     type => 'string'
5635     }
5636     ],
5637     [
5638     'sp',
5639     {
5640     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).',
5641     name => 'shooting speed',
5642     type => 'int'
5643     }
5644     ],
5645     [
5646     'dam',
5647     {
5648     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.',
5649     name => 'base damage',
5650     type => 'int'
5651     }
5652     ],
5653     [
5654     'wc',
5655     {
5656     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.',
5657     name => 'weaponclass',
5658     type => 'int'
5659     }
5660     ],
5661     [
5662     'item_power',
5663     {
5664 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>.',
5665 root 1.7 name => 'item power',
5666     type => 'int'
5667     }
5668     ],
5669     [
5670     'no_strength',
5671     {
5672     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.',
5673     name => 'ignore strength',
5674     type => 'bool'
5675     }
5676     ],
5677     [
5678     'damned',
5679     {
5680     desc => 'A damned shooting weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
5681     name => 'damnation',
5682     type => 'bool'
5683     }
5684     ],
5685     [
5686     'cursed',
5687     {
5688     desc => 'A cursed shooting weapon cannot be unwielded unless the curse is removed.',
5689     name => 'curse',
5690     type => 'bool'
5691     }
5692     ],
5693     [
5694     'unique',
5695     {
5696     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5697     name => 'unique item',
5698     type => 'bool'
5699     }
5700     ],
5701     [
5702     'startequip',
5703     {
5704     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5705     name => 'godgiven item',
5706     type => 'bool'
5707     }
5708     ],
5709     [
5710     'msg',
5711     {
5712     desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
5713     end => 'endmsg',
5714     name => 'description',
5715     type => 'text'
5716     }
5717     ]
5718     ],
5719 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.',
5720 root 1.5 name => 'Shooting Weapon',
5721 root 1.4 section => [
5722     [
5723     'stats',
5724 root 1.7 [
5725     [
5726     'Str',
5727     {
5728     desc => 'The player\'s strentgh will rise/fall by the given value while wearing this shooting weapon.',
5729     name => 'strength',
5730     type => 'int'
5731     }
5732     ],
5733     [
5734     'Dex',
5735     {
5736     desc => 'The player\'s dexterity will rise/fall by the given value while wearing this shooting weapon.',
5737     name => 'dexterity',
5738     type => 'int'
5739     }
5740     ],
5741     [
5742     'Con',
5743     {
5744     desc => 'The player\'s constitution will rise/fall by the given value while wearing this shooting weapon.',
5745     name => 'constitution',
5746     type => 'int'
5747     }
5748     ],
5749     [
5750     'Int',
5751     {
5752     desc => 'The player\'s intelligence will rise/fall by the given value while wearing this shooting weapon.',
5753     name => 'intelligence',
5754     type => 'int'
5755     }
5756     ],
5757     [
5758     'Pow',
5759     {
5760     desc => 'The player\'s power will rise/fall by the given value while wearing this shooting weapon.',
5761     name => 'power',
5762     type => 'int'
5763     }
5764     ],
5765     [
5766     'Wis',
5767     {
5768     desc => 'The player\'s wisdom will rise/fall by the given value while wearing this shooting weapon.',
5769     name => 'wisdom',
5770     type => 'int'
5771     }
5772     ],
5773     [
5774     'Cha',
5775     {
5776     desc => 'The player\'s charisma will rise/fall by the given value while wearing this shooting weapon.',
5777     name => 'charisma',
5778     type => 'int'
5779     }
5780     ]
5781     ]
5782     ],
5783     [
5784     'bonus',
5785     [
5786     [
5787     'luck',
5788     {
5789     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.',
5790     name => 'luck bonus',
5791     type => 'int'
5792     }
5793     ],
5794     [
5795     'magic',
5796     {
5797     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.',
5798     name => 'magic bonus',
5799     type => 'int'
5800     }
5801     ]
5802     ]
5803     ]
5804     ],
5805 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.'
5806 root 1.7 },
5807     'Shop Floor' => {
5808     attr => [
5809     [
5810     'is_floor',
5811     {
5812     type => 'fixed',
5813     value => 1
5814     }
5815     ],
5816     [
5817     'no_pick',
5818     {
5819     type => 'fixed',
5820     value => 1
5821     }
5822     ],
5823     [
5824     'no_magic',
5825     {
5826     type => 'fixed',
5827     value => 1
5828     }
5829     ],
5830     [
5831     'auto_apply',
5832 root 1.4 {
5833 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.',
5834     name => 'generate goods',
5835     type => 'bool'
5836 root 1.4 }
5837     ],
5838     [
5839 root 1.7 'randomitems',
5840     {
5841     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.',
5842     name => 'treasurelist',
5843     type => 'treasurelist'
5844     }
5845     ],
5846     [
5847     'exp',
5848     {
5849     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.',
5850     name => 'quality level',
5851     type => 'int'
5852     }
5853     ],
5854     [
5855     'damned',
5856 root 1.4 {
5857 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.)',
5858     name => 'no prayers',
5859     type => 'bool'
5860 root 1.4 }
5861     ]
5862     ],
5863 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).',
5864     ignore => [
5865     $IGNORE_LIST{non_pickable}
5866     ],
5867 root 1.5 name => 'Shop Floor',
5868 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.'
5869     },
5870 elmex 1.27 'Shop Inventory' => {
5871     attr => [
5872     [
5873     'shop_coords',
5874     {
5875     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.',
5876     name => 'shop rectangle',
5877     type => 'string'
5878     }
5879     ]
5880     ],
5881     desc => 'The purpose of a sign is to display the contents of a shop.',
5882     ignore => [
5883     $IGNORE_LIST{non_pickable}
5884     ],
5885     name => 'Shop Inventory',
5886     use => 'Use these signs to present the player a list of the items in the shop'
5887     },
5888 root 1.3 'Shop Mat' => {
5889 root 1.7 attr => [
5890     [
5891     'no_pick',
5892     {
5893     type => 'fixed',
5894     value => 1
5895     }
5896     ],
5897     [
5898 root 1.14 'move_on',
5899 root 1.7 {
5900 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5901     name => 'movement type',
5902 elmex 1.26 type => 'movement_type'
5903 root 1.7 }
5904     ]
5905     ],
5906 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).',
5907     ignore => [
5908     $IGNORE_LIST{non_pickable}
5909     ],
5910 root 1.5 name => 'Shop Mat',
5911 root 1.3 use => 'As stated above, always place TWO shop mats into your shop. Not more and not less than that.'
5912     },
5913     'Sign & MagicMouth' => {
5914 root 1.7 attr => [
5915     [
5916     'connected',
5917     {
5918     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.',
5919     name => 'connection',
5920     type => 'int'
5921     }
5922     ],
5923     [
5924 elmex 1.21 'activate_on_push',
5925     {
5926     desc => 'Whether the teleporter should only be activated on push.',
5927 root 1.42 name => 'activate on push',
5928 elmex 1.21 type => 'bool'
5929     }
5930     ],
5931     [
5932     'activate_on_release',
5933     {
5934     desc => 'Whether the teleporter should only be activated on release.',
5935 root 1.42 name => 'activate on release',
5936 elmex 1.21 type => 'bool'
5937     }
5938     ],
5939     [
5940 root 1.14 'move_on',
5941 root 1.7 {
5942 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5943     name => 'movement type',
5944 elmex 1.26 type => 'movement_type'
5945 root 1.7 }
5946     ],
5947     [
5948     'food',
5949     {
5950     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).',
5951     name => 'counter',
5952     type => 'int'
5953     }
5954     ],
5955     [
5956     'msg',
5957     {
5958     desc => 'This text will be displayed to the player.',
5959     end => 'endmsg',
5960     name => 'message',
5961     type => 'text'
5962     }
5963     ]
5964     ],
5965     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).',
5966     ignore => [
5967     $IGNORE_LIST{non_pickable}
5968     ],
5969     name => 'Sign & MagicMouth',
5970     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.'
5971     },
5972     Skill => {
5973     attr => [
5974     [
5975     'invisible',
5976     {
5977     type => 'fixed',
5978     value => 1
5979     }
5980     ],
5981     [
5982     'no_drop',
5983     {
5984     type => 'fixed',
5985     value => 1
5986     }
5987     ],
5988     [
5989     'skill',
5990     {
5991     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.',
5992     name => 'skill name',
5993     type => 'string'
5994     }
5995     ],
5996     [
5997     'expmul',
5998     {
5999     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.',
6000     name => 'exp multiplier',
6001     type => 'float'
6002     }
6003     ],
6004     [
6005     'subtype',
6006     {
6007 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.',
6008 root 1.7 name => 'skill type',
6009     type => 'list',
6010     value => $LIST{skill_type}
6011     }
6012     ],
6013     [
6014     'level',
6015     {
6016     name => 'level',
6017     type => 'int'
6018     }
6019     ],
6020     [
6021     'exp',
6022     {
6023     name => 'experience',
6024     type => 'int'
6025     }
6026     ],
6027     [
6028     'can_use_skill',
6029     {
6030     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.',
6031     name => 'is native skill',
6032     type => 'bool'
6033     }
6034     ]
6035 root 1.3 ],
6036     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.',
6037     ignore => [
6038     $IGNORE_LIST{system_object}
6039     ],
6040 root 1.5 name => 'Skill',
6041 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>'
6042     },
6043     'Skill Scroll' => {
6044 root 1.7 attr => [
6045     [
6046     'race',
6047     {
6048     type => 'fixed',
6049     value => 'scrolls'
6050     }
6051     ],
6052     [
6053     'skill',
6054     {
6055     desc => 'The <skill name> matches the skill object that can be learned from this scroll.',
6056     name => 'skill name',
6057     type => 'string'
6058     }
6059     ]
6060     ],
6061 root 1.3 desc => 'By reading a skill scroll, a player has a chance to learn the contained skill.',
6062 root 1.5 name => 'Skill Scroll',
6063 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.'
6064     },
6065 elmex 1.33 'Skill Tool' => {
6066     attr => [
6067     [
6068     'skill',
6069     {
6070     desc => 'This field describes which skill the player will be able to use wearing this item.',
6071     name => 'skill name',
6072     type => 'string'
6073     }
6074     ]
6075     ],
6076     desc => 'Wearing a skill tool will give the player the ability to use a skill.',
6077     name => 'Skill Tool',
6078     section => [
6079     [
6080     'stats',
6081     [
6082     [
6083     'Str',
6084     {
6085     desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
6086     name => 'strength',
6087     type => 'int'
6088     }
6089     ],
6090     [
6091     'Dex',
6092     {
6093     desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
6094     name => 'dexterity',
6095     type => 'int'
6096     }
6097     ],
6098     [
6099     'Con',
6100     {
6101     desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
6102     name => 'constitution',
6103     type => 'int'
6104     }
6105     ],
6106     [
6107     'Int',
6108     {
6109     desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
6110     name => 'intelligence',
6111     type => 'int'
6112     }
6113     ],
6114     [
6115     'Pow',
6116     {
6117     desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
6118     name => 'power',
6119     type => 'int'
6120     }
6121     ],
6122     [
6123     'Wis',
6124     {
6125     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.',
6126     name => 'wisdom',
6127     type => 'int'
6128     }
6129     ],
6130     [
6131     'Cha',
6132     {
6133     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.',
6134     name => 'charisma',
6135     type => 'int'
6136     }
6137     ]
6138     ]
6139     ],
6140     [
6141     'resistance',
6142     [
6143     [
6144     'resist_physical',
6145     {
6146     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6147     name => 'resist physical %',
6148     type => 'int'
6149     }
6150     ],
6151     [
6152     'resist_magic',
6153     {
6154     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6155     name => 'resist magic %',
6156     type => 'int'
6157     }
6158     ],
6159     [
6160     'resist_fire',
6161     {
6162     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6163     name => 'resist fire %',
6164     type => 'int'
6165     }
6166     ],
6167     [
6168     'resist_electricity',
6169     {
6170     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6171     name => 'resist electricity %',
6172     type => 'int'
6173     }
6174     ],
6175     [
6176     'resist_cold',
6177     {
6178     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6179     name => 'resist cold %',
6180     type => 'int'
6181     }
6182     ],
6183     [
6184     'resist_acid',
6185     {
6186     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6187     name => 'resist acid %',
6188     type => 'int'
6189     }
6190     ],
6191     [
6192     'resist_confusion',
6193     {
6194     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6195     name => 'resist confusion %',
6196     type => 'int'
6197     }
6198     ],
6199     [
6200     'resist_weaponmagic',
6201     {
6202     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6203     name => 'resist weaponmagic %',
6204     type => 'int'
6205     }
6206     ],
6207     [
6208     'resist_ghosthit',
6209     {
6210     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6211     name => 'resist ghosthit %',
6212     type => 'int'
6213     }
6214     ],
6215     [
6216     'resist_slow',
6217     {
6218     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6219     name => 'resist slow %',
6220     type => 'int'
6221     }
6222     ],
6223     [
6224     'resist_fear',
6225     {
6226     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6227     name => 'resist fear %',
6228     type => 'int'
6229     }
6230     ],
6231     [
6232     'resist_death',
6233     {
6234     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6235     name => 'resist death-attack %',
6236     type => 'int'
6237     }
6238     ],
6239     [
6240     'resist_chaos',
6241     {
6242     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6243     name => 'resist chaos %',
6244     type => 'int'
6245     }
6246     ],
6247     [
6248     'resist_blind',
6249     {
6250     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6251     name => 'resist blinding %',
6252     type => 'int'
6253     }
6254     ],
6255     [
6256     'resist_holyword',
6257     {
6258     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6259     name => 'resist holy power %',
6260     type => 'int'
6261     }
6262     ],
6263     [
6264     'resist_godpower',
6265     {
6266     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6267     name => 'resist godpower %',
6268     type => 'int'
6269     }
6270     ],
6271     [
6272     'resist_paralyze',
6273     {
6274     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6275     name => 'resist paralyze %',
6276     type => 'int'
6277     }
6278     ],
6279     [
6280     'resist_drain',
6281     {
6282     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6283     name => 'resist draining %',
6284     type => 'int'
6285     }
6286     ],
6287     [
6288     'resist_deplete',
6289     {
6290     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6291     name => 'resist depletion %',
6292     type => 'int'
6293     }
6294     ],
6295     [
6296     'resist_poison',
6297     {
6298     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6299     name => 'resist poison %',
6300     type => 'int'
6301     }
6302     ]
6303     ]
6304     ]
6305     ],
6306     use => 'Feel free to assign resistancies and stats to a skill tools or change the skill that is given.'
6307     },
6308 root 1.3 'Special Key' => {
6309 root 1.7 attr => [
6310     [
6311     'slaying',
6312     {
6313     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.',
6314     name => 'key string',
6315     type => 'string'
6316     }
6317     ],
6318     [
6319     'material',
6320     {
6321     desc => 'For Special Keys, material should always be unset or set to Adamantite. This prevents the key from getting burned or otherwise destroyed.',
6322     name => 'material',
6323     type => 'bitmask',
6324     value => $BITMASK{material}
6325     }
6326     ],
6327     [
6328     'unique',
6329     {
6330     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.',
6331     name => 'unique item',
6332     type => 'bool'
6333     }
6334     ],
6335     [
6336     'startequip',
6337     {
6338     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6339     name => 'godgiven item',
6340     type => 'bool'
6341     }
6342     ],
6343     [
6344     'msg',
6345     {
6346     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.',
6347     end => 'endmsg',
6348     name => 'description',
6349     type => 'text'
6350     }
6351     ]
6352     ],
6353 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.',
6354     ignore => [
6355     'material'
6356     ],
6357 root 1.5 name => 'Special Key',
6358 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".'
6359     },
6360     Spell => {
6361 root 1.7 attr => [
6362     [
6363     'no_drop',
6364     {
6365     type => 'fixed',
6366     value => 1
6367     }
6368     ],
6369     [
6370     'invisible',
6371     {
6372     type => 'fixed',
6373     value => 1
6374     }
6375     ],
6376     [
6377     'skill',
6378     {
6379     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.',
6380     name => 'skill name',
6381     type => 'string'
6382     }
6383     ],
6384     [
6385     'subtype',
6386     {
6387     desc => 'The <spell type> defines the basic type of spell. Some of these types are of a more generic nature than others.',
6388     name => 'spell type',
6389     type => 'list',
6390     value => $LIST{spell_type}
6391     }
6392     ],
6393     [
6394     'level',
6395     {
6396     name => 'spell level',
6397     type => 'int'
6398     }
6399     ],
6400     [
6401     'casting_time',
6402     {
6403     name => 'casting time',
6404     type => 'int'
6405     }
6406     ],
6407     [
6408     'duration',
6409     {
6410     name => 'duration',
6411     type => 'int'
6412     }
6413     ],
6414     [
6415     'other_arch',
6416     {
6417     name => 'create object',
6418     type => 'string'
6419     }
6420     ],
6421     [
6422     'sp',
6423     {
6424     name => 'cost spellpoints',
6425     type => 'int'
6426     }
6427     ],
6428     [
6429     'grace',
6430     {
6431     name => 'cost grace',
6432     type => 'int'
6433     }
6434     ],
6435     [
6436     'maxsp',
6437     {
6438     name => 'double cost per level',
6439     type => 'int'
6440     }
6441     ]
6442     ],
6443 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.',
6444     ignore => [
6445     $IGNORE_LIST{system_object}
6446     ],
6447 root 1.5 name => 'Spell',
6448 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.'
6449     },
6450     Spellbook => {
6451 root 1.7 attr => [
6452     [
6453     'skill',
6454     {
6455     type => 'fixed',
6456     value => 'literacy'
6457     }
6458     ],
6459     [
6460     'randomitems',
6461     {
6462     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.',
6463     name => 'treasurelist',
6464     type => 'treasurelist'
6465     }
6466     ],
6467     [
6468     'startequip',
6469     {
6470     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6471     name => 'godgiven item',
6472     type => 'bool'
6473     }
6474     ],
6475     [
6476     'msg',
6477     {
6478     desc => 'This text may contain a nice description of the spellbook\'s cover or something.',
6479     end => 'endmsg',
6480     name => 'description',
6481     type => 'text'
6482     }
6483     ]
6484     ],
6485 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.',
6486 root 1.5 name => 'Spellbook',
6487 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.'
6488     },
6489     Spinner => {
6490 root 1.7 attr => [
6491     [
6492     'sp',
6493     {
6494     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.',
6495     name => 'direction number',
6496     type => 'int'
6497     }
6498     ],
6499     [
6500 root 1.14 'move_on',
6501 root 1.7 {
6502 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6503     name => 'movement type',
6504 elmex 1.26 type => 'movement_type'
6505 root 1.7 }
6506     ]
6507     ],
6508 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.',
6509     ignore => [
6510     $IGNORE_LIST{non_pickable}
6511     ],
6512 root 1.5 name => 'Spinner',
6513 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.'
6514     },
6515     Swamp => {
6516 root 1.7 attr => [
6517     [
6518     'is_floor',
6519     {
6520     type => 'fixed',
6521     value => 1
6522     }
6523     ],
6524     [
6525     'is_wooded',
6526     {
6527     type => 'fixed',
6528     value => 1
6529     }
6530     ],
6531     [
6532     'speed',
6533     {
6534     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.',
6535     name => 'drowning speed',
6536     type => 'float'
6537     }
6538     ],
6539     [
6540 root 1.17 'speed_left',
6541     {
6542     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.',
6543     name => 'speed left',
6544     type => 'float'
6545     }
6546     ],
6547     [
6548 root 1.14 'move_on',
6549     {
6550     desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6551     name => 'movement type',
6552 elmex 1.26 type => 'movement_type'
6553 root 1.14 }
6554     ],
6555     [
6556     'move_block',
6557 root 1.7 {
6558 root 1.14 desc => 'Objects using these movement types cannot move over this space.',
6559     name => 'blocked movement',
6560 elmex 1.26 type => 'movement_type'
6561 root 1.14 }
6562     ],
6563     [
6564     'move_allow',
6565     {
6566     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6567     name => 'allowed movement',
6568 elmex 1.26 type => 'movement_type'
6569 root 1.14 }
6570     ],
6571     [
6572     'move_slow',
6573     {
6574     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6575     name => 'slowed movement',
6576 elmex 1.26 type => 'movement_type'
6577 root 1.14 }
6578     ],
6579     [
6580     'move_slow_penalty',
6581     {
6582     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)',
6583     name => 'slow movement penalty',
6584 root 1.7 type => 'int'
6585     }
6586     ],
6587     [
6588     'no_magic',
6589     {
6590     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
6591     name => 'no spells',
6592     type => 'bool'
6593     }
6594     ],
6595     [
6596     'damned',
6597     {
6598     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
6599     name => 'no prayers',
6600     type => 'bool'
6601     }
6602     ]
6603     ],
6604 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.',
6605     ignore => [
6606     $IGNORE_LIST{non_pickable}
6607 root 1.5 ],
6608     name => 'Swamp'
6609 root 1.3 },
6610     Teleporter => {
6611 root 1.7 attr => [
6612     [
6613     'slaying',
6614     {
6615     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.',
6616     name => 'exit path',
6617     type => 'string'
6618     }
6619     ],
6620     [
6621     'hp',
6622     {
6623     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.',
6624     name => 'destination X',
6625     type => 'int'
6626     }
6627     ],
6628     [
6629     'sp',
6630     {
6631     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.',
6632     name => 'destination Y',
6633     type => 'int'
6634     }
6635     ],
6636     [
6637     'connected',
6638     {
6639     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.',
6640     name => 'connection',
6641     type => 'int'
6642     }
6643     ],
6644     [
6645 elmex 1.21 'activate_on_push',
6646     {
6647     desc => 'Whether the teleporter should only be activated on push.',
6648 root 1.42 name => 'activate on push',
6649 elmex 1.21 type => 'bool'
6650     }
6651     ],
6652     [
6653     'activate_on_release',
6654     {
6655     desc => 'Whether the teleporter should only be activated on release.',
6656 root 1.42 name => 'activate on release',
6657 elmex 1.21 type => 'bool'
6658     }
6659     ],
6660     [
6661 root 1.7 'speed',
6662     {
6663     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!',
6664     name => 'activation speed',
6665     type => 'float'
6666     }
6667 root 1.17 ],
6668     [
6669     'speed_left',
6670     {
6671     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.',
6672     name => 'speed left',
6673     type => 'float'
6674     }
6675 root 1.7 ]
6676     ],
6677 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.',
6678     ignore => [
6679     $IGNORE_LIST{non_pickable}
6680     ],
6681 root 1.5 name => 'Teleporter',
6682 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.'
6683     },
6684 root 1.8 'Timed Gate' => {
6685     attr => [
6686     [
6687     'no_pick',
6688     {
6689     type => 'fixed',
6690     value => 1
6691     }
6692     ],
6693     [
6694     'connected',
6695     {
6696     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.',
6697     name => 'connection',
6698     type => 'int'
6699     }
6700     ],
6701     [
6702 elmex 1.21 'activate_on_push',
6703     {
6704     desc => 'Whether the teleporter should only be activated on push.',
6705 root 1.42 name => 'activate on push',
6706 elmex 1.21 type => 'bool'
6707     }
6708     ],
6709     [
6710     'activate_on_release',
6711     {
6712     desc => 'Whether the teleporter should only be activated on release.',
6713 root 1.42 name => 'activate on release',
6714 elmex 1.21 type => 'bool'
6715     }
6716     ],
6717     [
6718 root 1.8 'wc',
6719     {
6720     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.',
6721     name => 'position state',
6722     type => 'int'
6723     }
6724     ],
6725     [
6726 root 1.14 'move_block',
6727     {
6728     desc => 'Objects using these movement types cannot move over this space.',
6729     name => 'blocked movement',
6730 elmex 1.26 type => 'movement_type'
6731 root 1.14 }
6732     ],
6733     [
6734     'move_allow',
6735     {
6736     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6737     name => 'allowed movement',
6738 elmex 1.26 type => 'movement_type'
6739 root 1.14 }
6740     ],
6741     [
6742     'move_slow',
6743 root 1.8 {
6744 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6745     name => 'slowed movement',
6746 elmex 1.26 type => 'movement_type'
6747 root 1.14 }
6748     ],
6749     [
6750     'move_slow_penalty',
6751     {
6752     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)',
6753     name => 'slow movement penalty',
6754     type => 'int'
6755 root 1.8 }
6756     ],
6757     [
6758     'no_magic',
6759     {
6760     desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
6761     name => 'restrict spells',
6762     type => 'bool'
6763     }
6764     ],
6765     [
6766     'damned',
6767     {
6768     desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
6769     name => 'restrict prayers',
6770     type => 'bool'
6771     }
6772     ],
6773     [
6774     'hp',
6775     {
6776     desc => 'Defines the duration the gate remains closed. This only takes effect if the gate is not connected.',
6777     name => 'open duration',
6778     type => 'int'
6779     }
6780     ]
6781     ],
6782 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.',
6783 root 1.8 ignore => [
6784     $IGNORE_LIST{non_pickable}
6785     ],
6786     name => 'Timed Gate',
6787     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".'
6788     },
6789 root 1.3 Trap => {
6790 root 1.7 attr => [
6791     [
6792     'no_pick',
6793     {
6794     type => 'fixed',
6795     value => 1
6796     }
6797     ],
6798     [
6799 root 1.14 'move_on',
6800 root 1.7 {
6801 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6802     name => 'movement type',
6803 elmex 1.26 type => 'movement_type'
6804 root 1.7 }
6805     ],
6806     [
6807     'level',
6808     {
6809     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.',
6810     name => 'trap level',
6811     type => 'int'
6812     }
6813     ],
6814     [
6815     'Cha',
6816     {
6817     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.',
6818     name => 'visibility',
6819     type => 'int'
6820     }
6821     ],
6822     [
6823     'hp',
6824     {
6825     desc => 'The trap will detonate <number of charges> times before disappearing.',
6826     name => 'number of charges',
6827     type => 'int'
6828     }
6829     ],
6830     [
6831     'dam',
6832     {
6833     desc => '<direct damage> specifies how much damage is done by the trap. This should be set in reasonable relation to the trap\'s level.',
6834     name => 'direct damage',
6835     type => 'int'
6836     }
6837     ],
6838     [
6839     'attacktype',
6840     {
6841     desc => 'This attribute defines what attacktype to use for direct damage when the trap detonates.',
6842     name => 'attacktype',
6843     type => 'bitmask',
6844     value => $BITMASK{attacktype}
6845     }
6846     ],
6847     [
6848     'connected',
6849     {
6850     desc => 'When the trap is detonated, all objects with the same connection value get activated.',
6851     name => 'connection',
6852     type => 'int'
6853     }
6854     ],
6855     [
6856     'msg',
6857     {
6858     desc => 'When the trap detonates, this text is displayed to the victim. For especially powerful or complex traps, create an appropriate and thrilling description. ;)',
6859     end => 'endmsg',
6860     name => 'detonation text',
6861     type => 'text'
6862     }
6863     ]
6864     ],
6865 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.',
6866     ignore => [
6867     'no_pick',
6868     'title',
6869     'name_pl',
6870     'weight',
6871     'value',
6872     'material',
6873     'unpaid'
6874     ],
6875 root 1.5 name => 'Trap',
6876 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.'
6877     },
6878     Trapdoor => {
6879 root 1.7 attr => [
6880     [
6881     'no_pick',
6882     {
6883     type => 'fixed',
6884     value => 1
6885     }
6886     ],
6887     [
6888 root 1.14 'move_on',
6889 root 1.7 {
6890 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6891     name => 'movement type',
6892 elmex 1.26 type => 'movement_type'
6893 root 1.7 }
6894     ],
6895     [
6896     'weight',
6897     {
6898     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.',
6899     name => 'hold weight',
6900     type => 'int'
6901     }
6902     ],
6903     [
6904     'hp',
6905     {
6906     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!',
6907     name => 'destination X',
6908     type => 'int'
6909     }
6910     ],
6911     [
6912     'sp',
6913     {
6914     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!',
6915     name => 'destination Y',
6916     type => 'int'
6917     }
6918     ]
6919     ],
6920 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.',
6921     ignore => [
6922     $IGNORE_LIST{non_pickable}
6923     ],
6924 root 1.5 name => 'Trapdoor',
6925 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.'
6926     },
6927     Treasure => {
6928 root 1.7 attr => [
6929     [
6930     'randomitems',
6931     {
6932     desc => 'This entry determines what kind of treasure will appear. Look into /crossfire/share/crossfire/treasures for details about existing treasurelists.',
6933     name => 'treasurelist',
6934     type => 'treasurelist'
6935     }
6936     ],
6937     [
6938     'auto_apply',
6939     {
6940     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.',
6941     name => 'auto-generate',
6942     type => 'bool'
6943     }
6944     ],
6945     [
6946     'hp',
6947     {
6948     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.',
6949     name => 'create number',
6950     type => 'int'
6951     }
6952     ],
6953     [
6954     'exp',
6955     {
6956     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).',
6957     name => 'quality level',
6958     type => 'int'
6959     }
6960     ]
6961     ],
6962 root 1.3 desc => 'A treasure-object turns into certain randomitems when the map is loaded into the game.',
6963     ignore => [
6964     'nrof',
6965     'title',
6966     'name_pl',
6967     'weight',
6968     'value',
6969     'material'
6970     ],
6971 root 1.5 name => 'Treasure',
6972 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.'
6973     },
6974     'Trigger Marker' => {
6975 root 1.7 attr => [
6976     [
6977     'no_pick',
6978     {
6979     type => 'fixed',
6980     value => 1
6981     }
6982     ],
6983     [
6984     'slaying',
6985     {
6986     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.',
6987     name => 'key string',
6988     type => 'string'
6989     }
6990     ],
6991     [
6992     'connected',
6993     {
6994     desc => 'Unlike a regular marker this is the connection that triggers this marker to activate.',
6995     name => 'connection',
6996     type => 'int'
6997     }
6998     ],
6999     [
7000     'food',
7001     {
7002     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.',
7003     name => 'mark duration',
7004     type => 'int'
7005     }
7006     ],
7007     [
7008     'name',
7009     {
7010     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.',
7011     name => 'delete mark',
7012     type => 'string'
7013     }
7014     ],
7015     [
7016     'msg',
7017     {
7018     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.',
7019     end => 'endmsg',
7020     name => 'marking message',
7021     type => 'text'
7022     }
7023     ]
7024     ],
7025 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.',
7026     ignore => [
7027     $IGNORE_LIST{system_object}
7028     ],
7029 root 1.5 name => 'Trigger Marker',
7030 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.'
7031     },
7032     Wall => {
7033 root 1.7 attr => [
7034     [
7035 root 1.14 'move_block',
7036     {
7037     desc => 'Objects using these movement types cannot move over this space.',
7038     name => 'blocked movement',
7039 elmex 1.26 type => 'movement_type'
7040 root 1.14 }
7041     ],
7042     [
7043     'move_allow',
7044     {
7045     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
7046     name => 'allowed movement',
7047 elmex 1.26 type => 'movement_type'
7048 root 1.14 }
7049     ],
7050     [
7051     'move_slow',
7052 root 1.7 {
7053 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
7054     name => 'slowed movement',
7055 elmex 1.26 type => 'movement_type'
7056 root 1.14 }
7057     ],
7058     [
7059     'move_slow_penalty',
7060     {
7061     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)',
7062     name => 'slow movement penalty',
7063     type => 'int'
7064 root 1.7 }
7065     ],
7066     [
7067     'can_roll',
7068     {
7069     desc => 'If set, the object is able to "roll", so it can be pushed around. This setting is used for boulders and barrels.',
7070     name => 'moveable',
7071     type => 'bool'
7072     }
7073     ],
7074     [
7075     'no_magic',
7076     {
7077     desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
7078     name => 'restrict spells',
7079     type => 'bool'
7080     }
7081     ],
7082     [
7083     'damned',
7084     {
7085     desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
7086     name => 'restrict prayers',
7087     type => 'bool'
7088     }
7089     ]
7090     ],
7091 root 1.3 desc => 'Walls usually block passage and sight.',
7092     ignore => [
7093     'nrof',
7094     'title',
7095     'name_pl',
7096     'value',
7097     'unpaid'
7098     ],
7099 root 1.19 name => 'Wall'
7100 root 1.3 },
7101     'Wand & Staff' => {
7102 root 1.7 attr => [
7103     [
7104     'sp',
7105     {
7106     desc => 'The <spell> specifies the contained spell.',
7107     name => 'spell',
7108     type => 'spell'
7109     }
7110     ],
7111     [
7112     'level',
7113     {
7114     desc => 'The <casting level> of the wand determines it\'s power. An average level for wands in shops is about 10.',
7115     name => 'casting level',
7116     type => 'int'
7117     }
7118     ],
7119     [
7120     'food',
7121     {
7122     desc => 'The wand can be used <number of charges> times before it is used up. It can be recharged with scrolls of charging.',
7123     name => 'number of charges',
7124     type => 'int'
7125     }
7126     ],
7127     [
7128     'startequip',
7129     {
7130     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
7131     name => 'godgiven item',
7132     type => 'bool'
7133     }
7134     ],
7135     [
7136     'msg',
7137     {
7138     desc => 'This text may contain a description of the wand.',
7139     end => 'endmsg',
7140     name => 'description',
7141     type => 'text'
7142     }
7143     ]
7144     ],
7145 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.',
7146 root 1.5 name => 'Wand & Staff',
7147 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.'
7148 root 1.3 },
7149     'Weak Wall' => {
7150 root 1.7 attr => [
7151     [
7152     'alive',
7153     {
7154     type => 'fixed',
7155     value => 1
7156     }
7157     ],
7158     [
7159     'no_pick',
7160     {
7161     type => 'fixed',
7162     value => 1
7163     }
7164     ],
7165     [
7166     'tear_down',
7167     {
7168     type => 'fixed',
7169     value => 1
7170     }
7171     ],
7172     [
7173     'race',
7174     {
7175     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.',
7176     name => 'race',
7177     type => 'string'
7178     }
7179     ],
7180     [
7181     'level',
7182     {
7183     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.',
7184     name => 'level',
7185     type => 'int'
7186     }
7187     ],
7188     [
7189     'hp',
7190     {
7191     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.',
7192     name => 'health points',
7193     type => 'int'
7194     }
7195     ],
7196     [
7197     'maxhp',
7198     {
7199     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.',
7200     name => 'max health',
7201     type => 'int'
7202     }
7203     ],
7204     [
7205     'ac',
7206     {
7207     desc => 'Weak walls of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
7208     name => 'armour class',
7209     type => 'int'
7210     }
7211     ]
7212     ],
7213 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.',
7214     ignore => [
7215     $IGNORE_LIST{non_pickable}
7216     ],
7217 root 1.5 name => 'Weak Wall',
7218 root 1.4 section => [
7219     [
7220     'resistance',
7221 root 1.7 [
7222     [
7223     'resist_physical',
7224     {
7225     name => 'resist physical %',
7226     type => 'int'
7227     }
7228     ],
7229     [
7230     'resist_magic',
7231     {
7232     name => 'resist magic %',
7233     type => 'int'
7234     }
7235     ],
7236     [
7237     'resist_fire',
7238     {
7239     name => 'resist fire %',
7240     type => 'int'
7241     }
7242     ],
7243     [
7244     'resist_electricity',
7245     {
7246     name => 'resist electricity %',
7247     type => 'int'
7248     }
7249     ],
7250     [
7251     'resist_cold',
7252     {
7253     name => 'resist cold %',
7254     type => 'int'
7255     }
7256     ],
7257     [
7258     'resist_confusion',
7259     {
7260     name => 'resist confusion %',
7261     type => 'int'
7262     }
7263     ],
7264     [
7265     'resist_acid',
7266     {
7267     name => 'resist acid %',
7268     type => 'int'
7269     }
7270     ],
7271     [
7272     'resist_drain',
7273     {
7274     name => 'resist draining %',
7275     type => 'int'
7276     }
7277     ],
7278     [
7279     'resist_weaponmagic',
7280     {
7281     name => 'resist weaponmagic %',
7282     type => 'int'
7283     }
7284     ],
7285     [
7286     'resist_ghosthit',
7287     {
7288     name => 'resist ghosthit %',
7289     type => 'int'
7290     }
7291     ],
7292     [
7293     'resist_poison',
7294     {
7295     name => 'resist poison %',
7296     type => 'int'
7297     }
7298     ],
7299     [
7300     'resist_slow',
7301     {
7302     name => 'resist slow %',
7303     type => 'int'
7304     }
7305     ],
7306     [
7307     'resist_paralyze',
7308     {
7309     name => 'resist paralyze %',
7310     type => 'int'
7311     }
7312     ],
7313     [
7314     'resist_fear',
7315     {
7316     name => 'resist fear %',
7317     type => 'int'
7318     }
7319     ],
7320     [
7321     'resist_deplete',
7322     {
7323     name => 'resist depletion %',
7324     type => 'int'
7325     }
7326     ],
7327     [
7328     'resist_death',
7329     {
7330     name => 'resist death-attack %',
7331     type => 'int'
7332     }
7333     ],
7334     [
7335     'resist_chaos',
7336     {
7337     name => 'resist chaos %',
7338     type => 'int'
7339     }
7340     ],
7341     [
7342     'resist_blind',
7343     {
7344     name => 'resist blinding %',
7345     type => 'int'
7346     }
7347     ],
7348     [
7349     'resist_holyword',
7350     {
7351     name => 'resist holy power %',
7352     type => 'int'
7353     }
7354     ],
7355     [
7356     'resist_godpower',
7357     {
7358     name => 'resist godpower %',
7359     type => 'int'
7360     }
7361     ]
7362     ]
7363 root 1.4 ]
7364     ],
7365 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.'
7366     },
7367     Weapon => {
7368 root 1.7 attr => [
7369     [
7370     'attacktype',
7371     {
7372     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.',
7373     name => 'attacktype',
7374     type => 'bitmask',
7375     value => $BITMASK{attacktype}
7376     }
7377     ],
7378     [
7379     'weapontype',
7380     {
7381     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.',
7382     name => 'weapontype',
7383     type => 'list',
7384     value => $LIST{weapon_type}
7385     }
7386     ],
7387     [
7388     'skill',
7389     {
7390     desc => 'Matching <skill name> of the skill that is required to use this weapon.',
7391     name => 'skill name',
7392     type => 'string'
7393     }
7394     ],
7395     [
7396     'dam',
7397     {
7398     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.',
7399     name => 'damage',
7400     type => 'int'
7401     }
7402     ],
7403     [
7404     'slaying',
7405     {
7406     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.',
7407     name => 'slaying race',
7408     type => 'string'
7409     }
7410     ],
7411     [
7412     'last_sp',
7413     {
7414     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.',
7415     name => 'weapon speed',
7416     type => 'int'
7417     }
7418     ],
7419     [
7420     'wc',
7421     {
7422     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.',
7423     name => 'weapon class',
7424     type => 'int'
7425     }
7426     ],
7427     [
7428     'magic',
7429     {
7430     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.',
7431     name => 'magic bonus',
7432     type => 'int'
7433     }
7434     ],
7435     [
7436     'item_power',
7437     {
7438 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>.',
7439 root 1.7 name => 'item power',
7440     type => 'int'
7441     }
7442     ],
7443     [
7444     'damned',
7445     {
7446     desc => 'A damned weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
7447     name => 'damnation',
7448     type => 'bool'
7449     }
7450     ],
7451     [
7452     'cursed',
7453     {
7454     desc => 'A cursed weapon cannot be unwielded unless the curse is removed.',
7455     name => 'curse',
7456     type => 'bool'
7457     }
7458     ],
7459     [
7460     'lifesave',
7461     {
7462 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!',
7463 root 1.7 name => 'save life',
7464     type => 'bool'
7465     }
7466     ],
7467     [
7468     'unique',
7469     {
7470     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
7471     name => 'unique item',
7472     type => 'bool'
7473     }
7474     ],
7475     [
7476     'startequip',
7477     {
7478     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
7479     name => 'godgiven item',
7480     type => 'bool'
7481     }
7482     ],
7483     [
7484     'msg',
7485     {
7486     desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
7487     end => 'endmsg',
7488     name => 'description',
7489     type => 'text'
7490     }
7491     ]
7492     ],
7493 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.',
7494 root 1.5 name => 'Weapon',
7495 root 1.4 section => [
7496     [
7497 elmex 1.33 'stats',
7498     [
7499     [
7500     'Str',
7501     {
7502     desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
7503     name => 'strength',
7504     type => 'int'
7505     }
7506     ],
7507     [
7508     'Dex',
7509     {
7510     desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
7511     name => 'dexterity',
7512     type => 'int'
7513     }
7514     ],
7515     [
7516     'Con',
7517     {
7518     desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
7519     name => 'constitution',
7520     type => 'int'
7521     }
7522     ],
7523     [
7524     'Int',
7525     {
7526     desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
7527     name => 'intelligence',
7528     type => 'int'
7529     }
7530     ],
7531     [
7532     'Pow',
7533     {
7534     desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
7535     name => 'power',
7536     type => 'int'
7537     }
7538     ],
7539     [
7540     'Wis',
7541     {
7542     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.',
7543     name => 'wisdom',
7544     type => 'int'
7545     }
7546     ],
7547     [
7548     'Cha',
7549     {
7550     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.',
7551     name => 'charisma',
7552     type => 'int'
7553     }
7554     ]
7555     ]
7556     ],
7557     [
7558 root 1.4 'resistance',
7559 root 1.7 [
7560     [
7561     'resist_physical',
7562     {
7563 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7564 root 1.7 name => 'resist physical %',
7565     type => 'int'
7566     }
7567     ],
7568     [
7569     'resist_magic',
7570     {
7571 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7572 root 1.7 name => 'resist magic %',
7573     type => 'int'
7574     }
7575     ],
7576     [
7577     'resist_fire',
7578     {
7579 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7580 root 1.7 name => 'resist fire %',
7581     type => 'int'
7582     }
7583     ],
7584     [
7585     'resist_electricity',
7586     {
7587 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7588 root 1.7 name => 'resist electricity %',
7589     type => 'int'
7590     }
7591     ],
7592     [
7593     'resist_cold',
7594     {
7595 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7596 root 1.7 name => 'resist cold %',
7597     type => 'int'
7598     }
7599     ],
7600     [
7601     'resist_acid',
7602     {
7603 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7604 root 1.7 name => 'resist acid %',
7605     type => 'int'
7606     }
7607     ],
7608     [
7609 elmex 1.33 'resist_confusion',
7610 root 1.7 {
7611 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7612     name => 'resist confusion %',
7613 root 1.7 type => 'int'
7614     }
7615     ],
7616     [
7617     'resist_weaponmagic',
7618     {
7619 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7620 root 1.7 name => 'resist weaponmagic %',
7621     type => 'int'
7622     }
7623     ],
7624     [
7625     'resist_ghosthit',
7626     {
7627 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7628 root 1.7 name => 'resist ghosthit %',
7629     type => 'int'
7630     }
7631     ],
7632     [
7633     'resist_slow',
7634     {
7635 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7636 root 1.7 name => 'resist slow %',
7637     type => 'int'
7638     }
7639     ],
7640     [
7641     'resist_fear',
7642     {
7643 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7644 root 1.7 name => 'resist fear %',
7645     type => 'int'
7646     }
7647     ],
7648     [
7649     'resist_death',
7650     {
7651 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7652 root 1.7 name => 'resist death-attack %',
7653     type => 'int'
7654     }
7655     ],
7656     [
7657     'resist_chaos',
7658     {
7659 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7660 root 1.7 name => 'resist chaos %',
7661     type => 'int'
7662     }
7663     ],
7664     [
7665     'resist_blind',
7666     {
7667 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7668 root 1.7 name => 'resist blinding %',
7669     type => 'int'
7670     }
7671     ],
7672     [
7673     'resist_holyword',
7674     {
7675 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7676 root 1.7 name => 'resist holy power %',
7677     type => 'int'
7678     }
7679     ],
7680     [
7681 elmex 1.33 'resist_godpower',
7682 root 1.7 {
7683 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7684     name => 'resist godpower %',
7685 root 1.7 type => 'int'
7686     }
7687     ],
7688     [
7689 elmex 1.33 'resist_paralyze',
7690 root 1.7 {
7691 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7692     name => 'resist paralyze %',
7693 root 1.7 type => 'int'
7694     }
7695     ],
7696     [
7697 elmex 1.33 'resist_drain',
7698 root 1.7 {
7699 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7700     name => 'resist draining %',
7701 root 1.7 type => 'int'
7702     }
7703     ],
7704     [
7705 elmex 1.33 'resist_deplete',
7706 root 1.7 {
7707 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!',
7708     name => 'resist depletion %',
7709 root 1.7 type => 'int'
7710     }
7711     ],
7712     [
7713 elmex 1.33 'resist_poison',
7714 root 1.7 {
7715 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!',
7716     name => 'resist poison %',
7717 root 1.7 type => 'int'
7718     }
7719     ]
7720     ]
7721 root 1.4 ],
7722     [
7723     'misc',
7724 root 1.7 [
7725     [
7726     'luck',
7727     {
7728     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.',
7729     name => 'luck bonus',
7730     type => 'int'
7731     }
7732     ],
7733     [
7734     'hp',
7735     {
7736     desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
7737     name => 'health regen.',
7738     type => 'int'
7739     }
7740     ],
7741     [
7742     'sp',
7743     {
7744     desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
7745     name => 'mana regen.',
7746     type => 'int'
7747     }
7748     ],
7749     [
7750     'grace',
7751     {
7752     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!!',
7753     name => 'grace regen.',
7754     type => 'int'
7755     }
7756     ],
7757     [
7758     'food',
7759     {
7760     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.',
7761     name => 'food bonus',
7762     type => 'int'
7763     }
7764     ],
7765     [
7766     'xrays',
7767     {
7768 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.',
7769 root 1.7 name => 'xray vision',
7770     type => 'bool'
7771     }
7772     ],
7773     [
7774     'stealth',
7775     {
7776     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)',
7777     name => 'stealth',
7778     type => 'bool'
7779     }
7780     ],
7781     [
7782     'reflect_spell',
7783     {
7784     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!',
7785     name => 'reflect spells',
7786     type => 'bool'
7787     }
7788     ],
7789     [
7790     'reflect_missile',
7791     {
7792     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.',
7793     name => 'reflect missiles',
7794     type => 'bool'
7795     }
7796     ],
7797     [
7798     'path_attuned',
7799     {
7800     desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this weapon.',
7801     name => 'attuned paths',
7802     type => 'bitmask',
7803     value => $BITMASK{spellpath}
7804     }
7805     ],
7806     [
7807     'path_repelled',
7808     {
7809     desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this weapon.',
7810     name => 'repelled paths',
7811     type => 'bitmask',
7812     value => $BITMASK{spellpath}
7813     }
7814     ],
7815     [
7816     'path_denied',
7817     {
7818     desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this weapon.',
7819     name => 'denied paths',
7820     type => 'bitmask',
7821     value => $BITMASK{spellpath}
7822     }
7823     ]
7824     ]
7825 root 1.4 ]
7826     ],
7827 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.'
7828 root 1.1 }
7829     );
7830    
7831 root 1.3 our %ATTR = (
7832     3 => $TYPE{Rod},
7833     4 => $TYPE{Treasure},
7834     5 => $TYPE{Potion},
7835     6 => $TYPE{Food},
7836     7 => $TYPE{'Poison Food'},
7837     8 => $TYPE{Book},
7838     9 => $TYPE{Clock},
7839     13 => $TYPE{Projectile},
7840     14 => $TYPE{'Shooting Weapon'},
7841     15 => $TYPE{Weapon},
7842     16 => $TYPE{'Brestplate Armour'},
7843     17 => $TYPE{Pedestal},
7844     18 => $TYPE{Altar},
7845     20 => $TYPE{'Locked Door'},
7846     21 => $TYPE{'Special Key'},
7847 root 1.9 23 => $TYPE{Door},
7848     24 => $TYPE{Key},
7849 root 1.8 26 => $TYPE{'Timed Gate'},
7850 root 1.3 27 => $TYPE{'Handle Trigger'},
7851 root 1.9 28 => $TYPE{'Monster (Grimreaper)'},
7852 root 1.3 29 => $TYPE{'Magic Ear'},
7853 root 1.9 30 => $TYPE{'Button Trigger'},
7854 root 1.3 31 => $TYPE{'Altar Trigger'},
7855     33 => $TYPE{Shield},
7856     34 => $TYPE{Helmet},
7857     35 => $TYPE{Horn},
7858     36 => $TYPE{Money},
7859 root 1.9 37 => $TYPE{'Class Changer'},
7860 root 1.3 39 => $TYPE{Amulet},
7861     40 => $TYPE{Mover},
7862     41 => $TYPE{Teleporter},
7863     42 => $TYPE{Creator},
7864     43 => $TYPE{Skill},
7865     51 => $TYPE{Detector},
7866     52 => $TYPE{'Trigger Marker'},
7867     55 => $TYPE{Marker},
7868     56 => $TYPE{'Holy Altar'},
7869     58 => $TYPE{Battleground},
7870     60 => $TYPE{Jewel},
7871     62 => $TYPE{'Magic Wall'},
7872     64 => $TYPE{'Inventory Checker'},
7873     65 => $TYPE{'Mood Floor'},
7874     66 => $TYPE{Exit},
7875     67 => $TYPE{'Floor (Encounter)'},
7876     68 => $TYPE{'Shop Floor'},
7877     69 => $TYPE{'Shop Mat'},
7878     70 => $TYPE{Ring},
7879     72 => $TYPE{Flesh},
7880     73 => $TYPE{Inorganic},
7881 elmex 1.33 74 => $TYPE{'Skill Tool'},
7882 root 1.3 83 => $TYPE{Duplicator},
7883     85 => $TYPE{Spellbook},
7884     87 => $TYPE{Cloak},
7885     88 => $TYPE{'Hazard Floor'},
7886     90 => $TYPE{Spinner},
7887     91 => $TYPE{Gate},
7888     92 => $TYPE{Button},
7889     93 => $TYPE{Handle},
7890     94 => $TYPE{Pit},
7891     95 => $TYPE{Trapdoor},
7892     98 => $TYPE{'Sign & MagicMouth'},
7893     99 => $TYPE{Boots},
7894     100 => $TYPE{Gloves},
7895     101 => $TYPE{Spell},
7896     103 => $TYPE{Converter},
7897     104 => $TYPE{Bracers},
7898     106 => $TYPE{Savebed},
7899     109 => $TYPE{'Wand & Staff'},
7900     111 => $TYPE{Scroll},
7901     112 => $TYPE{Director},
7902     113 => $TYPE{Girdle},
7903 root 1.10 116 => $TYPE{'Event Connector'},
7904 root 1.3 122 => $TYPE{Container},
7905     130 => $TYPE{'Skill Scroll'},
7906     138 => $TYPE{Swamp},
7907 elmex 1.27 150 => $TYPE{'Shop Inventory'},
7908 root 1.3 154 => $TYPE{Rune},
7909     155 => $TYPE{Trap},
7910     156 => $TYPE{'Power Crystal'},
7911 root 1.8 158 => $TYPE{Disease},
7912 elmex 1.23 163 => $TYPE{'Item Transformer'},
7913 root 1.45 165 => $TYPE{'Safe ground'},
7914     999 => $TYPE{Ability}
7915 root 1.1 );
7916    
7917 root 1.3 our %TYPENAME = (
7918     0 => '*NONE*',
7919     1 => 'PLAYER',
7920 root 1.9 2 => 'TRANSPORT',
7921 root 1.3 3 => 'ROD',
7922     4 => 'TREASURE',
7923     5 => 'POTION',
7924     6 => 'FOOD',
7925     7 => 'POISON',
7926     8 => 'BOOK',
7927     9 => 'CLOCK',
7928     12 => 'LIGHTNING',
7929     13 => 'ARROW',
7930     14 => 'BOW',
7931     15 => 'WEAPON',
7932     16 => 'ARMOUR',
7933     17 => 'PEDESTAL',
7934     18 => 'ALTAR',
7935     20 => 'LOCKED_DOOR',
7936     21 => 'SPECIAL_KEY',
7937     22 => 'MAP',
7938     23 => 'DOOR',
7939     24 => 'KEY',
7940     26 => 'TIMED_GATE',
7941     27 => 'TRIGGER',
7942     28 => 'GRIMREAPER',
7943     29 => 'MAGIC_EAR',
7944     30 => 'TRIGGER_BUTTON',
7945     31 => 'TRIGGER_ALTAR',
7946     32 => 'TRIGGER_PEDESTAL',
7947     33 => 'SHIELD',
7948     34 => 'HELMET',
7949     35 => 'HORN',
7950     36 => 'MONEY',
7951     37 => 'CLASS',
7952     38 => 'GRAVESTONE',
7953     39 => 'AMULET',
7954     40 => 'PLAYERMOVER',
7955     41 => 'TELEPORTER',
7956     42 => 'CREATOR',
7957     43 => 'SKILL',
7958     44 => 'EXPERIENCE',
7959     45 => 'EARTHWALL',
7960     46 => 'GOLEM',
7961     48 => 'THROWN_OBJ',
7962     49 => 'BLINDNESS',
7963     50 => 'GOD',
7964     51 => 'DETECTOR',
7965     52 => 'TRIGGER_MARKER',
7966     53 => 'DEAD_OBJECT',
7967     54 => 'DRINK',
7968     55 => 'MARKER',
7969     56 => 'HOLY_ALTAR',
7970     57 => 'PLAYER_CHANGER',
7971     58 => 'BATTLEGROUND',
7972     59 => 'PEACEMAKER',
7973     60 => 'GEM',
7974     62 => 'FIREWALL',
7975     63 => 'ANVIL',
7976     64 => 'CHECK_INV',
7977     65 => 'MOOD_FLOOR',
7978     66 => 'EXIT',
7979     67 => 'ENCOUNTER',
7980     68 => 'SHOP_FLOOR',
7981     69 => 'SHOP_MAT',
7982     70 => 'RING',
7983     71 => 'FLOOR',
7984     72 => 'FLESH',
7985     73 => 'INORGANIC',
7986     74 => 'SKILL_TOOL',
7987     75 => 'LIGHTER',
7988     76 => 'TRAP_PART',
7989     77 => 'WALL',
7990     78 => 'LIGHT_SOURCE',
7991     79 => 'MISC_OBJECT',
7992     80 => 'MONSTER',
7993     81 => 'SPAWN_GENERATOR',
7994     82 => 'LAMP',
7995     83 => 'DUPLICATOR',
7996     84 => 'TOOL',
7997     85 => 'SPELLBOOK',
7998     86 => 'BUILDFAC',
7999     87 => 'CLOAK',
8000     90 => 'SPINNER',
8001     91 => 'GATE',
8002     92 => 'BUTTON',
8003     93 => 'CF_HANDLE',
8004     94 => 'HOLE',
8005     95 => 'TRAPDOOR',
8006     98 => 'SIGN',
8007     99 => 'BOOTS',
8008     100 => 'GLOVES',
8009     101 => 'SPELL',
8010     102 => 'SPELL_EFFECT',
8011     103 => 'CONVERTER',
8012     104 => 'BRACERS',
8013     105 => 'POISONING',
8014     106 => 'SAVEBED',
8015     107 => 'POISONCLOUD',
8016     108 => 'FIREHOLES',
8017     109 => 'WAND',
8018     111 => 'SCROLL',
8019     112 => 'DIRECTOR',
8020     113 => 'GIRDLE',
8021     114 => 'FORCE',
8022     115 => 'POTION_EFFECT',
8023 root 1.11 116 => 'EVENT_CONNECTOR',
8024 root 1.3 121 => 'CLOSE_CON',
8025     122 => 'CONTAINER',
8026     123 => 'ARMOUR_IMPROVER',
8027     124 => 'WEAPON_IMPROVER',
8028     130 => 'SKILLSCROLL',
8029     138 => 'DEEP_SWAMP',
8030     139 => 'IDENTIFY_ALTAR',
8031     150 => 'MENU',
8032     154 => 'RUNE',
8033     155 => 'TRAP',
8034     156 => 'POWER_CRYSTAL',
8035     157 => 'CORPSE',
8036     158 => 'DISEASE',
8037     159 => 'SYMPTOM',
8038     160 => 'BUILDER',
8039 root 1.9 161 => 'MATERIAL',
8040     162 => 'GPS',
8041     163 => 'ITEM_TRANSFORMER',
8042     164 => 'QUEST'
8043 root 1.1 );
8044    
8045     our %SPELL = (
8046 root 1.3 0 => 'magic bullet',
8047     1 => 'small fireball',
8048     2 => 'medium fireball',
8049     3 => 'large fireball',
8050     4 => 'burning hands',
8051     5 => 'small lightning',
8052     6 => 'large lightning',
8053     7 => 'magic missile',
8054     8 => 'create bomb',
8055     9 => 'summon golem',
8056     10 => 'summon fire elemental',
8057     11 => 'summon earth elemental',
8058     12 => 'summon water elemental',
8059     13 => 'summon air elemental',
8060     14 => 'dimension door',
8061     15 => 'create earth wall',
8062     16 => 'paralyze',
8063     17 => 'icestorm',
8064     18 => 'magic mapping',
8065     19 => 'turn undead',
8066     20 => 'fear',
8067     21 => 'poison cloud',
8068     22 => 'wonder',
8069     23 => 'destruction',
8070     24 => 'perceive self',
8071     25 => 'word of recall',
8072     26 => 'invisible',
8073     27 => 'invisible to undead',
8074     28 => 'probe',
8075     29 => 'large bullet',
8076     30 => 'improved invisibility',
8077     31 => 'holy word',
8078     32 => 'minor healing',
8079     33 => 'medium healing',
8080     34 => 'major healing',
8081     35 => 'heal',
8082     36 => 'create food',
8083     37 => 'earth to dust',
8084     38 => 'armour',
8085     39 => 'strength',
8086     40 => 'dexterity',
8087     41 => 'constitution',
8088     42 => 'charisma',
8089     43 => 'create fire wall',
8090     44 => 'create frost wall',
8091     45 => 'protection from cold',
8092     46 => 'protection from electricity',
8093     47 => 'protection from fire',
8094     48 => 'protection from poison',
8095     49 => 'protection from slow',
8096     50 => 'protection from paralysis',
8097     51 => 'protection from draining',
8098     52 => 'protection from magic',
8099     53 => 'protection from attack',
8100     54 => 'levitate',
8101     55 => 'small speedball',
8102     56 => 'large speedball',
8103     57 => 'hellfire',
8104     58 => 'dragonbreath',
8105     59 => 'large icestorm',
8106     60 => 'charging',
8107     61 => 'polymorph',
8108     62 => 'cancellation',
8109     63 => 'confusion',
8110     64 => 'mass confusion',
8111     65 => 'summon pet monster',
8112     66 => 'slow',
8113     67 => 'regenerate spellpoints',
8114     68 => 'cure poison',
8115     69 => 'protection from confusion',
8116     70 => 'protection from cancellation',
8117     71 => 'protection from depletion',
8118     72 => 'alchemy',
8119     73 => 'remove curse',
8120     74 => 'remove damnation',
8121     75 => 'identify',
8122     76 => 'detect magic',
8123     77 => 'detect monster',
8124     78 => 'detect evil',
8125     79 => 'detect curse',
8126     80 => 'heroism',
8127     81 => 'aggravation',
8128     82 => 'firebolt',
8129     83 => 'frostbolt',
8130     84 => 'shockwave',
8131     85 => 'color spray',
8132     86 => 'haste',
8133     87 => 'face of death',
8134     88 => 'ball lightning',
8135     89 => 'meteor swarm',
8136     90 => 'comet',
8137     91 => 'mystic fist',
8138     92 => 'raise dead',
8139     93 => 'resurrection',
8140     94 => 'reincarnation',
8141     95 => 'immunity to cold',
8142     96 => 'immunity to electricity',
8143     97 => 'immunity to fire',
8144     98 => 'immunity to poison',
8145     99 => 'immunity to slow',
8146     100 => 'immunity to paralysis',
8147     101 => 'immunity to draining',
8148     102 => 'immunity to magic',
8149     103 => 'immunity to attack',
8150     104 => 'invulnerability',
8151     105 => 'defense',
8152     106 => 'rune of fire',
8153     107 => 'rune of frost',
8154     108 => 'rune of shocking',
8155     109 => 'rune of blasting',
8156     110 => 'rune of death',
8157     111 => 'marking rune',
8158     112 => 'build director',
8159     113 => 'create pool of chaos',
8160     114 => 'build bullet wall',
8161     115 => 'build lightning wall',
8162     116 => 'build fireball wall',
8163     117 => 'magic rune',
8164     118 => 'rune of magic drain',
8165     119 => 'antimagic rune',
8166     120 => 'rune of transferrence',
8167     121 => 'transferrence',
8168     122 => 'magic drain',
8169     123 => 'counterspell',
8170     124 => 'disarm',
8171     125 => 'cure confusion',
8172     126 => 'restoration',
8173     127 => 'summon evil monster',
8174     128 => 'counterwall',
8175     129 => 'cause light wounds',
8176     130 => 'cause medium wounds',
8177     131 => 'cause serious wounds',
8178     132 => 'charm monsters',
8179     133 => 'banishment',
8180     134 => 'create missile',
8181     135 => 'show invisible',
8182     136 => 'xray',
8183     137 => 'pacify',
8184     138 => 'summon fog',
8185     139 => 'steambolt',
8186     140 => 'command undead',
8187     141 => 'holy orb',
8188     142 => 'summon avatar',
8189     143 => 'holy possession',
8190     144 => 'bless',
8191     145 => 'curse',
8192     146 => 'regeneration',
8193     147 => 'consecrate',
8194     148 => 'summon cult monsters',
8195     149 => 'cause critical wounds',
8196     150 => 'holy wrath',
8197     151 => 'retributive strike',
8198     152 => 'finger of death',
8199     153 => 'insect plague',
8200     154 => 'call holy servant',
8201     155 => 'wall of thorns',
8202     156 => 'staff to snake',
8203     157 => 'light',
8204     158 => 'darkness',
8205     159 => 'nightfall',
8206     160 => 'daylight',
8207     161 => 'sunspear',
8208     162 => 'faery fire',
8209     163 => 'cure blindness',
8210     164 => 'dark vision',
8211     165 => 'bullet swarm',
8212     166 => 'bullet storm',
8213     167 => 'cause many wounds',
8214     168 => 'small snowstorm',
8215     169 => 'medium snowstorm',
8216     170 => 'large snowstorm',
8217     171 => 'cure disease',
8218     172 => 'cause red death',
8219     173 => 'cause flu',
8220     174 => 'cause black death',
8221     175 => 'cause leprosy',
8222     176 => 'cause smallpox',
8223     177 => 'cause white death',
8224     178 => 'cause anthrax',
8225     179 => 'cause typhoid',
8226     180 => 'mana blast',
8227     181 => 'small manaball',
8228     182 => 'medium manaball',
8229     183 => 'large manaball',
8230     184 => 'mana bolt',
8231     185 => 'dancing sword',
8232     186 => 'animate weapon',
8233     187 => 'cause cold',
8234     188 => 'divine shock',
8235     189 => 'windstorm',
8236     190 => 'sanctuary',
8237     191 => 'peace',
8238     192 => 'spiderweb',
8239     193 => 'conflict',
8240     194 => 'rage',
8241     195 => 'forked lightning',
8242     196 => 'poison fog',
8243     197 => 'flaming aura',
8244     198 => 'vitriol',
8245     199 => 'vitriol splash',
8246     200 => 'ironwood skin',
8247     201 => 'wrathful eye',
8248     202 => 'town portal',
8249     203 => 'missile swarm',
8250     204 => 'cause rabies',
8251     205 => 'glyph'
8252 root 1.1 );
8253    
8254    
8255     =head1 AUTHOR
8256    
8257     Marc Lehmann <schmorp.de>
8258     http://home.schmorp.de/
8259    
8260     The source files are part of the CFJavaEditor.
8261    
8262     =cut
8263    
8264     1