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Revision: 1.49
Committed: Thu Jan 8 01:26:55 2009 UTC (15 years, 5 months ago) by root
Branch: MAIN
Changes since 1.48: +44 -0 lines
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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 elmex 1.48 ],
1172     [
1173     'no_skill_ident',
1174     {
1175     desc => 'If this flag is true the player won\'t be able to identify this item with by using a skill.',
1176     name => 'no skill ident',
1177     type => 'bool'
1178     }
1179 root 1.7 ]
1180     ],
1181 root 1.5 desc => 'Applying a book, the containing message is displayed to the player.',
1182     name => 'Book'
1183 root 1.1 },
1184 root 1.3 Boots => {
1185 root 1.7 attr => [
1186     [
1187     'exp',
1188     {
1189     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.',
1190     name => 'speed bonus',
1191     type => 'int'
1192     }
1193     ],
1194     [
1195     'magic',
1196     {
1197     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>.',
1198     name => 'magic bonus',
1199     type => 'int'
1200     }
1201     ]
1202     ],
1203 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.',
1204     import => [
1205 root 1.29 'Amulet'
1206 root 1.3 ],
1207 root 1.5 name => 'Boots',
1208 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.'
1209     },
1210     Bracers => {
1211 root 1.7 attr => [
1212     [
1213     'magic',
1214     {
1215     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.',
1216     name => 'magic bonus',
1217     type => 'int'
1218     }
1219     ]
1220     ],
1221 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.',
1222     import => [
1223 root 1.29 'Amulet'
1224 root 1.3 ],
1225 root 1.5 name => 'Bracers',
1226 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.'
1227     },
1228     'Brestplate Armour' => {
1229 root 1.7 attr => [
1230     [
1231     'last_heal',
1232     {
1233     desc => 'This poses a penalty to spell regeneration speed, for wearing the armour. The bigger the spellpoint penalty, the worse.',
1234     name => 'spellpoint penalty',
1235     type => 'int'
1236     }
1237     ],
1238     [
1239     'last_sp',
1240     {
1241     desc => 'Slowdown penalty reduces the player\'s walking speed when wearing the armour. Bigger values are worse - zero is best.',
1242     name => 'slowdown penalty',
1243     type => 'int'
1244     }
1245     ],
1246     [
1247     'magic',
1248     {
1249     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.',
1250     name => 'magic bonus',
1251     type => 'int'
1252     }
1253     ]
1254     ],
1255 root 1.3 desc => 'Wearing an armour, the object\'s stats will directly be inherited to the player. Usually enhancing his defense.',
1256 root 1.7 import => [
1257 root 1.29 'Amulet'
1258 root 1.7 ],
1259     name => 'Brestplate Armour',
1260     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1261     },
1262     Button => {
1263     attr => [
1264     [
1265 root 1.14 'move_on',
1266 root 1.7 {
1267 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
1268     name => 'movement type',
1269 elmex 1.26 type => 'movement_type'
1270 root 1.7 }
1271     ],
1272     [
1273 root 1.14 'move_off',
1274 root 1.7 {
1275 root 1.14 desc => 'Which movement types deactivate this object (e.g. button).',
1276     name => 'movement type',
1277 elmex 1.26 type => 'movement_type'
1278 root 1.7 }
1279     ],
1280     [
1281     'no_pick',
1282     {
1283     type => 'fixed',
1284     value => 1
1285     }
1286     ],
1287     [
1288     'weight',
1289     {
1290     desc => 'The button is pressed (triggered), as soon as <press weigh> gram are placed ontop of it.',
1291     name => 'press weight',
1292 root 1.9 type => 'int'
1293 root 1.7 }
1294     ],
1295     [
1296     'connected',
1297     {
1298     desc => 'Every time the button is pressed or released, all objects with the same <connection> value are activated.',
1299     name => 'connection',
1300     type => 'int'
1301     }
1302     ],
1303     [
1304     'msg',
1305     {
1306     desc => 'This text may describe the item. You can use this message to explain the button\'s purpose to the player.',
1307     end => 'endmsg',
1308     name => 'description',
1309     type => 'text'
1310     }
1311     ]
1312 root 1.3 ],
1313     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.',
1314     ignore => [
1315     $IGNORE_LIST{non_pickable}
1316 root 1.5 ],
1317     name => 'Button'
1318 root 1.3 },
1319 root 1.9 'Button Trigger' => {
1320     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.',
1321     ignore => [
1322     $IGNORE_LIST{non_pickable}
1323     ],
1324     import => [
1325 root 1.29 'Button'
1326 root 1.9 ],
1327     name => 'Button Trigger'
1328     },
1329     'Class Changer' => {
1330     attr => [
1331     [
1332     'randomitems',
1333     {
1334     desc => 'This entry determines which initial items the character receives.',
1335     name => 'class items',
1336     type => 'treasurelist'
1337     }
1338     ]
1339     ],
1340     desc => 'Class changer are used while creating a character.',
1341     ignore => [
1342     $IGNORE_LIST{non_pickable}
1343     ],
1344     name => 'Class Changer',
1345     section => [
1346     [
1347     'stats',
1348     [
1349     [
1350     'Str',
1351     {
1352     desc => 'The player\'s strength will rise by the given value if he chooses this class. (Negative values make strength fall)',
1353     name => 'strength',
1354     type => 'int'
1355     }
1356     ],
1357     [
1358     'Dex',
1359     {
1360     desc => 'The player\'s dexterity will rise by the given value if he chooses this class. (Negative values make dexterity fall)',
1361     name => 'dexterity',
1362     type => 'int'
1363     }
1364     ],
1365     [
1366     'Con',
1367     {
1368     desc => 'The player\'s constitution will rise by the given value if he chooses this class. (Negative values make constitution fall)',
1369     name => 'constitution',
1370     type => 'int'
1371     }
1372     ],
1373     [
1374     'Int',
1375     {
1376     desc => 'The player\'s intelligence will rise by the given value if he chooses this class. (Negative values make intelligence fall)',
1377     name => 'intelligence',
1378     type => 'int'
1379     }
1380     ],
1381     [
1382     'Pow',
1383     {
1384     desc => 'The player\'s power will rise by the given value if he chooses this class. (Negative values make power fall)',
1385     name => 'power',
1386     type => 'int'
1387     }
1388     ],
1389     [
1390     'Wis',
1391     {
1392     desc => 'The player\'s wisdom will rise by the given value if he chooses this class. (Negative values make wisdom fall)',
1393     name => 'wisdom',
1394     type => 'int'
1395     }
1396     ],
1397     [
1398     'Cha',
1399     {
1400     desc => 'The player\'s charisma will rise by the given value if he chooses this class. (Negative values make charisma fall)',
1401     name => 'charisma',
1402     type => 'int'
1403     }
1404     ]
1405     ]
1406     ]
1407     ]
1408     },
1409 root 1.3 Cloak => {
1410 root 1.7 attr => [
1411     [
1412     'magic',
1413     {
1414     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>.',
1415     name => 'magic bonus',
1416     type => 'int'
1417     }
1418     ]
1419     ],
1420 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.',
1421     import => [
1422 root 1.29 'Amulet'
1423 root 1.3 ],
1424 root 1.5 name => 'Cloak',
1425 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.'
1426     },
1427     Clock => {
1428 root 1.7 attr => [
1429     [
1430     'msg',
1431     {
1432     desc => 'This text may describe the item',
1433     end => 'endmsg',
1434     name => 'description',
1435     type => 'text'
1436     }
1437     ]
1438     ],
1439 root 1.5 desc => 'Applying a clock, the time is displayed to the player.',
1440     name => 'Clock'
1441 root 1.1 },
1442 root 1.3 Container => {
1443 root 1.7 attr => [
1444     [
1445     'race',
1446     {
1447     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.',
1448     name => 'container class',
1449     type => 'string'
1450     }
1451     ],
1452     [
1453     'slaying',
1454     {
1455     desc => 'If <key string> is set, only players with a special key of matching <key string> are able to open the container.',
1456     name => 'key string',
1457     type => 'string'
1458     }
1459     ],
1460     [
1461     'container',
1462     {
1463     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.',
1464     name => 'maximum weight',
1465     type => 'int'
1466     }
1467     ],
1468     [
1469     'Str',
1470     {
1471     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.',
1472     name => 'reduce weight %',
1473     type => 'int'
1474     }
1475     ],
1476     [
1477     'is_cauldron',
1478     {
1479     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.',
1480     name => 'alchemy cauldron',
1481     type => 'bool'
1482     }
1483     ],
1484     [
1485     'unique',
1486     {
1487     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.',
1488     name => 'unique item',
1489     type => 'bool'
1490     }
1491     ],
1492     [
1493     'startequip',
1494     {
1495     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1496     name => 'godgiven item',
1497     type => 'bool'
1498     }
1499     ],
1500     [
1501     'other_arch',
1502     {
1503     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.',
1504     name => 'animation arch',
1505     type => 'string'
1506     }
1507     ],
1508     [
1509     'msg',
1510     {
1511     desc => 'This text may contain a description of the container.',
1512     end => 'endmsg',
1513     name => 'description',
1514     type => 'text'
1515     }
1516     ]
1517     ],
1518 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.',
1519 root 1.5 name => 'Container',
1520 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>'
1521     },
1522     Converter => {
1523 root 1.7 attr => [
1524     [
1525     'no_pick',
1526     {
1527     type => 'fixed',
1528     value => 1
1529     }
1530     ],
1531     [
1532     'slaying',
1533     {
1534     desc => '<cost arch> is the name of the archetype the player has to put on the converter, as payment.',
1535     name => 'cost arch',
1536     type => 'string'
1537     }
1538     ],
1539     [
1540     'food',
1541     {
1542     desc => 'The player has to put <cost number> items of <cost arch> on the converter, in order to get <receive number> items of <receive arch>.',
1543     name => 'cost number',
1544     type => 'int'
1545     }
1546     ],
1547     [
1548     'other_arch',
1549     {
1550 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.',
1551 root 1.7 name => 'receive arch',
1552     type => 'string'
1553     }
1554     ],
1555     [
1556     'sp',
1557     {
1558     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>.',
1559     name => 'receive number',
1560     type => 'int'
1561     }
1562     ],
1563     [
1564     'msg',
1565     {
1566     desc => 'This text may contain a description of the converter.',
1567     end => 'endmsg',
1568     name => 'description',
1569     type => 'text'
1570     }
1571 elmex 1.46 ],
1572     [
1573 elmex 1.47 'precious',
1574 elmex 1.46 {
1575 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.)',
1576     name => 'output unpaid',
1577 elmex 1.46 type => 'bool'
1578     }
1579 root 1.7 ]
1580     ],
1581 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.',
1582     ignore => [
1583     'value',
1584     'nrof',
1585     'name_pl',
1586     'no_pick',
1587 elmex 1.47 'unpaid',
1588 root 1.3 'title'
1589     ],
1590 root 1.5 name => 'Converter',
1591 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.'
1592     },
1593     Creator => {
1594 root 1.7 attr => [
1595     [
1596     'no_pick',
1597     {
1598     type => 'fixed',
1599     value => 1
1600     }
1601     ],
1602     [
1603     'other_arch',
1604     {
1605 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.',
1606 root 1.7 name => 'create arch',
1607     type => 'string'
1608     }
1609     ],
1610     [
1611     'connected',
1612     {
1613     desc => 'Whenever the connection value is activated, the creator gets triggered.',
1614     name => 'connection',
1615     type => 'int'
1616     }
1617     ],
1618     [
1619 elmex 1.21 'activate_on_push',
1620     {
1621     desc => 'Whether the teleporter should only be activated on push.',
1622 root 1.42 name => 'activate on push',
1623 elmex 1.21 type => 'bool'
1624     }
1625     ],
1626     [
1627     'activate_on_release',
1628     {
1629     desc => 'Whether the teleporter should only be activated on release.',
1630 root 1.42 name => 'activate on release',
1631 elmex 1.21 type => 'bool'
1632     }
1633     ],
1634     [
1635 root 1.7 'lifesave',
1636     {
1637 root 1.9 desc => 'If <infinit uses> is set, the creator will work infinitely, regardless of the value in <number of uses>.',
1638 root 1.7 name => 'infinit uses',
1639     type => 'bool'
1640     }
1641     ],
1642     [
1643 elmex 1.25 'speed',
1644     {
1645     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.',
1646     name => 'speed',
1647     type => 'float'
1648     }
1649     ],
1650     [
1651 root 1.7 'hp',
1652     {
1653     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).',
1654     name => 'number of uses',
1655     type => 'int'
1656     }
1657     ],
1658     [
1659     'slaying',
1660     {
1661 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.',
1662 root 1.7 name => 'name of creation',
1663     type => 'string'
1664     }
1665     ],
1666     [
1667     'level',
1668     {
1669     desc => 'The created object will be of that level. If zero/unset, the standard level of the archetype is used.',
1670     name => 'level of creation',
1671     type => 'int'
1672     }
1673     ]
1674     ],
1675 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.',
1676 root 1.3 ignore => [
1677     $IGNORE_LIST{system_object}
1678     ],
1679 root 1.5 name => 'Creator',
1680 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.'
1681     },
1682     Detector => {
1683 root 1.7 attr => [
1684     [
1685     'no_pick',
1686     {
1687     type => 'fixed',
1688     value => 1
1689     }
1690     ],
1691     [
1692     'slaying',
1693     {
1694     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.',
1695     name => 'match name',
1696     type => 'string'
1697     }
1698     ],
1699     [
1700     'connected',
1701     {
1702     desc => 'When the detector is triggered, all objects with the same connection value get activated.',
1703     name => 'connection',
1704     type => 'int'
1705     }
1706     ],
1707     [
1708     'speed',
1709     {
1710     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.',
1711     name => 'detection speed',
1712     type => 'float'
1713     }
1714 root 1.17 ],
1715     [
1716     'speed_left',
1717     {
1718     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.',
1719     name => 'speed left',
1720     type => 'float'
1721     }
1722     ],
1723     [
1724     'speed_left',
1725     {
1726     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.',
1727     name => 'speed left',
1728     type => 'float'
1729     }
1730 root 1.7 ]
1731     ],
1732 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.',
1733     ignore => [
1734     $IGNORE_LIST{system_object}
1735     ],
1736 root 1.5 name => 'Detector',
1737 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.'
1738     },
1739     Director => {
1740 root 1.7 attr => [
1741     [
1742     'sp',
1743     {
1744     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).',
1745     name => 'direction',
1746     type => 'list',
1747     value => $LIST{direction}
1748     }
1749     ],
1750     [
1751 root 1.14 'move_on',
1752 root 1.7 {
1753 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
1754     name => 'movement type',
1755 elmex 1.26 type => 'movement_type'
1756 root 1.7 }
1757     ]
1758     ],
1759 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.',
1760     ignore => [
1761     $IGNORE_LIST{non_pickable}
1762     ],
1763 root 1.5 name => 'Director',
1764 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.'
1765     },
1766     Disease => {
1767 root 1.7 attr => [
1768     [
1769     'invisible',
1770     {
1771     type => 'fixed',
1772     value => 1
1773     }
1774     ],
1775     [
1776     'level',
1777     {
1778     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.',
1779     name => 'plaque level',
1780     type => 'int'
1781     }
1782     ],
1783     [
1784     'race',
1785     {
1786     desc => 'The disease will only infect creatures of the specified <race>. "<race> *" means every creature can be infected.',
1787     name => 'infect race',
1788     type => 'string'
1789     }
1790     ],
1791     [
1792     'ac',
1793     {
1794     desc => 'Every time the disease "moves" the severity of the symptoms are increased by <progressiveness>/100. (severity = 1 + (accumlated progression)/100)',
1795     name => 'progressiveness',
1796     type => 'int'
1797     }
1798     ],
1799     [
1800     'msg',
1801     {
1802     desc => 'This text is displayed to the player every time the symptoms strike.',
1803     end => 'endmsg',
1804     name => 'message',
1805     type => 'text'
1806     }
1807     ]
1808     ],
1809 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.',
1810 root 1.3 ignore => [
1811     $IGNORE_LIST{system_object}
1812     ],
1813 root 1.5 name => 'Disease',
1814 root 1.4 section => [
1815     [
1816     'spreading',
1817 root 1.7 [
1818     [
1819     'wc',
1820     {
1821     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.',
1822     name => 'infectiosness',
1823     type => 'int'
1824     }
1825     ],
1826     [
1827     'last_grace',
1828     {
1829     desc => 'The <attenuation> value reduces the diseases\' <infectiosness> everytime it infects someone new. This limits how many generations a disease can propagate.',
1830     name => 'attenuation',
1831     type => 'int'
1832     }
1833     ],
1834     [
1835     'magic',
1836     {
1837     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.',
1838     name => 'infection range',
1839     type => 'int'
1840     }
1841     ],
1842     [
1843     'maxhp',
1844     {
1845     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).',
1846     name => 'persistence',
1847     type => 'int'
1848     }
1849     ],
1850     [
1851     'maxgrace',
1852     {
1853     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.',
1854     name => 'curing duration',
1855     type => 'int'
1856     }
1857     ],
1858     [
1859     'speed',
1860     {
1861     desc => 'The <speed> of the disease determines how fast the disease will "move", thus how fast the symptoms strike the host.',
1862     name => 'moving speed',
1863     type => 'float'
1864     }
1865 root 1.17 ],
1866     [
1867     'speed_left',
1868     {
1869     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.',
1870     name => 'speed left',
1871     type => 'float'
1872     }
1873 root 1.7 ]
1874     ]
1875     ],
1876     [
1877     'symptoms',
1878     [
1879     [
1880     'attacktype',
1881     {
1882     desc => 'The disease will attack the host with the given <attacktype>. Godpower attacktype is commonly used for "unresistable" diseases.',
1883     name => 'attacktype',
1884     type => 'bitmask',
1885     value => $BITMASK{attacktype}
1886     }
1887     ],
1888     [
1889     'dam',
1890     {
1891     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.',
1892     name => 'damage',
1893     type => 'int'
1894     }
1895     ],
1896     [
1897     'other_arch',
1898     {
1899     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.',
1900     name => 'create arch',
1901     type => 'string'
1902     }
1903     ],
1904     [
1905     'last_sp',
1906     {
1907     desc => 'If set, the disease imposes a <slowdown penalty> while being infected. The player\'s speed is reduced by <slowdown penalty> % of normal value.',
1908     name => 'slowdown penalty',
1909     type => 'int'
1910     }
1911     ],
1912     [
1913     'exp',
1914     {
1915     desc => 'When the player manages to cure this disease (with a curing spell), he is awarded with <exp. for curing> experience.',
1916     name => 'exp. for curing',
1917     type => 'int'
1918     }
1919     ],
1920     [
1921     'maxsp',
1922     {
1923     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.',
1924     name => 'mana depletion',
1925     type => 'int'
1926     }
1927     ],
1928     [
1929     'last_eat',
1930     {
1931     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.',
1932     name => 'food depletion',
1933     type => 'int'
1934     }
1935     ],
1936     [
1937     'hp',
1938     {
1939     desc => 'This value increases the player\'s healing rate. Negative values decrease it.',
1940     name => 'health regen.',
1941     type => 'int'
1942     }
1943     ],
1944     [
1945     'sp',
1946     {
1947     desc => 'This value increases the player\'s rate of mana regeneration. Negative values decrease it.',
1948     name => 'mana regen.',
1949     type => 'int'
1950     }
1951     ]
1952     ]
1953     ],
1954     [
1955     'disability',
1956     [
1957     [
1958     'Str',
1959     {
1960     desc => 'The player\'s strength will rise by the given value while being infected. (Negative values make strength fall)',
1961     name => 'strength',
1962     type => 'int'
1963     }
1964     ],
1965     [
1966     'Dex',
1967     {
1968     desc => 'The player\'s dexterity will rise by the given value while being infected. (Negative values make dexterity fall)',
1969     name => 'dexterity',
1970     type => 'int'
1971     }
1972     ],
1973     [
1974     'Con',
1975     {
1976     desc => 'The player\'s constitution will rise by the given value while being infected. (Negative values make constitution fall)',
1977     name => 'constitution',
1978     type => 'int'
1979     }
1980     ],
1981     [
1982     'Int',
1983     {
1984     desc => 'The player\'s intelligence will rise by the given value while being infected. (Negative values make intelligence fall)',
1985     name => 'intelligence',
1986     type => 'int'
1987     }
1988     ],
1989     [
1990     'Pow',
1991     {
1992     desc => 'The player\'s power will rise by the given value while being infected. (Negative values make power fall)',
1993     name => 'power',
1994     type => 'int'
1995     }
1996     ],
1997     [
1998     'Wis',
1999     {
2000     desc => 'The player\'s wisdom will rise by the given value while being infected. (Negative values make wisdom fall)',
2001     name => 'wisdom',
2002     type => 'int'
2003     }
2004     ],
2005     [
2006     'Cha',
2007     {
2008     desc => 'The player\'s charisma will rise by the given value while being infected. (Negative values make charisma fall)',
2009     name => 'charisma',
2010     type => 'int'
2011     }
2012     ]
2013     ]
2014     ]
2015     ],
2016     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.'
2017     },
2018 root 1.9 Door => {
2019     attr => [
2020     [
2021     'no_pick',
2022     {
2023     type => 'fixed',
2024     value => 1
2025     }
2026     ],
2027     [
2028     'alive',
2029     {
2030     type => 'fixed',
2031     value => 1
2032     }
2033     ],
2034     [
2035 root 1.14 'move_block',
2036 root 1.9 {
2037 root 1.14 desc => 'Objects using these movement types cannot move over this space.',
2038     name => 'blocked movement',
2039 elmex 1.26 type => 'movement_type'
2040 root 1.14 }
2041     ],
2042     [
2043     'move_allow',
2044     {
2045     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2046     name => 'allowed movement',
2047 elmex 1.26 type => 'movement_type'
2048 root 1.14 }
2049     ],
2050     [
2051     'move_slow',
2052     {
2053     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2054     name => 'slowed movement',
2055 elmex 1.26 type => 'movement_type'
2056 root 1.14 }
2057     ],
2058     [
2059     'move_slow_penalty',
2060     {
2061     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)',
2062     name => 'slow movement penalty',
2063     type => 'int'
2064 root 1.9 }
2065     ],
2066     [
2067     'hp',
2068     {
2069     desc => 'The more <hitpoints> the door has, the longer it takes to be broken.',
2070     name => 'hitpoints',
2071     type => 'int'
2072     }
2073     ],
2074     [
2075     'ac',
2076     {
2077     desc => 'Doors of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
2078     name => 'armour class',
2079     type => 'int'
2080     }
2081     ],
2082     [
2083     'other_arch',
2084     {
2085     desc => 'This string defines the object that will be created when the door was defeated.',
2086     name => 'drop arch',
2087     type => 'string'
2088     }
2089     ],
2090     [
2091     'randomitems',
2092     {
2093     desc => 'This entry determines what kind of traps will appear in the door.',
2094     name => 'treasurelist',
2095     type => 'treasurelist'
2096     }
2097 root 1.28 ],
2098     [
2099     'treasure_env',
2100     {
2101     desc => 'Set this flag to move treasure items created into the environment (map) instead of putting them into the object.',
2102     name => 'treasure in env',
2103     type => 'bool'
2104     }
2105 root 1.9 ]
2106     ],
2107     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.',
2108     ignore => [
2109     $IGNORE_LIST{non_pickable}
2110     ],
2111     name => 'Door'
2112     },
2113 root 1.7 Duplicator => {
2114     attr => [
2115     [
2116     'other_arch',
2117 root 1.4 {
2118 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.',
2119 root 1.7 name => 'target arch',
2120     type => 'string'
2121 root 1.4 }
2122     ],
2123     [
2124 root 1.7 'level',
2125 root 1.4 {
2126 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.',
2127     name => 'multiply factor',
2128     type => 'int'
2129 root 1.4 }
2130     ],
2131     [
2132 root 1.7 'connected',
2133 root 1.4 {
2134 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!',
2135     name => 'connection',
2136     type => 'int'
2137 root 1.4 }
2138 elmex 1.21 ],
2139     [
2140     'activate_on_push',
2141     {
2142     desc => 'Whether the teleporter should only be activated on push.',
2143 root 1.42 name => 'activate on push',
2144 elmex 1.21 type => 'bool'
2145     }
2146     ],
2147     [
2148     'activate_on_release',
2149     {
2150     desc => 'Whether the teleporter should only be activated on release.',
2151 root 1.42 name => 'activate on release',
2152 elmex 1.21 type => 'bool'
2153     }
2154 root 1.4 ]
2155     ],
2156 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.',
2157     ignore => [
2158     $IGNORE_LIST{system_object}
2159     ],
2160 root 1.5 name => 'Duplicator',
2161 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%.'
2162     },
2163 root 1.10 'Event Connector' => {
2164 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.',
2165 root 1.10 name => 'Event Connector'
2166     },
2167 root 1.3 Exit => {
2168 root 1.7 attr => [
2169     [
2170     'slaying',
2171     {
2172     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".',
2173     name => 'exit path',
2174     type => 'string'
2175     }
2176     ],
2177     [
2178     'hp',
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 X',
2182     type => 'int'
2183     }
2184     ],
2185     [
2186     'sp',
2187     {
2188     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.',
2189     name => 'destination Y',
2190     type => 'int'
2191     }
2192     ],
2193     [
2194 root 1.14 'move_on',
2195 root 1.7 {
2196 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2197     name => 'movement type',
2198 elmex 1.26 type => 'movement_type'
2199 root 1.7 }
2200     ],
2201     [
2202     'msg',
2203     {
2204     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. =)',
2205     end => 'endmsg',
2206     name => 'exit message',
2207     type => 'text'
2208     }
2209     ],
2210     [
2211 root 1.30 'damned',
2212 root 1.7 {
2213 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.',
2214 root 1.30 name => 'set savebed',
2215 root 1.7 type => 'bool'
2216     }
2217     ]
2218     ],
2219 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.',
2220     ignore => [
2221     $IGNORE_LIST{non_pickable}
2222     ],
2223 root 1.5 name => 'Exit',
2224 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.'
2225     },
2226     Flesh => {
2227 root 1.7 attr => [
2228     [
2229     'food',
2230     {
2231     desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2232     name => 'foodpoints',
2233     type => 'int'
2234     }
2235     ],
2236     [
2237     'level',
2238     {
2239     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.',
2240     name => 'flesh level',
2241     type => 'int'
2242     }
2243     ],
2244     [
2245     'startequip',
2246     {
2247     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2248     name => 'godgiven item',
2249     type => 'bool'
2250     }
2251     ],
2252     [
2253     'msg',
2254     {
2255     desc => 'This text may describe the item.',
2256     end => 'endmsg',
2257     name => 'description',
2258     type => 'text'
2259     }
2260     ]
2261     ],
2262 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.',
2263 root 1.5 name => 'Flesh',
2264 root 1.4 section => [
2265     [
2266     'resistance',
2267 root 1.7 [
2268     [
2269     'resist_physical',
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 physical %',
2273     type => 'int'
2274     }
2275     ],
2276     [
2277     'resist_magic',
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 magic %',
2281     type => 'int'
2282     }
2283     ],
2284     [
2285     'resist_fire',
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 fire %',
2289     type => 'int'
2290     }
2291     ],
2292     [
2293     'resist_electricity',
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 electricity %',
2297     type => 'int'
2298     }
2299     ],
2300     [
2301     'resist_cold',
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 cold %',
2305     type => 'int'
2306     }
2307     ],
2308     [
2309     'resist_confusion',
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 confusion %',
2313     type => 'int'
2314     }
2315     ],
2316     [
2317     'resist_acid',
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 acid %',
2321     type => 'int'
2322     }
2323     ],
2324     [
2325     'resist_drain',
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 draining %',
2329     type => 'int'
2330     }
2331     ],
2332     [
2333     'resist_weaponmagic',
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 weaponmagic %',
2337     type => 'int'
2338     }
2339     ],
2340     [
2341     'resist_ghosthit',
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 ghosthit %',
2345     type => 'int'
2346     }
2347     ],
2348     [
2349     'resist_poison',
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 poison %',
2353     type => 'int'
2354     }
2355     ],
2356     [
2357     'resist_slow',
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 slow %',
2361     type => 'int'
2362     }
2363     ],
2364     [
2365     'resist_paralyze',
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 paralyze %',
2369     type => 'int'
2370     }
2371     ],
2372     [
2373     'resist_fear',
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 fear %',
2377     type => 'int'
2378     }
2379     ],
2380     [
2381     'resist_deplete',
2382     {
2383     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2384     name => 'resist depletion %',
2385     type => 'int'
2386     }
2387     ],
2388     [
2389     'resist_death',
2390     {
2391 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.',
2392 root 1.7 name => 'resist death-attack %',
2393     type => 'int'
2394     }
2395     ],
2396     [
2397     'resist_chaos',
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 chaos %',
2401     type => 'int'
2402     }
2403     ],
2404     [
2405     'resist_blind',
2406     {
2407     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.',
2408     name => 'resist blinding %',
2409     type => 'int'
2410     }
2411     ]
2412     ]
2413 root 1.4 ]
2414     ],
2415 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.'
2416     },
2417     Floor => {
2418 root 1.7 attr => [
2419     [
2420     'is_floor',
2421     {
2422     type => 'fixed',
2423     value => 1
2424     }
2425     ],
2426     [
2427     'no_pick',
2428     {
2429     type => 'fixed',
2430     value => 1
2431     }
2432     ],
2433     [
2434     'no_magic',
2435     {
2436     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2437     name => 'no spells',
2438     type => 'bool'
2439     }
2440     ],
2441     [
2442     'damned',
2443     {
2444     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2445     name => 'no prayers',
2446     type => 'bool'
2447     }
2448     ],
2449     [
2450     'unique',
2451     {
2452     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>.',
2453     name => 'unique map',
2454     type => 'bool'
2455     }
2456     ],
2457     [
2458     'msg',
2459     {
2460     desc => 'This text may describe the object.',
2461     end => 'endmsg',
2462     name => 'description',
2463     type => 'text'
2464     }
2465     ]
2466     ],
2467 root 1.3 desc => 'Floor is a very basic thing whithout too much functionality. It\'s a floor - you stand on it.',
2468     ignore => [
2469     $IGNORE_LIST{non_pickable}
2470     ],
2471 root 1.5 name => 'Floor',
2472 root 1.4 section => [
2473     [
2474     'terrain',
2475 root 1.7 [
2476     [
2477 root 1.14 'move_block',
2478     {
2479     desc => 'Objects using these movement types cannot move over this space.',
2480     name => 'blocked movement',
2481 elmex 1.26 type => 'movement_type'
2482 root 1.14 }
2483     ],
2484     [
2485     'move_allow',
2486     {
2487     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2488     name => 'allowed movement',
2489 elmex 1.26 type => 'movement_type'
2490 root 1.14 }
2491     ],
2492     [
2493     'move_slow',
2494     {
2495     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2496     name => 'slowed movement',
2497 elmex 1.26 type => 'movement_type'
2498 root 1.14 }
2499     ],
2500     [
2501     'move_slow_penalty',
2502 root 1.7 {
2503 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)',
2504     name => 'slow movement penalty',
2505 root 1.7 type => 'int'
2506     }
2507     ],
2508     [
2509     'is_wooded',
2510     {
2511     desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2512     name => 'wooded terrain',
2513     type => 'bool'
2514     }
2515     ],
2516     [
2517     'is_hilly',
2518     {
2519     desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2520     name => 'hilly terrain',
2521     type => 'bool'
2522     }
2523     ]
2524     ]
2525 root 1.4 ]
2526     ]
2527 root 1.3 },
2528     'Floor (Encounter)' => {
2529 root 1.7 attr => [
2530     [
2531     'is_floor',
2532     {
2533     type => 'fixed',
2534     value => 1
2535     }
2536     ],
2537     [
2538     'no_pick',
2539     {
2540     type => 'fixed',
2541     value => 1
2542     }
2543     ],
2544     [
2545     'no_magic',
2546     {
2547     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2548     name => 'no spells',
2549     type => 'bool'
2550     }
2551     ],
2552     [
2553     'damned',
2554     {
2555     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2556     name => 'no prayers',
2557     type => 'bool'
2558     }
2559     ],
2560     [
2561     'unique',
2562     {
2563     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>.',
2564     name => 'unique map',
2565     type => 'bool'
2566     }
2567     ],
2568     [
2569     'msg',
2570     {
2571     desc => 'This text may describe the object.',
2572     end => 'endmsg',
2573     name => 'description',
2574     type => 'text'
2575     }
2576     ]
2577     ],
2578 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.',
2579     ignore => [
2580     $IGNORE_LIST{non_pickable}
2581 root 1.4 ],
2582 root 1.5 name => 'Floor (Encounter)',
2583 root 1.4 section => [
2584     [
2585     'terrain',
2586 root 1.7 [
2587     [
2588 root 1.14 'move_block',
2589     {
2590     desc => 'Objects using these movement types cannot move over this space.',
2591     name => 'blocked movement',
2592 elmex 1.26 type => 'movement_type'
2593 root 1.14 }
2594     ],
2595     [
2596     'move_allow',
2597 root 1.7 {
2598 root 1.14 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2599     name => 'allowed movement',
2600 elmex 1.26 type => 'movement_type'
2601 root 1.14 }
2602     ],
2603     [
2604     'move_slow',
2605     {
2606     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2607     name => 'slowed movement',
2608 elmex 1.26 type => 'movement_type'
2609 root 1.14 }
2610     ],
2611     [
2612     'move_slow_penalty',
2613     {
2614     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)',
2615     name => 'slow movement penalty',
2616 root 1.7 type => 'int'
2617     }
2618     ],
2619     [
2620     'is_wooded',
2621     {
2622     desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2623     name => 'wooded terrain',
2624     type => 'bool'
2625     }
2626     ],
2627     [
2628     'is_hilly',
2629     {
2630     desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2631     name => 'hilly terrain',
2632     type => 'bool'
2633     }
2634     ]
2635     ]
2636 root 1.4 ]
2637 root 1.3 ]
2638     },
2639     Food => {
2640 root 1.7 attr => [
2641     [
2642     'food',
2643     {
2644     desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2645     name => 'foodpoints',
2646     type => 'int'
2647     }
2648     ],
2649     [
2650     'startequip',
2651     {
2652     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2653     name => 'godgiven item',
2654     type => 'bool'
2655     }
2656     ]
2657     ],
2658 root 1.5 desc => 'By eating/drinking food-objects, the player can fill his stomache and gain a little health.',
2659     name => 'Food'
2660 root 1.1 },
2661 root 1.3 Gate => {
2662 root 1.7 attr => [
2663     [
2664     'no_pick',
2665     {
2666     type => 'fixed',
2667     value => 1
2668     }
2669     ],
2670     [
2671 elmex 1.20 'speed',
2672     {
2673     desc => 'The speed of the gate affects how fast it is closing/opening.',
2674     type => 'float'
2675     }
2676     ],
2677     [
2678 root 1.7 'connected',
2679     {
2680     desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
2681     name => 'connection',
2682     type => 'int'
2683     }
2684     ],
2685     [
2686     'wc',
2687     {
2688     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.',
2689     name => 'position state',
2690     type => 'int'
2691     }
2692     ],
2693     [
2694 root 1.14 'move_block',
2695     {
2696     desc => 'Objects using these movement types cannot move over this space.',
2697     name => 'blocked movement',
2698 elmex 1.26 type => 'movement_type'
2699 root 1.14 }
2700     ],
2701     [
2702     'move_allow',
2703     {
2704     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2705     name => 'allowed movement',
2706 elmex 1.26 type => 'movement_type'
2707 root 1.14 }
2708     ],
2709     [
2710     'move_slow',
2711 root 1.7 {
2712 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2713     name => 'slowed movement',
2714 elmex 1.26 type => 'movement_type'
2715 root 1.14 }
2716     ],
2717     [
2718     'move_slow_penalty',
2719     {
2720     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)',
2721     name => 'slow movement penalty',
2722     type => 'int'
2723 root 1.7 }
2724     ],
2725     [
2726     'no_magic',
2727     {
2728     desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
2729     name => 'restrict spells',
2730     type => 'bool'
2731     }
2732     ],
2733     [
2734     'damned',
2735     {
2736     desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
2737     name => 'restrict prayers',
2738     type => 'bool'
2739     }
2740     ]
2741     ],
2742 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.',
2743 root 1.3 ignore => [
2744     $IGNORE_LIST{non_pickable}
2745     ],
2746 root 1.5 name => 'Gate',
2747 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".'
2748     },
2749     Girdle => {
2750 root 1.7 attr => [
2751     [
2752     'magic',
2753     {
2754     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.',
2755     name => 'magic bonus',
2756     type => 'int'
2757     }
2758     ]
2759     ],
2760     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.',
2761     import => [
2762 root 1.29 'Amulet'
2763 root 1.7 ],
2764     name => 'Girdle',
2765     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2766     },
2767     Gloves => {
2768     attr => [
2769     [
2770     'magic',
2771     {
2772     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.',
2773     name => 'magic bonus',
2774     type => 'int'
2775     }
2776     ]
2777     ],
2778     desc => 'Wearing gloves, the object\'s stats will directly be inherited to the player. Gloves can add defense or damage bonuses.',
2779     import => [
2780 root 1.29 'Amulet'
2781 root 1.7 ],
2782     name => 'Gloves',
2783     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2784     },
2785     Handle => {
2786     attr => [
2787     [
2788     'no_pick',
2789     {
2790     type => 'fixed',
2791     value => 1
2792     }
2793     ],
2794     [
2795     'connected',
2796     {
2797     desc => 'Every time the handle is applied, all objects with the same <connection> value are activated.',
2798     name => 'connection',
2799     type => 'int'
2800     }
2801     ],
2802     [
2803     'msg',
2804     {
2805     desc => 'This text may describe the item. You can use this message to explain the handle\'s purpose to the player.',
2806     end => 'endmsg',
2807     name => 'description',
2808     type => 'text'
2809     }
2810     ]
2811     ],
2812     desc => 'A handle can be applied by players and (certain) monsters. Every time it is applied, the &lt;connection&gt; value is triggered.',
2813     ignore => [
2814     $IGNORE_LIST{non_pickable}
2815     ],
2816     name => 'Handle',
2817     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.'
2818     },
2819     'Handle Trigger' => {
2820     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.',
2821     ignore => [
2822     $IGNORE_LIST{non_pickable}
2823     ],
2824     import => [
2825 root 1.29 'Handle'
2826 root 1.7 ],
2827     name => 'Handle Trigger',
2828     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.'
2829     },
2830     'Hazard Floor' => {
2831     attr => [
2832     [
2833     'is_floor',
2834     {
2835     type => 'fixed',
2836     value => 1
2837     }
2838     ],
2839     [
2840     'lifesave',
2841     {
2842     type => 'fixed',
2843     value => 1
2844     }
2845     ],
2846     [
2847 root 1.14 'move_on',
2848 root 1.7 {
2849 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2850     name => 'movement type',
2851 elmex 1.26 type => 'movement_type'
2852 root 1.7 }
2853     ],
2854     [
2855     'no_pick',
2856     {
2857     type => 'fixed',
2858     value => 1
2859     }
2860     ],
2861     [
2862     'attacktype',
2863     {
2864     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.',
2865     name => 'attacktype',
2866     type => 'bitmask',
2867     value => $BITMASK{attacktype}
2868     }
2869     ],
2870     [
2871     'dam',
2872     {
2873     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.',
2874     name => 'base damage',
2875     type => 'int'
2876     }
2877     ],
2878     [
2879     'wc',
2880     {
2881     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.',
2882     name => 'weaponclass',
2883     type => 'int'
2884     }
2885     ],
2886     [
2887     'level',
2888     {
2889     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.',
2890     name => 'attack level',
2891     type => 'int'
2892     }
2893     ],
2894     [
2895     'no_magic',
2896     {
2897     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2898     name => 'no spells',
2899     type => 'bool'
2900     }
2901     ],
2902     [
2903     'damned',
2904     {
2905     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2906     name => 'no prayers',
2907     type => 'bool'
2908     }
2909     ],
2910     [
2911     'unique',
2912     {
2913     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>.',
2914     name => 'unique map',
2915     type => 'bool'
2916     }
2917     ]
2918 root 1.3 ],
2919     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.',
2920     ignore => [
2921     $IGNORE_LIST{non_pickable}
2922     ],
2923 root 1.5 name => 'Hazard Floor',
2924 root 1.4 section => [
2925     [
2926     'terrain',
2927 root 1.7 [
2928     [
2929 root 1.14 'move_block',
2930     {
2931     desc => 'Objects using these movement types cannot move over this space.',
2932     name => 'blocked movement',
2933 elmex 1.26 type => 'movement_type'
2934 root 1.14 }
2935     ],
2936     [
2937     'move_allow',
2938 root 1.7 {
2939 root 1.14 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2940     name => 'allowed movement',
2941 elmex 1.26 type => 'movement_type'
2942 root 1.14 }
2943     ],
2944     [
2945     'move_slow',
2946     {
2947     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2948     name => 'slowed movement',
2949 elmex 1.26 type => 'movement_type'
2950 root 1.14 }
2951     ],
2952     [
2953     'move_slow_penalty',
2954     {
2955     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)',
2956     name => 'slow movement penalty',
2957 root 1.7 type => 'int'
2958     }
2959     ],
2960     [
2961     'is_wooded',
2962     {
2963     desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2964     name => 'wooded terrain',
2965     type => 'bool'
2966     }
2967     ],
2968     [
2969     'is_hilly',
2970     {
2971     desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2972     name => 'hilly terrain',
2973     type => 'bool'
2974     }
2975     ]
2976     ]
2977 root 1.4 ]
2978     ],
2979 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.'
2980     },
2981     Helmet => {
2982 root 1.7 attr => [
2983     [
2984     'magic',
2985     {
2986     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>.',
2987     name => 'magic bonus',
2988     type => 'int'
2989     }
2990     ]
2991     ],
2992 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.',
2993     import => [
2994 root 1.29 'Amulet'
2995 root 1.3 ],
2996 root 1.5 name => 'Helmet',
2997 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.'
2998     },
2999     'Holy Altar' => {
3000 root 1.7 attr => [
3001     [
3002     'no_pick',
3003     {
3004     type => 'fixed',
3005     value => 1
3006     }
3007     ],
3008     [
3009     'other_arch',
3010     {
3011     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.',
3012     name => 'god name',
3013     type => 'string'
3014     }
3015     ],
3016     [
3017     'level',
3018     {
3019 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.',
3020 root 1.7 name => 'reconsecrate level',
3021     type => 'int'
3022     }
3023     ]
3024     ],
3025 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.',
3026     ignore => [
3027     $IGNORE_LIST{non_pickable}
3028 root 1.5 ],
3029     name => 'Holy Altar'
3030 root 1.3 },
3031     Horn => {
3032 root 1.7 attr => [
3033     [
3034     'sp',
3035     {
3036     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!',
3037     name => 'spell',
3038     type => 'spell'
3039     }
3040     ],
3041     [
3042     'level',
3043     {
3044     desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should not be set too high.',
3045     name => 'casting level',
3046     type => 'int'
3047     }
3048     ],
3049     [
3050     'hp',
3051     {
3052     desc => 'This value represents the initial amount of spellpoints in the horn. Naturally, this is quite unimportant.',
3053     name => 'initial spellpoints',
3054     type => 'int'
3055     }
3056     ],
3057     [
3058     'maxhp',
3059     {
3060     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.',
3061     name => 'max. spellpoints',
3062     type => 'int'
3063     }
3064     ],
3065     [
3066     'startequip',
3067     {
3068     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3069     name => 'godgiven item',
3070     type => 'bool'
3071     }
3072     ],
3073     [
3074     'msg',
3075     {
3076     desc => 'This text may contain a description of the horn.',
3077     end => 'endmsg',
3078     name => 'description',
3079     type => 'text'
3080     }
3081     ]
3082     ],
3083 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.',
3084     ignore => [
3085     'title'
3086     ],
3087 root 1.5 name => 'Horn',
3088 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.'
3089     },
3090     Inorganic => {
3091 root 1.7 attr => [
3092     [
3093     'is_dust',
3094     {
3095     name => 'is dust',
3096     type => 'bool'
3097     }
3098     ]
3099     ],
3100 root 1.4 desc => 'Inorganic materials are generally used as ingredients for alchemical receipes. By themselves, they have no special functionalities.',
3101 root 1.5 name => 'Inorganic',
3102 root 1.4 section => [
3103     [
3104     'resistance',
3105 root 1.7 [
3106     [
3107     'resist_physical',
3108     {
3109     name => 'resist physical %',
3110     type => 'int'
3111     }
3112     ],
3113     [
3114     'resist_magic',
3115     {
3116     name => 'resist magic %',
3117     type => 'int'
3118     }
3119     ],
3120     [
3121     'resist_fire',
3122     {
3123     name => 'resist fire %',
3124     type => 'int'
3125     }
3126     ],
3127     [
3128     'resist_electricity',
3129     {
3130     name => 'resist electricity %',
3131     type => 'int'
3132     }
3133     ],
3134     [
3135     'resist_cold',
3136     {
3137     name => 'resist cold %',
3138     type => 'int'
3139     }
3140     ],
3141     [
3142 elmex 1.33 'resist_confusion',
3143     {
3144     name => 'resist confusion %',
3145     type => 'int'
3146     }
3147     ],
3148     [
3149 root 1.7 'resist_acid',
3150     {
3151     name => 'resist acid %',
3152     type => 'int'
3153     }
3154     ],
3155     [
3156 elmex 1.33 'resist_drain',
3157     {
3158     name => 'resist draining %',
3159     type => 'int'
3160     }
3161     ],
3162     [
3163 root 1.7 'resist_weaponmagic',
3164     {
3165     name => 'resist weaponmagic %',
3166     type => 'int'
3167     }
3168     ],
3169     [
3170     'resist_ghosthit',
3171     {
3172     name => 'resist ghosthit %',
3173     type => 'int'
3174     }
3175     ],
3176     [
3177     'resist_poison',
3178     {
3179     name => 'resist poison %',
3180     type => 'int'
3181     }
3182     ],
3183     [
3184 elmex 1.33 'resist_slow',
3185     {
3186     name => 'resist slow %',
3187     type => 'int'
3188     }
3189     ],
3190     [
3191     'resist_paralyze',
3192     {
3193     name => 'resist paralyze %',
3194     type => 'int'
3195     }
3196     ],
3197     [
3198     'resist_fear',
3199     {
3200     name => 'resist fear %',
3201     type => 'int'
3202     }
3203     ],
3204     [
3205     'resist_deplete',
3206     {
3207     name => 'resist depletion %',
3208     type => 'int'
3209     }
3210     ],
3211     [
3212 root 1.7 'resist_death',
3213     {
3214     name => 'resist death-attack %',
3215     type => 'int'
3216     }
3217     ],
3218     [
3219     'resist_chaos',
3220     {
3221     name => 'resist chaos %',
3222     type => 'int'
3223     }
3224     ],
3225     [
3226 elmex 1.33 'resist_blind',
3227     {
3228     name => 'resist blinding %',
3229     type => 'int'
3230     }
3231     ],
3232     [
3233 root 1.7 'resist_holyword',
3234     {
3235     name => 'resist holy power %',
3236     type => 'int'
3237     }
3238 elmex 1.33 ],
3239     [
3240     'resist_godpower',
3241     {
3242     name => 'resist godpower %',
3243     type => 'int'
3244     }
3245 root 1.7 ]
3246     ]
3247 root 1.4 ]
3248     ]
3249 root 1.1 },
3250 root 1.3 'Inventory Checker' => {
3251 root 1.7 attr => [
3252     [
3253     'no_pick',
3254     {
3255     type => 'fixed',
3256     value => 1
3257     }
3258     ],
3259     [
3260     'slaying',
3261     {
3262     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.',
3263     name => 'match key string',
3264     type => 'string'
3265     }
3266     ],
3267     [
3268     'race',
3269     {
3270     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>.',
3271     name => 'match arch name',
3272     type => 'string'
3273     }
3274     ],
3275     [
3276     'hp',
3277     {
3278     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. ;)',
3279     name => 'match type',
3280     type => 'int'
3281     }
3282     ],
3283     [
3284     'last_sp',
3285     {
3286     desc => 'Enabled means having that object is a match. Disabled means not having that object is a match.',
3287     name => 'match = having',
3288     type => 'bool'
3289     }
3290     ],
3291     [
3292     'connected',
3293     {
3294     desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
3295     name => 'connection',
3296     type => 'int'
3297     }
3298     ],
3299     [
3300 root 1.14 'move_block',
3301 root 1.7 {
3302 root 1.14 desc => 'Objects using these movement types cannot move over this space.',
3303     name => 'blocked movement',
3304 elmex 1.26 type => 'movement_type'
3305 root 1.14 }
3306     ],
3307     [
3308     'move_allow',
3309     {
3310     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3311     name => 'allowed movement',
3312 elmex 1.26 type => 'movement_type'
3313 root 1.14 }
3314     ],
3315     [
3316     'move_slow',
3317     {
3318     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3319     name => 'slowed movement',
3320 elmex 1.26 type => 'movement_type'
3321 root 1.14 }
3322     ],
3323     [
3324     'move_slow_penalty',
3325     {
3326     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)',
3327     name => 'slow movement penalty',
3328     type => 'int'
3329 root 1.7 }
3330     ],
3331     [
3332     'last_heal',
3333     {
3334     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!',
3335     name => 'remove match',
3336     type => 'bool'
3337     }
3338     ]
3339     ],
3340 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.',
3341 root 1.3 ignore => [
3342     $IGNORE_LIST{system_object}
3343     ],
3344 root 1.5 name => 'Inventory Checker',
3345 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.'
3346     },
3347 root 1.8 'Item Transformer' => {
3348     attr => [
3349     [
3350     'food',
3351     {
3352     desc => '<number of uses> controls how many times the item transformer can be used. The value 0 means "unlimited"',
3353     name => 'number of uses',
3354     type => 'int'
3355     }
3356     ],
3357     [
3358     'slaying',
3359     {
3360     desc => 'Contains the verb that is used to construct a message to the player applying the item transformer.',
3361     name => 'verb',
3362     type => 'string'
3363     }
3364     ],
3365     [
3366     'startequip',
3367     {
3368     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3369     name => 'godgiven item',
3370     type => 'bool'
3371     }
3372     ],
3373     [
3374     'msg',
3375     {
3376     desc => 'This text may contain a description of the item transformer.',
3377     end => 'endmsg',
3378     name => 'description',
3379     type => 'text'
3380     }
3381     ]
3382     ],
3383     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.',
3384     name => 'Item Transformer',
3385     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\'.'
3386     },
3387 root 1.3 Jewel => {
3388 root 1.7 attr => [
3389     [
3390     'race',
3391     {
3392     type => 'fixed',
3393     value => 'gold and jewels'
3394     }
3395     ],
3396     [
3397     'msg',
3398     {
3399     desc => 'This text may describe the object.',
3400     end => 'endmsg',
3401     name => 'description',
3402     type => 'text'
3403     }
3404     ]
3405     ],
3406 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.',
3407     name => 'Jewel'
3408 root 1.1 },
3409 root 1.9 Key => {
3410     attr => [
3411     [
3412     'startequip',
3413     {
3414     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3415     name => 'godgiven item',
3416     type => 'bool'
3417     }
3418     ]
3419     ],
3420     desc => 'When carrying a key, a normal door can be opened. The key will disappear.',
3421     name => 'Key'
3422     },
3423 root 1.3 'Locked Door' => {
3424 root 1.7 attr => [
3425     [
3426 root 1.14 'move_type',
3427 root 1.7 {
3428     type => 'fixed',
3429 root 1.14 value => 0
3430 root 1.7 }
3431     ],
3432     [
3433     'no_pick',
3434     {
3435     type => 'fixed',
3436     value => 1
3437     }
3438     ],
3439     [
3440     'slaying',
3441     {
3442 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".',
3443 root 1.7 name => 'key string',
3444     type => 'string'
3445     }
3446     ],
3447     [
3448     'no_magic',
3449     {
3450     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).',
3451     name => 'restrict spells',
3452     type => 'bool'
3453     }
3454     ],
3455     [
3456     'damned',
3457     {
3458     desc => 'Restricting the use of prayers to pass this door. This should be set in most cases.',
3459     name => 'restrict prayers',
3460     type => 'bool'
3461     }
3462     ],
3463     [
3464     'msg',
3465     {
3466     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.',
3467     end => 'endmsg',
3468     name => 'lock message',
3469     type => 'text'
3470     }
3471     ]
3472     ],
3473     desc => 'A locked door can be opened only when carrying the appropriate special key.',
3474     ignore => [
3475     $IGNORE_LIST{non_pickable}
3476     ],
3477     name => 'Locked Door',
3478     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).'
3479     },
3480     'Magic Ear' => {
3481     attr => [
3482     [
3483     'no_pick',
3484     {
3485     type => 'fixed',
3486     value => 1
3487     }
3488     ],
3489     [
3490     'connected',
3491     {
3492     desc => 'The Magic_ear will trigger all objects with the same connection value, every time it is activated.',
3493     name => 'connection',
3494     type => 'int'
3495     }
3496     ],
3497     [
3498     'msg',
3499     {
3500     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!',
3501     end => 'endmsg',
3502     name => 'keyword-matching',
3503     type => 'text'
3504     }
3505     ]
3506     ],
3507     desc => 'Magic_ears trigger a connected value when the player speaks a specific keyword.',
3508     ignore => [
3509     $IGNORE_LIST{system_object}
3510     ],
3511     name => 'Magic Ear',
3512     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.'
3513     },
3514     'Magic Wall' => {
3515     attr => [
3516     [
3517     'dam',
3518     {
3519     desc => 'The magic wall will cast this <spell>.',
3520     name => 'spell',
3521     type => 'spell'
3522     }
3523     ],
3524     [
3525     'level',
3526     {
3527     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.',
3528     name => 'spell level',
3529     type => 'int'
3530     }
3531     ],
3532     [
3533     'connected',
3534     {
3535     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.',
3536     name => 'connection',
3537     type => 'int'
3538     }
3539     ],
3540     [
3541 elmex 1.21 'activate_on_push',
3542     {
3543     desc => 'Whether the teleporter should only be activated on push.',
3544 root 1.42 name => 'activate on push',
3545 elmex 1.21 type => 'bool'
3546     }
3547     ],
3548     [
3549     'activate_on_release',
3550     {
3551     desc => 'Whether the teleporter should only be activated on release.',
3552 root 1.42 name => 'activate on release',
3553 elmex 1.21 type => 'bool'
3554     }
3555     ],
3556     [
3557 root 1.7 'speed',
3558     {
3559     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".',
3560     name => 'casting speed',
3561     type => 'float'
3562     }
3563     ],
3564     [
3565 root 1.17 'speed_left',
3566     {
3567     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.',
3568     name => 'speed left',
3569     type => 'float'
3570     }
3571     ],
3572     [
3573 root 1.7 'sp',
3574     {
3575     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.',
3576     name => 'direction',
3577     type => 'list',
3578     value => $LIST{direction}
3579     }
3580     ],
3581     [
3582 root 1.14 'move_block',
3583     {
3584     desc => 'Objects using these movement types cannot move over this space.',
3585     name => 'blocked movement',
3586 elmex 1.26 type => 'movement_type'
3587 root 1.14 }
3588     ],
3589     [
3590     'move_allow',
3591     {
3592     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3593     name => 'allowed movement',
3594 elmex 1.26 type => 'movement_type'
3595 root 1.14 }
3596     ],
3597     [
3598     'move_slow',
3599 root 1.7 {
3600 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3601     name => 'slowed movement',
3602 elmex 1.26 type => 'movement_type'
3603 root 1.14 }
3604     ],
3605     [
3606     'move_slow_penalty',
3607     {
3608     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)',
3609     name => 'slow movement penalty',
3610     type => 'int'
3611 root 1.7 }
3612     ]
3613 root 1.3 ],
3614     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.',
3615     ignore => [
3616     $IGNORE_LIST{non_pickable}
3617     ],
3618 root 1.5 name => 'Magic Wall',
3619 root 1.4 section => [
3620     [
3621     'destroyable',
3622 root 1.7 [
3623     [
3624     'alive',
3625     {
3626     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.',
3627     name => 'is destroyable',
3628     type => 'bool'
3629     }
3630     ],
3631     [
3632     'hp',
3633     {
3634     desc => 'The more <hitpoints> the wall has, the longer it takes to be destroyed.',
3635     name => 'hitpoints',
3636     type => 'int'
3637     }
3638     ],
3639     [
3640     'maxhp',
3641     {
3642     desc => '<max hitpoints> are the maximum amount of hitpoints the wall can have. This only makes sense if the wall can regain health.',
3643     name => 'max hitpoints',
3644     type => 'int'
3645     }
3646     ],
3647     [
3648     'ac',
3649     {
3650     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>.',
3651     name => 'armour class',
3652     type => 'int'
3653     }
3654     ]
3655     ]
3656     ],
3657     [
3658     'resistance',
3659     [
3660     [
3661     'resist_physical',
3662     {
3663     name => 'resist physical %',
3664     type => 'int'
3665     }
3666     ],
3667     [
3668     'resist_magic',
3669     {
3670     name => 'resist magic %',
3671     type => 'int'
3672     }
3673     ],
3674     [
3675     'resist_fire',
3676     {
3677     name => 'resist fire %',
3678     type => 'int'
3679     }
3680     ],
3681     [
3682     'resist_electricity',
3683     {
3684     name => 'resist electricity %',
3685     type => 'int'
3686     }
3687     ],
3688     [
3689     'resist_cold',
3690     {
3691     name => 'resist cold %',
3692     type => 'int'
3693     }
3694     ],
3695     [
3696     'resist_confusion',
3697     {
3698     name => 'resist confusion %',
3699     type => 'int'
3700     }
3701     ],
3702     [
3703     'resist_acid',
3704     {
3705     name => 'resist acid %',
3706     type => 'int'
3707     }
3708     ],
3709     [
3710     'resist_drain',
3711     {
3712     name => 'resist draining %',
3713     type => 'int'
3714     }
3715     ],
3716     [
3717     'resist_weaponmagic',
3718     {
3719     name => 'resist weaponmagic %',
3720     type => 'int'
3721     }
3722     ],
3723     [
3724     'resist_ghosthit',
3725     {
3726     name => 'resist ghosthit %',
3727     type => 'int'
3728     }
3729     ],
3730     [
3731     'resist_poison',
3732     {
3733     name => 'resist poison %',
3734     type => 'int'
3735     }
3736     ],
3737     [
3738     'resist_slow',
3739     {
3740     name => 'resist slow %',
3741     type => 'int'
3742     }
3743     ],
3744     [
3745     'resist_paralyze',
3746     {
3747     name => 'resist paralyze %',
3748     type => 'int'
3749     }
3750     ],
3751     [
3752     'resist_fear',
3753     {
3754     name => 'resist fear %',
3755     type => 'int'
3756     }
3757     ],
3758     [
3759     'resist_deplete',
3760     {
3761     name => 'resist depletion %',
3762     type => 'int'
3763     }
3764     ],
3765     [
3766     'resist_death',
3767     {
3768     name => 'resist death-attack %',
3769     type => 'int'
3770     }
3771     ],
3772     [
3773     'resist_chaos',
3774     {
3775     name => 'resist chaos %',
3776     type => 'int'
3777     }
3778     ],
3779     [
3780     'resist_blind',
3781     {
3782     name => 'resist blinding %',
3783     type => 'int'
3784     }
3785     ],
3786     [
3787     'resist_holyword',
3788     {
3789     name => 'resist holy power %',
3790     type => 'int'
3791     }
3792     ],
3793     [
3794     'resist_godpower',
3795     {
3796     name => 'resist godpower %',
3797     type => 'int'
3798     }
3799     ]
3800     ]
3801     ]
3802     ],
3803     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".'
3804     },
3805 root 1.49 'Map Script' => {
3806     attr => [
3807     [
3808     'connected',
3809     {
3810     desc => 'When the map script object is triggered, it will execute the perl script with the triggering object as $activator.',
3811     name => 'connection',
3812     type => 'int'
3813     }
3814     ],
3815     [
3816     'activate_on_push',
3817     {
3818     desc => 'Whether the teleporter should only be activated on push.',
3819     name => 'activate on push',
3820     type => 'bool'
3821     }
3822     ],
3823     [
3824     'activate_on_release',
3825     {
3826     desc => 'Whether the teleporter should only be activated on release.',
3827     name => 'activate on release',
3828     type => 'bool'
3829     }
3830     ],
3831     [
3832     'msg',
3833     {
3834     desc => 'This perl script will be executed each time the objetc is triggered.',
3835     end => 'endmsg',
3836     name => 'script',
3837     type => 'text'
3838     }
3839     ]
3840     ],
3841     desc => 'The map script object is a very special object that can react to connected events and executes a perl script.',
3842     ignore => [
3843     $IGNORE_LIST{system_object}
3844     ],
3845     name => 'Map Script',
3846     use => 'The perl script gets passed an $activator object and can use the set/get/find/timer functions to react to/trigger other objects.'
3847     },
3848 root 1.7 Marker => {
3849     attr => [
3850     [
3851     'no_pick',
3852     {
3853     type => 'fixed',
3854     value => 1
3855     }
3856     ],
3857     [
3858     'slaying',
3859     {
3860     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.',
3861     name => 'key string',
3862     type => 'string'
3863     }
3864     ],
3865     [
3866     'connected',
3867     {
3868     desc => 'When the detector is triggered, all objects with the same connection value get activated.',
3869     name => 'connection',
3870     type => 'int'
3871     }
3872     ],
3873     [
3874     'speed',
3875 root 1.4 {
3876 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.',
3877     name => 'marking speed',
3878     type => 'float'
3879 root 1.4 }
3880     ],
3881     [
3882 root 1.17 'speed_left',
3883     {
3884     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.',
3885     name => 'speed left',
3886     type => 'float'
3887     }
3888     ],
3889     [
3890 root 1.7 'food',
3891     {
3892     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.',
3893     name => 'mark duration',
3894     type => 'int'
3895     }
3896     ],
3897     [
3898     'name',
3899     {
3900     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.',
3901     name => 'delete mark',
3902     type => 'string'
3903     }
3904     ],
3905     [
3906     'msg',
3907 root 1.4 {
3908 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.',
3909     end => 'endmsg',
3910     name => 'marking message',
3911     type => 'text'
3912 root 1.4 }
3913     ]
3914     ],
3915 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.',
3916     ignore => [
3917     $IGNORE_LIST{system_object}
3918     ],
3919 root 1.5 name => 'Marker',
3920 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.'
3921     },
3922     Misc => {
3923 root 1.7 attr => [
3924     [
3925 root 1.14 'move_block',
3926     {
3927     desc => 'Objects using these movement types cannot move over this space.',
3928     name => 'blocked movement',
3929 elmex 1.26 type => 'movement_type'
3930 root 1.14 }
3931     ],
3932     [
3933     'move_allow',
3934     {
3935     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3936     name => 'allowed movement',
3937 elmex 1.26 type => 'movement_type'
3938 root 1.14 }
3939     ],
3940     [
3941     'move_slow',
3942 root 1.7 {
3943 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3944     name => 'slowed movement',
3945 elmex 1.26 type => 'movement_type'
3946 root 1.14 }
3947     ],
3948     [
3949     'move_slow_penalty',
3950     {
3951     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)',
3952     name => 'slow movement penalty',
3953     type => 'int'
3954 root 1.7 }
3955     ],
3956     [
3957     'cursed',
3958     {
3959     desc => 'Curses can have various effects: On equipment and food, they generally harm the player in some way.',
3960     name => 'cursed',
3961     type => 'bool'
3962     }
3963     ],
3964     [
3965     'damned',
3966     {
3967     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.',
3968     name => 'damned',
3969     type => 'bool'
3970     }
3971     ],
3972     [
3973     'unique',
3974     {
3975     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
3976     name => 'unique item',
3977     type => 'bool'
3978     }
3979     ],
3980     [
3981     'startequip',
3982     {
3983     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3984     name => 'godgiven item',
3985     type => 'bool'
3986     }
3987     ],
3988     [
3989     'msg',
3990     {
3991     desc => 'This text may describe the object.',
3992     end => 'endmsg',
3993     name => 'description',
3994     type => 'text'
3995     }
3996     ]
3997     ],
3998 root 1.5 name => 'Misc'
3999 root 1.1 },
4000 root 1.3 Money => {
4001 root 1.7 attr => [
4002     [
4003     'race',
4004     {
4005     type => 'fixed',
4006     value => 'gold and jewels'
4007     }
4008     ]
4009     ],
4010 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.',
4011     ignore => [
4012     'unpaid'
4013 root 1.5 ],
4014     name => 'Money'
4015 root 1.3 },
4016     'Monster & NPC' => {
4017 root 1.7 attr => [
4018     [
4019     'alive',
4020     {
4021     type => 'fixed',
4022     value => 1
4023     }
4024     ],
4025     [
4026     'randomitems',
4027     {
4028     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>.',
4029     name => 'treasurelist',
4030     type => 'treasurelist'
4031     }
4032     ],
4033     [
4034 root 1.28 'treasure_env',
4035     {
4036     desc => 'Set this flag to move treasure items created into the environment (map) instead of putting them into the object.',
4037     name => 'treasure in env',
4038     type => 'bool'
4039     }
4040     ],
4041     [
4042 root 1.7 'level',
4043     {
4044     desc => 'A monster\'s <level> is the most important attribute. <level> affects the power of a monster in various ways.',
4045     name => 'level',
4046     type => 'int'
4047     }
4048     ],
4049     [
4050     'race',
4051     {
4052 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.',
4053 root 1.7 name => 'race',
4054     type => 'string'
4055     }
4056     ],
4057     [
4058     'exp',
4059     {
4060 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!',
4061 root 1.7 name => 'experience',
4062     type => 'int'
4063     }
4064     ],
4065     [
4066     'speed',
4067     {
4068     desc => 'The <speed> determines how fast a monster will both move and fight. High <speed> makes a monster considerably stronger.',
4069     name => 'speed',
4070     type => 'float'
4071     }
4072     ],
4073     [
4074 root 1.17 'speed_left',
4075     {
4076     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.',
4077     name => 'speed left',
4078     type => 'float'
4079     }
4080     ],
4081     [
4082 root 1.7 'other_arch',
4083     {
4084     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.',
4085     name => 'breed monster',
4086     type => 'string'
4087     }
4088     ],
4089     [
4090     'generator',
4091     {
4092     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.',
4093     name => 'multiply',
4094     type => 'bool'
4095     }
4096     ],
4097     [
4098     'use_content_on_gen',
4099     {
4100     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.',
4101     name => 'template generation',
4102     type => 'bool'
4103     }
4104     ],
4105     [
4106 root 1.14 'move_type',
4107 root 1.7 {
4108 root 1.14 desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
4109     name => 'movement type',
4110 elmex 1.26 type => 'movement_type'
4111 root 1.7 }
4112     ],
4113     [
4114     'undead',
4115     {
4116     desc => 'Several spells only affect undead monsters: turn undead, banish undead, holy word, etc.',
4117     name => 'undead',
4118     type => 'bool'
4119     }
4120     ],
4121     [
4122     'carrying',
4123     {
4124     desc => 'If a monster has something in the inventory, this value can be set to reflect the slowdown due to the carried weight.',
4125     name => 'carries weight',
4126     type => 'int'
4127     }
4128     ],
4129     [
4130 root 1.28 'precious',
4131     {
4132 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.',
4133 root 1.28 name => 'precious',
4134     type => 'bool'
4135     }
4136     ],
4137     [
4138 root 1.7 'msg',
4139     {
4140     end => 'endmsg',
4141     name => 'npc message',
4142     type => 'text'
4143     }
4144     ]
4145     ],
4146 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.',
4147     ignore => [
4148     'material',
4149     'name_pl',
4150     'nrof',
4151     'value',
4152     'unpaid'
4153     ],
4154 root 1.5 name => 'Monster & NPC',
4155 root 1.4 section => [
4156     [
4157     'melee',
4158 root 1.7 [
4159     [
4160     'attacktype',
4161     {
4162     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.',
4163     name => 'attacktype',
4164     type => 'bitmask',
4165     value => $BITMASK{attacktype}
4166     }
4167     ],
4168     [
4169     'dam',
4170     {
4171     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.',
4172     name => 'damage',
4173     type => 'int'
4174     }
4175     ],
4176     [
4177     'wc',
4178     {
4179     desc => 'Monsters of high <weapon class> are more likely to really hit their opponent. <weapon class> can be considered the "counterpiece" to <armour class>.',
4180     name => 'weapon class',
4181     type => 'int'
4182     }
4183     ],
4184     [
4185     'hp',
4186     {
4187     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>.',
4188     name => 'health points',
4189     type => 'int'
4190     }
4191     ],
4192     [
4193     'maxhp',
4194     {
4195     desc => '<max health> is the maximum amount of <health points> this monster can have.',
4196     name => 'max health',
4197     type => 'int'
4198     }
4199     ],
4200     [
4201     'ac',
4202     {
4203     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).',
4204     name => 'armour class',
4205     type => 'int'
4206     }
4207     ],
4208     [
4209     'Con',
4210     {
4211 root 1.8 desc => 'Monsters regenerate this many health points each 4 ticks. Hence, the healing rate is independent of <speed>.',
4212 root 1.7 name => 'healing rate',
4213     type => 'int'
4214     }
4215     ],
4216     [
4217     'reflect_missile',
4218     {
4219     desc => 'A monster with this flag has the ability to <reflect missiles>, all kinds of projectiles (e.g. arrows, bolts, boulders) will bounce off.',
4220     name => 'reflect missiles',
4221     type => 'bool'
4222     }
4223     ],
4224     [
4225     'hitback',
4226     {
4227     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.',
4228     name => 'hitback',
4229     type => 'bool'
4230     }
4231     ],
4232     [
4233     'one_hit',
4234     {
4235     desc => 'Monsters with <one hit only> dissapear after one successful hit to a player.',
4236     name => 'one hit only',
4237     type => 'bool'
4238     }
4239     ]
4240     ]
4241     ],
4242     [
4243     'spellcraft',
4244     [
4245     [
4246     'can_cast_spell',
4247     {
4248     desc => 'If <can cast spell> is disabled, the monster cannot cast any spell. Only wands/rods/etc can be used, given the appropriate abilities.',
4249     name => 'can cast spell',
4250     type => 'bool'
4251     }
4252     ],
4253     [
4254     'reflect_spell',
4255     {
4256     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.',
4257     name => 'reflect spells',
4258     type => 'bool'
4259     }
4260     ],
4261     [
4262     'sp',
4263     {
4264     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>.',
4265     name => 'spellpoints',
4266     type => 'int'
4267     }
4268     ],
4269     [
4270     'maxsp',
4271     {
4272     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.',
4273     name => 'max spellpoints',
4274     type => 'int'
4275     }
4276     ],
4277     [
4278     'Pow',
4279     {
4280 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.',
4281 root 1.7 name => 'spellpoint regen.',
4282     type => 'int'
4283     }
4284     ],
4285     [
4286     'path_attuned',
4287     {
4288     desc => 'Click on the <attuned paths> button to select spellpaths. The creature will get attuned to the specified spellpaths.',
4289     name => 'attuned paths',
4290     type => 'bitmask',
4291     value => $BITMASK{spellpath}
4292     }
4293     ],
4294     [
4295     'path_repelled',
4296     {
4297     desc => 'Click on the <repelled paths> button to select spellpaths. The creature will get repelled to the specified spellpaths.',
4298     name => 'repelled paths',
4299     type => 'bitmask',
4300     value => $BITMASK{spellpath}
4301     }
4302     ],
4303     [
4304     'path_denied',
4305     {
4306     desc => 'Click on the <denied paths> button to select spellpaths. The creature won\'t be able to cast spells of the specified paths.',
4307     name => 'denied paths',
4308     type => 'bitmask',
4309     value => $BITMASK{spellpath}
4310     }
4311     ]
4312     ]
4313     ],
4314     [
4315     'ability',
4316     [
4317     [
4318     'Int',
4319     {
4320     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.',
4321     name => 'detect hidden',
4322     type => 'int'
4323     }
4324     ],
4325     [
4326     'see_invisible',
4327     {
4328     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.',
4329     name => 'see invisible',
4330     type => 'bool'
4331     }
4332     ],
4333     [
4334     'can_see_in_dark',
4335     {
4336     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.',
4337     name => 'see in darkness',
4338     type => 'bool'
4339     }
4340     ],
4341     [
4342     'can_use_weapon',
4343     {
4344     desc => 'Monster is able to wield weapon type objects.',
4345     name => 'can use weapons',
4346     type => 'bool'
4347     }
4348     ],
4349     [
4350     'can_use_bow',
4351     {
4352     desc => 'Monster is able to use missile-weapon type objects.',
4353     name => 'can use bows',
4354     type => 'bool'
4355     }
4356     ],
4357     [
4358     'can_use_armour',
4359     {
4360     desc => 'Monster is able to wear protective equipment like brestplate armour, shields, helmets etc.',
4361     name => 'can use armour',
4362     type => 'bool'
4363     }
4364     ],
4365     [
4366     'can_use_ring',
4367     {
4368     desc => 'Monster is able to wear rings.',
4369     name => 'can use rings',
4370     type => 'bool'
4371     }
4372     ],
4373     [
4374     'can_use_wand',
4375     {
4376     desc => 'Monster is able to use wands and staves.',
4377     name => 'can use wands',
4378     type => 'bool'
4379     }
4380     ],
4381     [
4382     'can_use_rod',
4383     {
4384     desc => 'Monster is able to use rods.',
4385     name => 'can use rods',
4386     type => 'bool'
4387     }
4388     ],
4389     [
4390     'can_use_scroll',
4391     {
4392     desc => 'Monster is able to read scrolls.',
4393     name => 'can use scrolls',
4394     type => 'bool'
4395     }
4396     ],
4397     [
4398     'can_use_skill',
4399     {
4400     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>.',
4401     name => 'can use skills',
4402     type => 'bool'
4403     }
4404     ]
4405     ]
4406     ],
4407     [
4408     'behave',
4409     [
4410     [
4411     'monster',
4412     {
4413     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.',
4414     name => 'monster behaviour',
4415     type => 'bool'
4416     }
4417     ],
4418     [
4419     'unaggressive',
4420     {
4421     desc => '<unaggressive> monsters do not attack players unless attacked first.',
4422     name => 'unaggressive',
4423     type => 'bool'
4424     }
4425     ],
4426     [
4427     'friendly',
4428     {
4429     desc => '<friendly> monsters help the player, attacking any non-friendly monsters in range.',
4430     name => 'friendly',
4431     type => 'bool'
4432     }
4433     ],
4434     [
4435     'stand_still',
4436     {
4437 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.',
4438 root 1.7 name => 'stand still',
4439     type => 'bool'
4440     }
4441     ],
4442     [
4443     'sleep',
4444     {
4445     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.',
4446     name => 'asleep',
4447     type => 'bool'
4448     }
4449     ],
4450     [
4451     'will_apply',
4452     {
4453     desc => 'This entry defines which kinds of environment actions the creature is able to perform.',
4454     name => 'misc. actions',
4455     type => 'bitmask',
4456     value => $BITMASK{will_apply}
4457     }
4458     ],
4459     [
4460     'pick_up',
4461     {
4462     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.',
4463     name => 'pick up',
4464     type => 'bitmask',
4465     value => $BITMASK{pick_up}
4466     }
4467     ],
4468     [
4469     'Wis',
4470     {
4471     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.',
4472     name => 'sensing range',
4473     type => 'int'
4474     }
4475     ],
4476     [
4477 root 1.15 'attack_movement_bits_0_3',
4478 root 1.7 {
4479 root 1.15 desc => 'If this is set to default, the standard mode of movement will be used.',
4480 root 1.7 name => 'attack movement',
4481 root 1.15 type => 'list',
4482     value => $LIST{attack_movement_bits_0_3}
4483     }
4484     ],
4485     [
4486     'attack_movement_bits_4_7',
4487     {
4488     desc => 'This movement is not in effect when the monster has an enemy and should only be used for non agressive monsters.',
4489     name => 'normal movement',
4490     type => 'list',
4491     value => $LIST{attack_movement_bits_4_7}
4492 root 1.7 }
4493     ],
4494     [
4495     'run_away',
4496     {
4497     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.',
4498     name => 'run at % health',
4499     type => 'int'
4500     }
4501     ]
4502     ]
4503     ],
4504     [
4505     'resistance',
4506     [
4507     [
4508     'resist_physical',
4509     {
4510     name => 'resist physical %',
4511     type => 'int'
4512     }
4513     ],
4514     [
4515     'resist_magic',
4516     {
4517     name => 'resist magic %',
4518     type => 'int'
4519     }
4520     ],
4521     [
4522     'resist_fire',
4523     {
4524     name => 'resist fire %',
4525     type => 'int'
4526     }
4527     ],
4528     [
4529     'resist_electricity',
4530     {
4531     name => 'resist electricity %',
4532     type => 'int'
4533     }
4534     ],
4535     [
4536     'resist_cold',
4537     {
4538     name => 'resist cold %',
4539     type => 'int'
4540     }
4541     ],
4542     [
4543     'resist_confusion',
4544     {
4545     name => 'resist confusion %',
4546     type => 'int'
4547     }
4548     ],
4549     [
4550     'resist_acid',
4551     {
4552     name => 'resist acid %',
4553     type => 'int'
4554     }
4555     ],
4556     [
4557     'resist_drain',
4558     {
4559     name => 'resist draining %',
4560     type => 'int'
4561     }
4562     ],
4563     [
4564     'resist_weaponmagic',
4565     {
4566     name => 'resist weaponmagic %',
4567     type => 'int'
4568     }
4569     ],
4570     [
4571     'resist_ghosthit',
4572     {
4573     name => 'resist ghosthit %',
4574     type => 'int'
4575     }
4576     ],
4577     [
4578     'resist_poison',
4579     {
4580     name => 'resist poison %',
4581     type => 'int'
4582     }
4583     ],
4584     [
4585     'resist_slow',
4586     {
4587     name => 'resist slow %',
4588     type => 'int'
4589     }
4590     ],
4591     [
4592     'resist_paralyze',
4593     {
4594     name => 'resist paralyze %',
4595     type => 'int'
4596     }
4597     ],
4598     [
4599     'resist_fear',
4600     {
4601     name => 'resist fear %',
4602     type => 'int'
4603     }
4604     ],
4605     [
4606     'resist_deplete',
4607     {
4608     name => 'resist depletion %',
4609     type => 'int'
4610     }
4611     ],
4612     [
4613     'resist_death',
4614     {
4615     name => 'resist death-attack %',
4616     type => 'int'
4617     }
4618     ],
4619     [
4620     'resist_chaos',
4621     {
4622     name => 'resist chaos %',
4623     type => 'int'
4624     }
4625     ],
4626     [
4627     'resist_blind',
4628     {
4629     name => 'resist blinding %',
4630     type => 'int'
4631     }
4632     ],
4633     [
4634     'resist_holyword',
4635     {
4636     name => 'resist holy power %',
4637     type => 'int'
4638     }
4639     ],
4640     [
4641     'resist_godpower',
4642     {
4643     name => 'resist godpower %',
4644     type => 'int'
4645     }
4646     ]
4647     ]
4648     ]
4649     ],
4650     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. :-)'
4651     },
4652 root 1.9 'Monster (Grimreaper)' => {
4653     desc => 'A grimreaper is a monster that vanishes after it did some number of draining attacks.',
4654     ignore => [
4655     'material',
4656     'name_pl',
4657     'nrof',
4658     'value',
4659     'unpaid'
4660     ],
4661     import => [
4662 root 1.29 'Monster & NPC'
4663 root 1.9 ],
4664     name => 'Monster (Grimreaper)',
4665     section => [
4666     [
4667     'grimreaper',
4668     [
4669     [
4670     'value',
4671     {
4672     desc => 'The object vanishes after this number of draining attacks.',
4673     name => 'attacks',
4674     type => 'int'
4675     }
4676     ]
4677     ]
4678     ]
4679     ]
4680     },
4681 root 1.7 'Mood Floor' => {
4682     attr => [
4683     [
4684     'no_pick',
4685 root 1.4 {
4686 root 1.7 type => 'fixed',
4687     value => 1
4688 root 1.4 }
4689     ],
4690     [
4691 root 1.7 'last_sp',
4692     {
4693     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!',
4694     name => 'mood',
4695     type => 'list',
4696     value => $LIST{mood}
4697     }
4698     ],
4699     [
4700     'connected',
4701     {
4702     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!',
4703     name => 'connection',
4704     type => 'int'
4705     }
4706     ],
4707     [
4708     'no_magic',
4709     {
4710     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
4711     name => 'no spells',
4712     type => 'bool'
4713     }
4714     ],
4715     [
4716     'damned',
4717     {
4718     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
4719     name => 'no prayers',
4720     type => 'bool'
4721     }
4722     ]
4723     ],
4724     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.',
4725     ignore => [
4726     $IGNORE_LIST{system_object}
4727     ],
4728     name => 'Mood Floor',
4729     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.)'
4730     },
4731     Mover => {
4732     attr => [
4733     [
4734     'attacktype',
4735     {
4736     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.',
4737     name => 'forced movement',
4738     type => 'bool'
4739     }
4740     ],
4741     [
4742     'maxsp',
4743     {
4744     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.',
4745     name => 'freeze duration',
4746     type => 'int'
4747     }
4748     ],
4749     [
4750     'speed',
4751     {
4752     desc => 'The movement speed value determines how fast a chain of these movers will push a player along (default is -0.2).',
4753     name => 'movement speed',
4754     type => 'float'
4755     }
4756     ],
4757     [
4758 root 1.17 'speed_left',
4759     {
4760     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.',
4761     name => 'speed left',
4762     type => 'float'
4763     }
4764     ],
4765     [
4766 root 1.7 'sp',
4767     {
4768     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.',
4769     name => 'direction',
4770     type => 'list',
4771     value => $LIST{direction}
4772     }
4773     ],
4774     [
4775     'lifesave',
4776     {
4777 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.',
4778 root 1.7 name => 'gets used up',
4779     type => 'bool'
4780     }
4781     ],
4782     [
4783     'hp',
4784     {
4785     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).',
4786     name => 'number of uses',
4787     type => 'int'
4788     }
4789     ]
4790     ],
4791     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.',
4792     ignore => [
4793     $IGNORE_LIST{non_pickable}
4794     ],
4795     name => 'Mover',
4796     section => [
4797     [
4798     'targets',
4799     [
4800     [
4801     'level',
4802     {
4803     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.',
4804     name => 'move players',
4805     type => 'bool'
4806     }
4807     ],
4808     [
4809 root 1.14 'move_on',
4810 root 1.7 {
4811 root 1.14 desc => 'Which movement types activate the mover.',
4812     name => 'movement type',
4813     type => 'movement_type'
4814 root 1.7 }
4815     ]
4816     ]
4817     ]
4818     ],
4819     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).'
4820     },
4821     Pedestal => {
4822     attr => [
4823     [
4824     'no_pick',
4825 root 1.4 {
4826 root 1.7 type => 'fixed',
4827     value => 1
4828 root 1.4 }
4829     ],
4830     [
4831 root 1.7 'slaying',
4832 root 1.4 {
4833 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.',
4834     name => 'match race',
4835     type => 'string'
4836 root 1.4 }
4837     ],
4838     [
4839 root 1.7 'connected',
4840 root 1.4 {
4841 root 1.7 desc => 'When the pedestal is triggered, all objects with the same connection value get activated.',
4842     name => 'connection',
4843     type => 'int'
4844 root 1.4 }
4845     ],
4846     [
4847 root 1.14 'move_on',
4848 root 1.4 {
4849 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
4850     name => 'movement type',
4851 elmex 1.26 type => 'movement_type'
4852 root 1.4 }
4853     ]
4854     ],
4855 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.',
4856     ignore => [
4857     $IGNORE_LIST{non_pickable}
4858     ],
4859 root 1.5 name => 'Pedestal',
4860 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.'
4861     },
4862     Pit => {
4863 root 1.7 attr => [
4864     [
4865     'no_pick',
4866     {
4867     type => 'fixed',
4868     value => 1
4869     }
4870     ],
4871     [
4872 root 1.42 'range',
4873     {
4874 root 1.44 desc => 'The radius of the square area that the pit will randomly put the player into (0 to 3, default 1).',
4875 root 1.43 name => 'spread radius',
4876 root 1.42 type => 'int'
4877     }
4878     ],
4879     [
4880 root 1.7 'connected',
4881     {
4882     desc => 'When a <connection> value is set, the pit can be opened/closed by activating the connection.',
4883     name => 'connection',
4884     type => 'int'
4885     }
4886     ],
4887     [
4888 elmex 1.21 'activate_on_push',
4889     {
4890     desc => 'Whether the teleporter should only be activated on push.',
4891 root 1.42 name => 'activate on push',
4892 elmex 1.21 type => 'bool'
4893     }
4894     ],
4895     [
4896     'activate_on_release',
4897     {
4898     desc => 'Whether the teleporter should only be activated on release.',
4899 root 1.42 name => 'activate on release',
4900 elmex 1.21 type => 'bool'
4901     }
4902     ],
4903     [
4904 root 1.7 'hp',
4905     {
4906     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!',
4907     name => 'destination X',
4908     type => 'int'
4909     }
4910     ],
4911     [
4912     'sp',
4913     {
4914     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!',
4915     name => 'destination Y',
4916     type => 'int'
4917     }
4918     ],
4919     [
4920     'wc',
4921     {
4922     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.',
4923     name => 'position state',
4924     type => 'int'
4925     }
4926     ],
4927     [
4928 root 1.14 'move_on',
4929 root 1.7 {
4930 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
4931     name => 'movement type',
4932 elmex 1.26 type => 'movement_type'
4933 root 1.7 }
4934     ]
4935     ],
4936 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.',
4937 root 1.3 ignore => [
4938     $IGNORE_LIST{non_pickable}
4939     ],
4940 root 1.5 name => 'Pit',
4941 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.'
4942     },
4943     'Poison Food' => {
4944 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.',
4945     name => 'Poison Food'
4946 root 1.3 },
4947     Potion => {
4948 root 1.7 attr => [
4949     [
4950     'level',
4951     {
4952     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.',
4953     name => 'potion level',
4954     type => 'int'
4955     }
4956     ],
4957     [
4958     'sp',
4959     {
4960     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".',
4961     name => 'spell',
4962     type => 'spell'
4963     }
4964     ],
4965     [
4966     'attacktype',
4967     {
4968     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.',
4969     name => 'special effect',
4970     type => 'list',
4971     value => $LIST{potion_effect}
4972     }
4973     ],
4974     [
4975     'cursed',
4976     {
4977     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 >:)',
4978     name => 'cursed',
4979     type => 'bool'
4980     }
4981     ],
4982     [
4983     'startequip',
4984     {
4985     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4986     name => 'godgiven item',
4987     type => 'bool'
4988     }
4989     ]
4990     ],
4991 root 1.3 desc => 'The player can drink these and gain various kinds of benefits (/penalties) by doing so.',
4992 root 1.5 name => 'Potion',
4993 root 1.4 section => [
4994     [
4995     'stats',
4996 root 1.7 [
4997     [
4998     'Str',
4999     {
5000     desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
5001     name => 'strength',
5002     type => 'int'
5003     }
5004     ],
5005     [
5006     'Dex',
5007     {
5008 elmex 1.33 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
5009 root 1.7 name => 'dexterity',
5010     type => 'int'
5011     }
5012     ],
5013     [
5014     'Con',
5015     {
5016 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.',
5017 root 1.7 name => 'constitution',
5018     type => 'int'
5019     }
5020     ],
5021     [
5022     'Int',
5023     {
5024 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.',
5025 root 1.7 name => 'intelligence',
5026     type => 'int'
5027     }
5028     ],
5029     [
5030     'Pow',
5031     {
5032 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.',
5033 root 1.7 name => 'power',
5034     type => 'int'
5035     }
5036     ],
5037     [
5038     'Wis',
5039     {
5040 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.',
5041 root 1.7 name => 'wisdom',
5042     type => 'int'
5043     }
5044     ],
5045     [
5046     'Cha',
5047     {
5048 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.',
5049 root 1.7 name => 'charisma',
5050     type => 'int'
5051     }
5052     ]
5053     ]
5054     ],
5055     [
5056     'resistance',
5057     [
5058     [
5059     'resist_physical',
5060     {
5061     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5062     name => 'resist physical %',
5063     type => 'int'
5064     }
5065     ],
5066     [
5067     'resist_magic',
5068     {
5069 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5070 root 1.7 name => 'resist magic %',
5071     type => 'int'
5072     }
5073     ],
5074     [
5075     'resist_fire',
5076     {
5077 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5078 root 1.7 name => 'resist fire %',
5079     type => 'int'
5080     }
5081     ],
5082     [
5083     'resist_electricity',
5084     {
5085 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5086 root 1.7 name => 'resist electricity %',
5087     type => 'int'
5088     }
5089     ],
5090     [
5091     'resist_cold',
5092     {
5093 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5094 root 1.7 name => 'resist cold %',
5095     type => 'int'
5096     }
5097     ],
5098     [
5099     'resist_acid',
5100     {
5101 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5102 root 1.7 name => 'resist acid %',
5103     type => 'int'
5104     }
5105     ],
5106     [
5107     'resist_confusion',
5108     {
5109 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5110 root 1.7 name => 'resist confusion %',
5111     type => 'int'
5112     }
5113     ],
5114     [
5115     'resist_weaponmagic',
5116     {
5117 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!',
5118 root 1.7 name => 'resist weaponmagic %',
5119     type => 'int'
5120     }
5121     ],
5122     [
5123 elmex 1.33 'resist_ghosthit',
5124 root 1.7 {
5125 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!',
5126     name => 'resist ghosthit %',
5127 root 1.7 type => 'int'
5128     }
5129     ],
5130     [
5131 elmex 1.33 'resist_slow',
5132 root 1.7 {
5133 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!',
5134     name => 'resist slow %',
5135 root 1.7 type => 'int'
5136     }
5137     ],
5138     [
5139 elmex 1.33 'resist_fear',
5140 root 1.7 {
5141 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!',
5142     name => 'resist fear %',
5143 root 1.7 type => 'int'
5144     }
5145     ],
5146     [
5147 elmex 1.33 'resist_death',
5148 root 1.7 {
5149 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!',
5150     name => 'resist death-attack %',
5151     type => 'int'
5152     }
5153     ],
5154     [
5155     'resist_chaos',
5156     {
5157     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5158     name => 'resist chaos %',
5159     type => 'int'
5160     }
5161     ],
5162     [
5163     'resist_blind',
5164     {
5165     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5166     name => 'resist blinding %',
5167     type => 'int'
5168     }
5169     ],
5170     [
5171     'resist_holyword',
5172     {
5173     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5174     name => 'resist holy power %',
5175     type => 'int'
5176     }
5177     ],
5178     [
5179     'resist_godpower',
5180     {
5181     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5182     name => 'resist godpower %',
5183     type => 'int'
5184     }
5185     ],
5186     [
5187     'resist_paralyze',
5188     {
5189     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5190     name => 'resist paralyze %',
5191     type => 'int'
5192     }
5193     ],
5194     [
5195     'resist_drain',
5196     {
5197     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5198     name => 'resist draining %',
5199     type => 'int'
5200     }
5201     ],
5202     [
5203     'resist_deplete',
5204     {
5205     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5206     name => 'resist depletion %',
5207     type => 'int'
5208     }
5209     ],
5210     [
5211     'resist_poison',
5212     {
5213     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5214     name => 'resist poison %',
5215 root 1.7 type => 'int'
5216     }
5217     ]
5218     ]
5219     ]
5220     ],
5221     use => 'One potion should never give multiple benefits at once.'
5222     },
5223     'Power Crystal' => {
5224     attr => [
5225     [
5226     'sp',
5227 root 1.4 {
5228 root 1.7 desc => '<initial mana> is the amount of spellpoints that the crystal holds when the map is loaded.',
5229     name => 'initial mana',
5230     type => 'int'
5231 root 1.4 }
5232     ],
5233     [
5234 root 1.7 'maxsp',
5235 root 1.4 {
5236 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.',
5237     name => 'mana capacity',
5238     type => 'int'
5239 root 1.4 }
5240     ]
5241     ],
5242 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.',
5243     name => 'Power Crystal'
5244 root 1.1 },
5245 root 1.3 Projectile => {
5246 root 1.7 attr => [
5247     [
5248     'attacktype',
5249     {
5250     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.',
5251     name => 'attacktype',
5252     type => 'bitmask',
5253     value => $BITMASK{attacktype}
5254     }
5255     ],
5256     [
5257     'race',
5258     {
5259     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>.',
5260     name => 'ammunition class',
5261     type => 'string'
5262     }
5263     ],
5264     [
5265     'slaying',
5266     {
5267     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.',
5268     name => 'slaying race',
5269     type => 'string'
5270     }
5271     ],
5272     [
5273     'dam',
5274     {
5275     desc => 'The projectile <damage> significantly affects the damage done. Damage can be further increased by the shooting weapon\'s attributes.',
5276     name => 'damage',
5277     type => 'int'
5278     }
5279     ],
5280     [
5281     'wc',
5282     {
5283     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.',
5284     name => 'weaponclass',
5285     type => 'int'
5286     }
5287     ],
5288     [
5289     'food',
5290     {
5291     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).',
5292     name => 'chance to break',
5293     type => 'int'
5294     }
5295     ],
5296     [
5297     'magic',
5298     {
5299     desc => 'Magic bonus increases chance to hit and damage a little bit.',
5300     name => 'magic bonus',
5301     type => 'int'
5302     }
5303     ],
5304     [
5305     'unique',
5306     {
5307     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5308     name => 'unique item',
5309     type => 'bool'
5310     }
5311     ],
5312     [
5313     'startequip',
5314     {
5315     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5316     name => 'godgiven item',
5317     type => 'bool'
5318     }
5319     ],
5320     [
5321     'no_drop',
5322     {
5323     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.',
5324     name => 'don\'t drop',
5325     type => 'bool'
5326     }
5327     ],
5328     [
5329     'msg',
5330     {
5331     desc => 'This text may describe the projectile. This could be nice for very special ones.',
5332     end => 'endmsg',
5333     name => 'description',
5334     type => 'text'
5335     }
5336     ]
5337     ],
5338     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.',
5339     name => 'Projectile',
5340     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.'
5341     },
5342     Ring => {
5343     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.',
5344     import => [
5345 root 1.29 'Amulet'
5346 root 1.7 ],
5347     name => 'Ring',
5348     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.'
5349     },
5350     Rod => {
5351     attr => [
5352     [
5353     'sp',
5354     {
5355     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!',
5356     name => 'spell',
5357     type => 'spell'
5358     }
5359     ],
5360     [
5361     'level',
5362     {
5363     desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should be set to something reasonable.',
5364     name => 'casting level',
5365     type => 'int'
5366     }
5367     ],
5368     [
5369     'hp',
5370     {
5371     desc => 'This value represents the initial amount of spellpoints in the rod. Naturally, this is quite unimportant.',
5372     name => 'initial spellpoints',
5373     type => 'int'
5374     }
5375     ],
5376     [
5377     'maxhp',
5378     {
5379     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.',
5380     name => 'max. spellpoints',
5381     type => 'int'
5382     }
5383     ],
5384     [
5385     'startequip',
5386     {
5387     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5388     name => 'godgiven item',
5389     type => 'bool'
5390     }
5391     ],
5392     [
5393     'msg',
5394     {
5395     desc => 'This text may contain a description of the rod.',
5396     end => 'endmsg',
5397     name => 'description',
5398     type => 'text'
5399     }
5400     ]
5401     ],
5402     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.',
5403     ignore => [
5404     'title'
5405     ],
5406     name => 'Rod',
5407     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>'
5408     },
5409     Rune => {
5410     attr => [
5411     [
5412     'no_pick',
5413     {
5414     type => 'fixed',
5415     value => 1
5416     }
5417     ],
5418     [
5419 root 1.14 'move_on',
5420 root 1.7 {
5421 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5422     name => 'movement type',
5423 elmex 1.26 type => 'movement_type'
5424 root 1.7 }
5425     ],
5426     [
5427     'level',
5428     {
5429     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.',
5430     name => 'rune level',
5431     type => 'int'
5432     }
5433     ],
5434     [
5435     'Cha',
5436     {
5437     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.',
5438     name => 'visibility',
5439     type => 'int'
5440     }
5441     ],
5442     [
5443     'hp',
5444     {
5445     desc => 'The rune will detonate <number of charges> times before disappearing.',
5446     name => 'number of charges',
5447     type => 'int'
5448     }
5449     ],
5450     [
5451     'dam',
5452     {
5453     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.',
5454     name => 'direct damage',
5455     type => 'int'
5456     }
5457     ],
5458     [
5459     'attacktype',
5460     {
5461     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.',
5462     name => 'attacktype',
5463     type => 'bitmask',
5464     value => $BITMASK{attacktype}
5465     }
5466     ],
5467     [
5468     'msg',
5469     {
5470     desc => 'When the rune detonates, this text is displayed to the victim. For especially powerful runes, create an appropriate thrilling description. ;)',
5471     end => 'endmsg',
5472     name => 'detonation text',
5473     type => 'text'
5474     }
5475     ]
5476 root 1.3 ],
5477     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.',
5478     ignore => [
5479     'no_pick',
5480     'title',
5481     'name_pl',
5482     'weight',
5483     'value',
5484     'material',
5485     'unpaid'
5486     ],
5487 root 1.5 name => 'Rune',
5488 root 1.4 section => [
5489     [
5490     'spellcraft',
5491 root 1.7 [
5492     [
5493     'sp',
5494     {
5495     desc => 'The selected <spell> defines the spell in the rune, if any. (Many runes do direct damage).',
5496     name => 'spell',
5497     type => 'spell'
5498     }
5499     ],
5500     [
5501     'slaying',
5502     {
5503     desc => 'Name of the spell in the rune, if any. <spell name> is optional, but if present, overrides the <spell> setting.',
5504     name => 'spell name',
5505     type => 'string'
5506     }
5507     ],
5508     [
5509     'other_arch',
5510     {
5511     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.',
5512     name => 'spell arch',
5513     type => 'string'
5514     }
5515     ],
5516     [
5517     'maxsp',
5518     {
5519     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.',
5520     name => 'direction',
5521     type => 'list',
5522     value => $LIST{direction}
5523     }
5524     ],
5525     [
5526     'race',
5527     {
5528     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.',
5529     name => 'summon monster',
5530     type => 'string'
5531     }
5532     ],
5533     [
5534     'maxhp',
5535     {
5536     desc => 'This should only be set to a summoning rune. It will then summon that many creatures of the kind <summon monster>.',
5537     name => 'summon amount',
5538     type => 'int'
5539     }
5540     ]
5541     ]
5542 root 1.4 ]
5543     ],
5544 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.'
5545     },
5546 root 1.37 'Safe ground' => {
5547 elmex 1.23 attr => [
5548     [
5549 root 1.35 'move_block',
5550     {
5551     desc => 'Objects using these movement types cannot move over this space.',
5552     name => 'blocked movement',
5553     type => 'movement_type'
5554     }
5555     ],
5556     [
5557     'move_allow',
5558     {
5559     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
5560     name => 'allowed movement',
5561     type => 'movement_type'
5562     }
5563     ],
5564     [
5565     'move_slow',
5566     {
5567     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
5568     name => 'slowed movement',
5569     type => 'movement_type'
5570     }
5571     ],
5572     [
5573     'move_slow_penalty',
5574     {
5575     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)',
5576     name => 'slow movement penalty',
5577     type => 'int'
5578     }
5579     ],
5580     [
5581 elmex 1.23 'no_pick',
5582     {
5583     type => 'fixed',
5584     value => 1
5585     }
5586     ]
5587     ],
5588 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.',
5589 elmex 1.23 ignore => [
5590     $IGNORE_LIST{non_pickable}
5591     ],
5592 root 1.37 name => 'Safe ground',
5593 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.'
5594 elmex 1.23 },
5595 root 1.3 Savebed => {
5596 root 1.7 attr => [
5597     [
5598     'no_pick',
5599     {
5600     type => 'fixed',
5601     value => 1
5602     }
5603     ],
5604     [
5605     'no_magic',
5606     {
5607     type => 'fixed',
5608     value => 1
5609     }
5610     ],
5611     [
5612     'damned',
5613     {
5614     type => 'fixed',
5615     value => 1
5616     }
5617     ]
5618     ],
5619 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.',
5620     ignore => [
5621     $IGNORE_LIST{non_pickable}
5622     ],
5623 root 1.5 name => 'Savebed',
5624 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>'
5625 root 1.3 },
5626     Scroll => {
5627 root 1.7 attr => [
5628     [
5629     'level',
5630     {
5631     desc => 'The spell of the scroll will be casted at this level. This value should always be set, at least to 1.',
5632     name => 'casting level',
5633     type => 'int'
5634     }
5635     ],
5636     [
5637     'sp',
5638     {
5639     desc => 'When a player/monster applies this scroll, the selected <spell> will be casted (once). This should work for any given spell.',
5640     name => 'spell',
5641     type => 'spell'
5642     }
5643     ],
5644     [
5645     'startequip',
5646     {
5647     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5648     name => 'godgiven item',
5649     type => 'bool'
5650     }
5651     ]
5652     ],
5653 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.',
5654     ignore => [
5655     'title'
5656     ],
5657 root 1.5 name => 'Scroll',
5658 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.'
5659     },
5660     Shield => {
5661 root 1.7 attr => [
5662     [
5663     'magic',
5664     {
5665     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.',
5666     name => 'magic bonus',
5667     type => 'int'
5668     }
5669     ]
5670     ],
5671 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.',
5672     import => [
5673 root 1.29 'Amulet'
5674 root 1.3 ],
5675 root 1.5 name => 'Shield',
5676 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.'
5677     },
5678     'Shooting Weapon' => {
5679 root 1.7 attr => [
5680     [
5681     'race',
5682     {
5683     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.',
5684     name => 'ammunition class',
5685     type => 'string'
5686     }
5687     ],
5688     [
5689     'sp',
5690     {
5691     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).',
5692     name => 'shooting speed',
5693     type => 'int'
5694     }
5695     ],
5696     [
5697     'dam',
5698     {
5699     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.',
5700     name => 'base damage',
5701     type => 'int'
5702     }
5703     ],
5704     [
5705     'wc',
5706     {
5707     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.',
5708     name => 'weaponclass',
5709     type => 'int'
5710     }
5711     ],
5712     [
5713     'item_power',
5714     {
5715 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>.',
5716 root 1.7 name => 'item power',
5717     type => 'int'
5718     }
5719     ],
5720     [
5721     'no_strength',
5722     {
5723     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.',
5724     name => 'ignore strength',
5725     type => 'bool'
5726     }
5727     ],
5728     [
5729     'damned',
5730     {
5731     desc => 'A damned shooting weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
5732     name => 'damnation',
5733     type => 'bool'
5734     }
5735     ],
5736     [
5737     'cursed',
5738     {
5739     desc => 'A cursed shooting weapon cannot be unwielded unless the curse is removed.',
5740     name => 'curse',
5741     type => 'bool'
5742     }
5743     ],
5744     [
5745     'unique',
5746     {
5747     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5748     name => 'unique item',
5749     type => 'bool'
5750     }
5751     ],
5752     [
5753     'startequip',
5754     {
5755     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5756     name => 'godgiven item',
5757     type => 'bool'
5758     }
5759     ],
5760     [
5761     'msg',
5762     {
5763     desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
5764     end => 'endmsg',
5765     name => 'description',
5766     type => 'text'
5767     }
5768     ]
5769     ],
5770 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.',
5771 root 1.5 name => 'Shooting Weapon',
5772 root 1.4 section => [
5773     [
5774     'stats',
5775 root 1.7 [
5776     [
5777     'Str',
5778     {
5779     desc => 'The player\'s strentgh will rise/fall by the given value while wearing this shooting weapon.',
5780     name => 'strength',
5781     type => 'int'
5782     }
5783     ],
5784     [
5785     'Dex',
5786     {
5787     desc => 'The player\'s dexterity will rise/fall by the given value while wearing this shooting weapon.',
5788     name => 'dexterity',
5789     type => 'int'
5790     }
5791     ],
5792     [
5793     'Con',
5794     {
5795     desc => 'The player\'s constitution will rise/fall by the given value while wearing this shooting weapon.',
5796     name => 'constitution',
5797     type => 'int'
5798     }
5799     ],
5800     [
5801     'Int',
5802     {
5803     desc => 'The player\'s intelligence will rise/fall by the given value while wearing this shooting weapon.',
5804     name => 'intelligence',
5805     type => 'int'
5806     }
5807     ],
5808     [
5809     'Pow',
5810     {
5811     desc => 'The player\'s power will rise/fall by the given value while wearing this shooting weapon.',
5812     name => 'power',
5813     type => 'int'
5814     }
5815     ],
5816     [
5817     'Wis',
5818     {
5819     desc => 'The player\'s wisdom will rise/fall by the given value while wearing this shooting weapon.',
5820     name => 'wisdom',
5821     type => 'int'
5822     }
5823     ],
5824     [
5825     'Cha',
5826     {
5827     desc => 'The player\'s charisma will rise/fall by the given value while wearing this shooting weapon.',
5828     name => 'charisma',
5829     type => 'int'
5830     }
5831     ]
5832     ]
5833     ],
5834     [
5835     'bonus',
5836     [
5837     [
5838     'luck',
5839     {
5840     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.',
5841     name => 'luck bonus',
5842     type => 'int'
5843     }
5844     ],
5845     [
5846     'magic',
5847     {
5848     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.',
5849     name => 'magic bonus',
5850     type => 'int'
5851     }
5852     ]
5853     ]
5854     ]
5855     ],
5856 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.'
5857 root 1.7 },
5858     'Shop Floor' => {
5859     attr => [
5860     [
5861     'is_floor',
5862     {
5863     type => 'fixed',
5864     value => 1
5865     }
5866     ],
5867     [
5868     'no_pick',
5869     {
5870     type => 'fixed',
5871     value => 1
5872     }
5873     ],
5874     [
5875     'no_magic',
5876     {
5877     type => 'fixed',
5878     value => 1
5879     }
5880     ],
5881     [
5882     'auto_apply',
5883 root 1.4 {
5884 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.',
5885     name => 'generate goods',
5886     type => 'bool'
5887 root 1.4 }
5888     ],
5889     [
5890 root 1.7 'randomitems',
5891     {
5892     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.',
5893     name => 'treasurelist',
5894     type => 'treasurelist'
5895     }
5896     ],
5897     [
5898     'exp',
5899     {
5900     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.',
5901     name => 'quality level',
5902     type => 'int'
5903     }
5904     ],
5905     [
5906     'damned',
5907 root 1.4 {
5908 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.)',
5909     name => 'no prayers',
5910     type => 'bool'
5911 root 1.4 }
5912     ]
5913     ],
5914 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).',
5915     ignore => [
5916     $IGNORE_LIST{non_pickable}
5917     ],
5918 root 1.5 name => 'Shop Floor',
5919 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.'
5920     },
5921 elmex 1.27 'Shop Inventory' => {
5922     attr => [
5923     [
5924     'shop_coords',
5925     {
5926     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.',
5927     name => 'shop rectangle',
5928     type => 'string'
5929     }
5930     ]
5931     ],
5932     desc => 'The purpose of a sign is to display the contents of a shop.',
5933     ignore => [
5934     $IGNORE_LIST{non_pickable}
5935     ],
5936     name => 'Shop Inventory',
5937     use => 'Use these signs to present the player a list of the items in the shop'
5938     },
5939 root 1.3 'Shop Mat' => {
5940 root 1.7 attr => [
5941     [
5942     'no_pick',
5943     {
5944     type => 'fixed',
5945     value => 1
5946     }
5947     ],
5948     [
5949 root 1.14 'move_on',
5950 root 1.7 {
5951 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5952     name => 'movement type',
5953 elmex 1.26 type => 'movement_type'
5954 root 1.7 }
5955     ]
5956     ],
5957 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).',
5958     ignore => [
5959     $IGNORE_LIST{non_pickable}
5960     ],
5961 root 1.5 name => 'Shop Mat',
5962 root 1.3 use => 'As stated above, always place TWO shop mats into your shop. Not more and not less than that.'
5963     },
5964     'Sign & MagicMouth' => {
5965 root 1.7 attr => [
5966     [
5967     'connected',
5968     {
5969     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.',
5970     name => 'connection',
5971     type => 'int'
5972     }
5973     ],
5974     [
5975 elmex 1.21 'activate_on_push',
5976     {
5977     desc => 'Whether the teleporter should only be activated on push.',
5978 root 1.42 name => 'activate on push',
5979 elmex 1.21 type => 'bool'
5980     }
5981     ],
5982     [
5983     'activate_on_release',
5984     {
5985     desc => 'Whether the teleporter should only be activated on release.',
5986 root 1.42 name => 'activate on release',
5987 elmex 1.21 type => 'bool'
5988     }
5989     ],
5990     [
5991 root 1.14 'move_on',
5992 root 1.7 {
5993 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5994     name => 'movement type',
5995 elmex 1.26 type => 'movement_type'
5996 root 1.7 }
5997     ],
5998     [
5999     'food',
6000     {
6001     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).',
6002     name => 'counter',
6003     type => 'int'
6004     }
6005     ],
6006     [
6007     'msg',
6008     {
6009     desc => 'This text will be displayed to the player.',
6010     end => 'endmsg',
6011     name => 'message',
6012     type => 'text'
6013     }
6014     ]
6015     ],
6016     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).',
6017     ignore => [
6018     $IGNORE_LIST{non_pickable}
6019     ],
6020     name => 'Sign & MagicMouth',
6021     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.'
6022     },
6023     Skill => {
6024     attr => [
6025     [
6026     'invisible',
6027     {
6028     type => 'fixed',
6029     value => 1
6030     }
6031     ],
6032     [
6033     'no_drop',
6034     {
6035     type => 'fixed',
6036     value => 1
6037     }
6038     ],
6039     [
6040     'skill',
6041     {
6042     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.',
6043     name => 'skill name',
6044     type => 'string'
6045     }
6046     ],
6047     [
6048     'expmul',
6049     {
6050     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.',
6051     name => 'exp multiplier',
6052     type => 'float'
6053     }
6054     ],
6055     [
6056     'subtype',
6057     {
6058 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.',
6059 root 1.7 name => 'skill type',
6060     type => 'list',
6061     value => $LIST{skill_type}
6062     }
6063     ],
6064     [
6065     'level',
6066     {
6067     name => 'level',
6068     type => 'int'
6069     }
6070     ],
6071     [
6072     'exp',
6073     {
6074     name => 'experience',
6075     type => 'int'
6076     }
6077     ],
6078     [
6079     'can_use_skill',
6080     {
6081     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.',
6082     name => 'is native skill',
6083     type => 'bool'
6084     }
6085     ]
6086 root 1.3 ],
6087     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.',
6088     ignore => [
6089     $IGNORE_LIST{system_object}
6090     ],
6091 root 1.5 name => 'Skill',
6092 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>'
6093     },
6094     'Skill Scroll' => {
6095 root 1.7 attr => [
6096     [
6097     'race',
6098     {
6099     type => 'fixed',
6100     value => 'scrolls'
6101     }
6102     ],
6103     [
6104     'skill',
6105     {
6106     desc => 'The <skill name> matches the skill object that can be learned from this scroll.',
6107     name => 'skill name',
6108     type => 'string'
6109     }
6110     ]
6111     ],
6112 root 1.3 desc => 'By reading a skill scroll, a player has a chance to learn the contained skill.',
6113 root 1.5 name => 'Skill Scroll',
6114 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.'
6115     },
6116 elmex 1.33 'Skill Tool' => {
6117     attr => [
6118     [
6119     'skill',
6120     {
6121     desc => 'This field describes which skill the player will be able to use wearing this item.',
6122     name => 'skill name',
6123     type => 'string'
6124     }
6125     ]
6126     ],
6127     desc => 'Wearing a skill tool will give the player the ability to use a skill.',
6128     name => 'Skill Tool',
6129     section => [
6130     [
6131     'stats',
6132     [
6133     [
6134     'Str',
6135     {
6136     desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
6137     name => 'strength',
6138     type => 'int'
6139     }
6140     ],
6141     [
6142     'Dex',
6143     {
6144     desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
6145     name => 'dexterity',
6146     type => 'int'
6147     }
6148     ],
6149     [
6150     'Con',
6151     {
6152     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.',
6153     name => 'constitution',
6154     type => 'int'
6155     }
6156     ],
6157     [
6158     'Int',
6159     {
6160     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.',
6161     name => 'intelligence',
6162     type => 'int'
6163     }
6164     ],
6165     [
6166     'Pow',
6167     {
6168     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.',
6169     name => 'power',
6170     type => 'int'
6171     }
6172     ],
6173     [
6174     'Wis',
6175     {
6176     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.',
6177     name => 'wisdom',
6178     type => 'int'
6179     }
6180     ],
6181     [
6182     'Cha',
6183     {
6184     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.',
6185     name => 'charisma',
6186     type => 'int'
6187     }
6188     ]
6189     ]
6190     ],
6191     [
6192     'resistance',
6193     [
6194     [
6195     'resist_physical',
6196     {
6197     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6198     name => 'resist physical %',
6199     type => 'int'
6200     }
6201     ],
6202     [
6203     'resist_magic',
6204     {
6205     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6206     name => 'resist magic %',
6207     type => 'int'
6208     }
6209     ],
6210     [
6211     'resist_fire',
6212     {
6213     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6214     name => 'resist fire %',
6215     type => 'int'
6216     }
6217     ],
6218     [
6219     'resist_electricity',
6220     {
6221     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6222     name => 'resist electricity %',
6223     type => 'int'
6224     }
6225     ],
6226     [
6227     'resist_cold',
6228     {
6229     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6230     name => 'resist cold %',
6231     type => 'int'
6232     }
6233     ],
6234     [
6235     'resist_acid',
6236     {
6237     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6238     name => 'resist acid %',
6239     type => 'int'
6240     }
6241     ],
6242     [
6243     'resist_confusion',
6244     {
6245     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6246     name => 'resist confusion %',
6247     type => 'int'
6248     }
6249     ],
6250     [
6251     'resist_weaponmagic',
6252     {
6253     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6254     name => 'resist weaponmagic %',
6255     type => 'int'
6256     }
6257     ],
6258     [
6259     'resist_ghosthit',
6260     {
6261     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6262     name => 'resist ghosthit %',
6263     type => 'int'
6264     }
6265     ],
6266     [
6267     'resist_slow',
6268     {
6269     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6270     name => 'resist slow %',
6271     type => 'int'
6272     }
6273     ],
6274     [
6275     'resist_fear',
6276     {
6277     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6278     name => 'resist fear %',
6279     type => 'int'
6280     }
6281     ],
6282     [
6283     'resist_death',
6284     {
6285     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6286     name => 'resist death-attack %',
6287     type => 'int'
6288     }
6289     ],
6290     [
6291     'resist_chaos',
6292     {
6293     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6294     name => 'resist chaos %',
6295     type => 'int'
6296     }
6297     ],
6298     [
6299     'resist_blind',
6300     {
6301     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6302     name => 'resist blinding %',
6303     type => 'int'
6304     }
6305     ],
6306     [
6307     'resist_holyword',
6308     {
6309     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6310     name => 'resist holy power %',
6311     type => 'int'
6312     }
6313     ],
6314     [
6315     'resist_godpower',
6316     {
6317     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6318     name => 'resist godpower %',
6319     type => 'int'
6320     }
6321     ],
6322     [
6323     'resist_paralyze',
6324     {
6325     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6326     name => 'resist paralyze %',
6327     type => 'int'
6328     }
6329     ],
6330     [
6331     'resist_drain',
6332     {
6333     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6334     name => 'resist draining %',
6335     type => 'int'
6336     }
6337     ],
6338     [
6339     'resist_deplete',
6340     {
6341     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6342     name => 'resist depletion %',
6343     type => 'int'
6344     }
6345     ],
6346     [
6347     'resist_poison',
6348     {
6349     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6350     name => 'resist poison %',
6351     type => 'int'
6352     }
6353     ]
6354     ]
6355     ]
6356     ],
6357     use => 'Feel free to assign resistancies and stats to a skill tools or change the skill that is given.'
6358     },
6359 root 1.3 'Special Key' => {
6360 root 1.7 attr => [
6361     [
6362     'slaying',
6363     {
6364     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.',
6365     name => 'key string',
6366     type => 'string'
6367     }
6368     ],
6369     [
6370     'material',
6371     {
6372     desc => 'For Special Keys, material should always be unset or set to Adamantite. This prevents the key from getting burned or otherwise destroyed.',
6373     name => 'material',
6374     type => 'bitmask',
6375     value => $BITMASK{material}
6376     }
6377     ],
6378     [
6379     'unique',
6380     {
6381     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.',
6382     name => 'unique item',
6383     type => 'bool'
6384     }
6385     ],
6386     [
6387     'startequip',
6388     {
6389     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6390     name => 'godgiven item',
6391     type => 'bool'
6392     }
6393     ],
6394     [
6395     'msg',
6396     {
6397     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.',
6398     end => 'endmsg',
6399     name => 'description',
6400     type => 'text'
6401     }
6402     ]
6403     ],
6404 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.',
6405     ignore => [
6406     'material'
6407     ],
6408 root 1.5 name => 'Special Key',
6409 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".'
6410     },
6411     Spell => {
6412 root 1.7 attr => [
6413     [
6414     'no_drop',
6415     {
6416     type => 'fixed',
6417     value => 1
6418     }
6419     ],
6420     [
6421     'invisible',
6422     {
6423     type => 'fixed',
6424     value => 1
6425     }
6426     ],
6427     [
6428     'skill',
6429     {
6430     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.',
6431     name => 'skill name',
6432     type => 'string'
6433     }
6434     ],
6435     [
6436     'subtype',
6437     {
6438     desc => 'The <spell type> defines the basic type of spell. Some of these types are of a more generic nature than others.',
6439     name => 'spell type',
6440     type => 'list',
6441     value => $LIST{spell_type}
6442     }
6443     ],
6444     [
6445     'level',
6446     {
6447     name => 'spell level',
6448     type => 'int'
6449     }
6450     ],
6451     [
6452     'casting_time',
6453     {
6454     name => 'casting time',
6455     type => 'int'
6456     }
6457     ],
6458     [
6459     'duration',
6460     {
6461     name => 'duration',
6462     type => 'int'
6463     }
6464     ],
6465     [
6466     'other_arch',
6467     {
6468     name => 'create object',
6469     type => 'string'
6470     }
6471     ],
6472     [
6473     'sp',
6474     {
6475     name => 'cost spellpoints',
6476     type => 'int'
6477     }
6478     ],
6479     [
6480     'grace',
6481     {
6482     name => 'cost grace',
6483     type => 'int'
6484     }
6485     ],
6486     [
6487     'maxsp',
6488     {
6489     name => 'double cost per level',
6490     type => 'int'
6491     }
6492     ]
6493     ],
6494 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.',
6495     ignore => [
6496     $IGNORE_LIST{system_object}
6497     ],
6498 root 1.5 name => 'Spell',
6499 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.'
6500     },
6501     Spellbook => {
6502 root 1.7 attr => [
6503     [
6504     'skill',
6505     {
6506     type => 'fixed',
6507     value => 'literacy'
6508     }
6509     ],
6510     [
6511     'randomitems',
6512     {
6513     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.',
6514     name => 'treasurelist',
6515     type => 'treasurelist'
6516     }
6517     ],
6518     [
6519     'startequip',
6520     {
6521     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6522     name => 'godgiven item',
6523     type => 'bool'
6524     }
6525     ],
6526     [
6527     'msg',
6528     {
6529     desc => 'This text may contain a nice description of the spellbook\'s cover or something.',
6530     end => 'endmsg',
6531     name => 'description',
6532     type => 'text'
6533     }
6534     ]
6535     ],
6536 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.',
6537 root 1.5 name => 'Spellbook',
6538 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.'
6539     },
6540     Spinner => {
6541 root 1.7 attr => [
6542     [
6543     'sp',
6544     {
6545     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.',
6546     name => 'direction number',
6547     type => 'int'
6548     }
6549     ],
6550     [
6551 root 1.14 'move_on',
6552 root 1.7 {
6553 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6554     name => 'movement type',
6555 elmex 1.26 type => 'movement_type'
6556 root 1.7 }
6557     ]
6558     ],
6559 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.',
6560     ignore => [
6561     $IGNORE_LIST{non_pickable}
6562     ],
6563 root 1.5 name => 'Spinner',
6564 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.'
6565     },
6566     Swamp => {
6567 root 1.7 attr => [
6568     [
6569     'is_floor',
6570     {
6571     type => 'fixed',
6572     value => 1
6573     }
6574     ],
6575     [
6576     'is_wooded',
6577     {
6578     type => 'fixed',
6579     value => 1
6580     }
6581     ],
6582     [
6583     'speed',
6584     {
6585     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.',
6586     name => 'drowning speed',
6587     type => 'float'
6588     }
6589     ],
6590     [
6591 root 1.17 'speed_left',
6592     {
6593     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.',
6594     name => 'speed left',
6595     type => 'float'
6596     }
6597     ],
6598     [
6599 root 1.14 'move_on',
6600     {
6601     desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6602     name => 'movement type',
6603 elmex 1.26 type => 'movement_type'
6604 root 1.14 }
6605     ],
6606     [
6607     'move_block',
6608 root 1.7 {
6609 root 1.14 desc => 'Objects using these movement types cannot move over this space.',
6610     name => 'blocked movement',
6611 elmex 1.26 type => 'movement_type'
6612 root 1.14 }
6613     ],
6614     [
6615     'move_allow',
6616     {
6617     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6618     name => 'allowed movement',
6619 elmex 1.26 type => 'movement_type'
6620 root 1.14 }
6621     ],
6622     [
6623     'move_slow',
6624     {
6625     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6626     name => 'slowed movement',
6627 elmex 1.26 type => 'movement_type'
6628 root 1.14 }
6629     ],
6630     [
6631     'move_slow_penalty',
6632     {
6633     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)',
6634     name => 'slow movement penalty',
6635 root 1.7 type => 'int'
6636     }
6637     ],
6638     [
6639     'no_magic',
6640     {
6641     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
6642     name => 'no spells',
6643     type => 'bool'
6644     }
6645     ],
6646     [
6647     'damned',
6648     {
6649     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
6650     name => 'no prayers',
6651     type => 'bool'
6652     }
6653     ]
6654     ],
6655 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.',
6656     ignore => [
6657     $IGNORE_LIST{non_pickable}
6658 root 1.5 ],
6659     name => 'Swamp'
6660 root 1.3 },
6661     Teleporter => {
6662 root 1.7 attr => [
6663     [
6664     'slaying',
6665     {
6666     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.',
6667     name => 'exit path',
6668     type => 'string'
6669     }
6670     ],
6671     [
6672     'hp',
6673     {
6674     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.',
6675     name => 'destination X',
6676     type => 'int'
6677     }
6678     ],
6679     [
6680     'sp',
6681     {
6682     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.',
6683     name => 'destination Y',
6684     type => 'int'
6685     }
6686     ],
6687     [
6688     'connected',
6689     {
6690     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.',
6691     name => 'connection',
6692     type => 'int'
6693     }
6694     ],
6695     [
6696 elmex 1.21 'activate_on_push',
6697     {
6698     desc => 'Whether the teleporter should only be activated on push.',
6699 root 1.42 name => 'activate on push',
6700 elmex 1.21 type => 'bool'
6701     }
6702     ],
6703     [
6704     'activate_on_release',
6705     {
6706     desc => 'Whether the teleporter should only be activated on release.',
6707 root 1.42 name => 'activate on release',
6708 elmex 1.21 type => 'bool'
6709     }
6710     ],
6711     [
6712 root 1.7 'speed',
6713     {
6714     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!',
6715     name => 'activation speed',
6716     type => 'float'
6717     }
6718 root 1.17 ],
6719     [
6720     'speed_left',
6721     {
6722     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.',
6723     name => 'speed left',
6724     type => 'float'
6725     }
6726 root 1.7 ]
6727     ],
6728 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.',
6729     ignore => [
6730     $IGNORE_LIST{non_pickable}
6731     ],
6732 root 1.5 name => 'Teleporter',
6733 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.'
6734     },
6735 root 1.8 'Timed Gate' => {
6736     attr => [
6737     [
6738     'no_pick',
6739     {
6740     type => 'fixed',
6741     value => 1
6742     }
6743     ],
6744     [
6745     'connected',
6746     {
6747     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.',
6748     name => 'connection',
6749     type => 'int'
6750     }
6751     ],
6752     [
6753 elmex 1.21 'activate_on_push',
6754     {
6755     desc => 'Whether the teleporter should only be activated on push.',
6756 root 1.42 name => 'activate on push',
6757 elmex 1.21 type => 'bool'
6758     }
6759     ],
6760     [
6761     'activate_on_release',
6762     {
6763     desc => 'Whether the teleporter should only be activated on release.',
6764 root 1.42 name => 'activate on release',
6765 elmex 1.21 type => 'bool'
6766     }
6767     ],
6768     [
6769 root 1.8 'wc',
6770     {
6771     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.',
6772     name => 'position state',
6773     type => 'int'
6774     }
6775     ],
6776     [
6777 root 1.14 'move_block',
6778     {
6779     desc => 'Objects using these movement types cannot move over this space.',
6780     name => 'blocked movement',
6781 elmex 1.26 type => 'movement_type'
6782 root 1.14 }
6783     ],
6784     [
6785     'move_allow',
6786     {
6787     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6788     name => 'allowed movement',
6789 elmex 1.26 type => 'movement_type'
6790 root 1.14 }
6791     ],
6792     [
6793     'move_slow',
6794 root 1.8 {
6795 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6796     name => 'slowed movement',
6797 elmex 1.26 type => 'movement_type'
6798 root 1.14 }
6799     ],
6800     [
6801     'move_slow_penalty',
6802     {
6803     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)',
6804     name => 'slow movement penalty',
6805     type => 'int'
6806 root 1.8 }
6807     ],
6808     [
6809     'no_magic',
6810     {
6811     desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
6812     name => 'restrict spells',
6813     type => 'bool'
6814     }
6815     ],
6816     [
6817     'damned',
6818     {
6819     desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
6820     name => 'restrict prayers',
6821     type => 'bool'
6822     }
6823     ],
6824     [
6825     'hp',
6826     {
6827     desc => 'Defines the duration the gate remains closed. This only takes effect if the gate is not connected.',
6828     name => 'open duration',
6829     type => 'int'
6830     }
6831     ]
6832     ],
6833 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.',
6834 root 1.8 ignore => [
6835     $IGNORE_LIST{non_pickable}
6836     ],
6837     name => 'Timed Gate',
6838     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".'
6839     },
6840 root 1.3 Trap => {
6841 root 1.7 attr => [
6842     [
6843     'no_pick',
6844     {
6845     type => 'fixed',
6846     value => 1
6847     }
6848     ],
6849     [
6850 root 1.14 'move_on',
6851 root 1.7 {
6852 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6853     name => 'movement type',
6854 elmex 1.26 type => 'movement_type'
6855 root 1.7 }
6856     ],
6857     [
6858     'level',
6859     {
6860     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.',
6861     name => 'trap level',
6862     type => 'int'
6863     }
6864     ],
6865     [
6866     'Cha',
6867     {
6868     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.',
6869     name => 'visibility',
6870     type => 'int'
6871     }
6872     ],
6873     [
6874     'hp',
6875     {
6876     desc => 'The trap will detonate <number of charges> times before disappearing.',
6877     name => 'number of charges',
6878     type => 'int'
6879     }
6880     ],
6881     [
6882     'dam',
6883     {
6884     desc => '<direct damage> specifies how much damage is done by the trap. This should be set in reasonable relation to the trap\'s level.',
6885     name => 'direct damage',
6886     type => 'int'
6887     }
6888     ],
6889     [
6890     'attacktype',
6891     {
6892     desc => 'This attribute defines what attacktype to use for direct damage when the trap detonates.',
6893     name => 'attacktype',
6894     type => 'bitmask',
6895     value => $BITMASK{attacktype}
6896     }
6897     ],
6898     [
6899     'connected',
6900     {
6901     desc => 'When the trap is detonated, all objects with the same connection value get activated.',
6902     name => 'connection',
6903     type => 'int'
6904     }
6905     ],
6906     [
6907     'msg',
6908     {
6909     desc => 'When the trap detonates, this text is displayed to the victim. For especially powerful or complex traps, create an appropriate and thrilling description. ;)',
6910     end => 'endmsg',
6911     name => 'detonation text',
6912     type => 'text'
6913     }
6914     ]
6915     ],
6916 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.',
6917     ignore => [
6918     'no_pick',
6919     'title',
6920     'name_pl',
6921     'weight',
6922     'value',
6923     'material',
6924     'unpaid'
6925     ],
6926 root 1.5 name => 'Trap',
6927 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.'
6928     },
6929     Trapdoor => {
6930 root 1.7 attr => [
6931     [
6932     'no_pick',
6933     {
6934     type => 'fixed',
6935     value => 1
6936     }
6937     ],
6938     [
6939 root 1.14 'move_on',
6940 root 1.7 {
6941 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6942     name => 'movement type',
6943 elmex 1.26 type => 'movement_type'
6944 root 1.7 }
6945     ],
6946     [
6947     'weight',
6948     {
6949     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.',
6950     name => 'hold weight',
6951     type => 'int'
6952     }
6953     ],
6954     [
6955     'hp',
6956     {
6957     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!',
6958     name => 'destination X',
6959     type => 'int'
6960     }
6961     ],
6962     [
6963     'sp',
6964     {
6965     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!',
6966     name => 'destination Y',
6967     type => 'int'
6968     }
6969     ]
6970     ],
6971 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.',
6972     ignore => [
6973     $IGNORE_LIST{non_pickable}
6974     ],
6975 root 1.5 name => 'Trapdoor',
6976 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.'
6977     },
6978     Treasure => {
6979 root 1.7 attr => [
6980     [
6981     'randomitems',
6982     {
6983     desc => 'This entry determines what kind of treasure will appear. Look into /crossfire/share/crossfire/treasures for details about existing treasurelists.',
6984     name => 'treasurelist',
6985     type => 'treasurelist'
6986     }
6987     ],
6988     [
6989     'auto_apply',
6990     {
6991     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.',
6992     name => 'auto-generate',
6993     type => 'bool'
6994     }
6995     ],
6996     [
6997     'hp',
6998     {
6999     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.',
7000     name => 'create number',
7001     type => 'int'
7002     }
7003     ],
7004     [
7005     'exp',
7006     {
7007     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).',
7008     name => 'quality level',
7009     type => 'int'
7010     }
7011     ]
7012     ],
7013 root 1.3 desc => 'A treasure-object turns into certain randomitems when the map is loaded into the game.',
7014     ignore => [
7015     'nrof',
7016     'title',
7017     'name_pl',
7018     'weight',
7019     'value',
7020     'material'
7021     ],
7022 root 1.5 name => 'Treasure',
7023 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.'
7024     },
7025     'Trigger Marker' => {
7026 root 1.7 attr => [
7027     [
7028     'no_pick',
7029     {
7030     type => 'fixed',
7031     value => 1
7032     }
7033     ],
7034     [
7035     'slaying',
7036     {
7037     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.',
7038     name => 'key string',
7039     type => 'string'
7040     }
7041     ],
7042     [
7043     'connected',
7044     {
7045     desc => 'Unlike a regular marker this is the connection that triggers this marker to activate.',
7046     name => 'connection',
7047     type => 'int'
7048     }
7049     ],
7050     [
7051     'food',
7052     {
7053     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.',
7054     name => 'mark duration',
7055     type => 'int'
7056     }
7057     ],
7058     [
7059     'name',
7060     {
7061     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.',
7062     name => 'delete mark',
7063     type => 'string'
7064     }
7065     ],
7066     [
7067     'msg',
7068     {
7069     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.',
7070     end => 'endmsg',
7071     name => 'marking message',
7072     type => 'text'
7073     }
7074     ]
7075     ],
7076 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.',
7077     ignore => [
7078     $IGNORE_LIST{system_object}
7079     ],
7080 root 1.5 name => 'Trigger Marker',
7081 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.'
7082     },
7083     Wall => {
7084 root 1.7 attr => [
7085     [
7086 root 1.14 'move_block',
7087     {
7088     desc => 'Objects using these movement types cannot move over this space.',
7089     name => 'blocked movement',
7090 elmex 1.26 type => 'movement_type'
7091 root 1.14 }
7092     ],
7093     [
7094     'move_allow',
7095     {
7096     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
7097     name => 'allowed movement',
7098 elmex 1.26 type => 'movement_type'
7099 root 1.14 }
7100     ],
7101     [
7102     'move_slow',
7103 root 1.7 {
7104 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
7105     name => 'slowed movement',
7106 elmex 1.26 type => 'movement_type'
7107 root 1.14 }
7108     ],
7109     [
7110     'move_slow_penalty',
7111     {
7112     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)',
7113     name => 'slow movement penalty',
7114     type => 'int'
7115 root 1.7 }
7116     ],
7117     [
7118     'can_roll',
7119     {
7120     desc => 'If set, the object is able to "roll", so it can be pushed around. This setting is used for boulders and barrels.',
7121     name => 'moveable',
7122     type => 'bool'
7123     }
7124     ],
7125     [
7126     'no_magic',
7127     {
7128     desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
7129     name => 'restrict spells',
7130     type => 'bool'
7131     }
7132     ],
7133     [
7134     'damned',
7135     {
7136     desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
7137     name => 'restrict prayers',
7138     type => 'bool'
7139     }
7140     ]
7141     ],
7142 root 1.3 desc => 'Walls usually block passage and sight.',
7143     ignore => [
7144     'nrof',
7145     'title',
7146     'name_pl',
7147     'value',
7148     'unpaid'
7149     ],
7150 root 1.19 name => 'Wall'
7151 root 1.3 },
7152     'Wand & Staff' => {
7153 root 1.7 attr => [
7154     [
7155     'sp',
7156     {
7157     desc => 'The <spell> specifies the contained spell.',
7158     name => 'spell',
7159     type => 'spell'
7160     }
7161     ],
7162     [
7163     'level',
7164     {
7165     desc => 'The <casting level> of the wand determines it\'s power. An average level for wands in shops is about 10.',
7166     name => 'casting level',
7167     type => 'int'
7168     }
7169     ],
7170     [
7171     'food',
7172     {
7173     desc => 'The wand can be used <number of charges> times before it is used up. It can be recharged with scrolls of charging.',
7174     name => 'number of charges',
7175     type => 'int'
7176     }
7177     ],
7178     [
7179     'startequip',
7180     {
7181     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
7182     name => 'godgiven item',
7183     type => 'bool'
7184     }
7185     ],
7186     [
7187     'msg',
7188     {
7189     desc => 'This text may contain a description of the wand.',
7190     end => 'endmsg',
7191     name => 'description',
7192     type => 'text'
7193     }
7194     ]
7195     ],
7196 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.',
7197 root 1.5 name => 'Wand & Staff',
7198 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.'
7199 root 1.3 },
7200     'Weak Wall' => {
7201 root 1.7 attr => [
7202     [
7203     'alive',
7204     {
7205     type => 'fixed',
7206     value => 1
7207     }
7208     ],
7209     [
7210     'no_pick',
7211     {
7212     type => 'fixed',
7213     value => 1
7214     }
7215     ],
7216     [
7217     'tear_down',
7218     {
7219     type => 'fixed',
7220     value => 1
7221     }
7222     ],
7223     [
7224     'race',
7225     {
7226     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.',
7227     name => 'race',
7228     type => 'string'
7229     }
7230     ],
7231     [
7232     'level',
7233     {
7234     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.',
7235     name => 'level',
7236     type => 'int'
7237     }
7238     ],
7239     [
7240     'hp',
7241     {
7242     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.',
7243     name => 'health points',
7244     type => 'int'
7245     }
7246     ],
7247     [
7248     'maxhp',
7249     {
7250     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.',
7251     name => 'max health',
7252     type => 'int'
7253     }
7254     ],
7255     [
7256     'ac',
7257     {
7258     desc => 'Weak walls of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
7259     name => 'armour class',
7260     type => 'int'
7261     }
7262     ]
7263     ],
7264 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.',
7265     ignore => [
7266     $IGNORE_LIST{non_pickable}
7267     ],
7268 root 1.5 name => 'Weak Wall',
7269 root 1.4 section => [
7270     [
7271     'resistance',
7272 root 1.7 [
7273     [
7274     'resist_physical',
7275     {
7276     name => 'resist physical %',
7277     type => 'int'
7278     }
7279     ],
7280     [
7281     'resist_magic',
7282     {
7283     name => 'resist magic %',
7284     type => 'int'
7285     }
7286     ],
7287     [
7288     'resist_fire',
7289     {
7290     name => 'resist fire %',
7291     type => 'int'
7292     }
7293     ],
7294     [
7295     'resist_electricity',
7296     {
7297     name => 'resist electricity %',
7298     type => 'int'
7299     }
7300     ],
7301     [
7302     'resist_cold',
7303     {
7304     name => 'resist cold %',
7305     type => 'int'
7306     }
7307     ],
7308     [
7309     'resist_confusion',
7310     {
7311     name => 'resist confusion %',
7312     type => 'int'
7313     }
7314     ],
7315     [
7316     'resist_acid',
7317     {
7318     name => 'resist acid %',
7319     type => 'int'
7320     }
7321     ],
7322     [
7323     'resist_drain',
7324     {
7325     name => 'resist draining %',
7326     type => 'int'
7327     }
7328     ],
7329     [
7330     'resist_weaponmagic',
7331     {
7332     name => 'resist weaponmagic %',
7333     type => 'int'
7334     }
7335     ],
7336     [
7337     'resist_ghosthit',
7338     {
7339     name => 'resist ghosthit %',
7340     type => 'int'
7341     }
7342     ],
7343     [
7344     'resist_poison',
7345     {
7346     name => 'resist poison %',
7347     type => 'int'
7348     }
7349     ],
7350     [
7351     'resist_slow',
7352     {
7353     name => 'resist slow %',
7354     type => 'int'
7355     }
7356     ],
7357     [
7358     'resist_paralyze',
7359     {
7360     name => 'resist paralyze %',
7361     type => 'int'
7362     }
7363     ],
7364     [
7365     'resist_fear',
7366     {
7367     name => 'resist fear %',
7368     type => 'int'
7369     }
7370     ],
7371     [
7372     'resist_deplete',
7373     {
7374     name => 'resist depletion %',
7375     type => 'int'
7376     }
7377     ],
7378     [
7379     'resist_death',
7380     {
7381     name => 'resist death-attack %',
7382     type => 'int'
7383     }
7384     ],
7385     [
7386     'resist_chaos',
7387     {
7388     name => 'resist chaos %',
7389     type => 'int'
7390     }
7391     ],
7392     [
7393     'resist_blind',
7394     {
7395     name => 'resist blinding %',
7396     type => 'int'
7397     }
7398     ],
7399     [
7400     'resist_holyword',
7401     {
7402     name => 'resist holy power %',
7403     type => 'int'
7404     }
7405     ],
7406     [
7407     'resist_godpower',
7408     {
7409     name => 'resist godpower %',
7410     type => 'int'
7411     }
7412     ]
7413     ]
7414 root 1.4 ]
7415     ],
7416 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.'
7417     },
7418     Weapon => {
7419 root 1.7 attr => [
7420     [
7421     'attacktype',
7422     {
7423     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.',
7424     name => 'attacktype',
7425     type => 'bitmask',
7426     value => $BITMASK{attacktype}
7427     }
7428     ],
7429     [
7430     'weapontype',
7431     {
7432     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.',
7433     name => 'weapontype',
7434     type => 'list',
7435     value => $LIST{weapon_type}
7436     }
7437     ],
7438     [
7439     'skill',
7440     {
7441     desc => 'Matching <skill name> of the skill that is required to use this weapon.',
7442     name => 'skill name',
7443     type => 'string'
7444     }
7445     ],
7446     [
7447     'dam',
7448     {
7449     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.',
7450     name => 'damage',
7451     type => 'int'
7452     }
7453     ],
7454     [
7455     'slaying',
7456     {
7457     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.',
7458     name => 'slaying race',
7459     type => 'string'
7460     }
7461     ],
7462     [
7463     'last_sp',
7464     {
7465     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.',
7466     name => 'weapon speed',
7467     type => 'int'
7468     }
7469     ],
7470     [
7471     'wc',
7472     {
7473     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.',
7474     name => 'weapon class',
7475     type => 'int'
7476     }
7477     ],
7478     [
7479     'magic',
7480     {
7481     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.',
7482     name => 'magic bonus',
7483     type => 'int'
7484     }
7485     ],
7486     [
7487     'item_power',
7488     {
7489 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>.',
7490 root 1.7 name => 'item power',
7491     type => 'int'
7492     }
7493     ],
7494     [
7495     'damned',
7496     {
7497     desc => 'A damned weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
7498     name => 'damnation',
7499     type => 'bool'
7500     }
7501     ],
7502     [
7503     'cursed',
7504     {
7505     desc => 'A cursed weapon cannot be unwielded unless the curse is removed.',
7506     name => 'curse',
7507     type => 'bool'
7508     }
7509     ],
7510     [
7511     'lifesave',
7512     {
7513 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!',
7514 root 1.7 name => 'save life',
7515     type => 'bool'
7516     }
7517     ],
7518     [
7519     'unique',
7520     {
7521     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
7522     name => 'unique item',
7523     type => 'bool'
7524     }
7525     ],
7526     [
7527     'startequip',
7528     {
7529     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
7530     name => 'godgiven item',
7531     type => 'bool'
7532     }
7533     ],
7534     [
7535     'msg',
7536     {
7537     desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
7538     end => 'endmsg',
7539     name => 'description',
7540     type => 'text'
7541     }
7542     ]
7543     ],
7544 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.',
7545 root 1.5 name => 'Weapon',
7546 root 1.4 section => [
7547     [
7548 elmex 1.33 'stats',
7549     [
7550     [
7551     'Str',
7552     {
7553     desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
7554     name => 'strength',
7555     type => 'int'
7556     }
7557     ],
7558     [
7559     'Dex',
7560     {
7561     desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
7562     name => 'dexterity',
7563     type => 'int'
7564     }
7565     ],
7566     [
7567     'Con',
7568     {
7569     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.',
7570     name => 'constitution',
7571     type => 'int'
7572     }
7573     ],
7574     [
7575     'Int',
7576     {
7577     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.',
7578     name => 'intelligence',
7579     type => 'int'
7580     }
7581     ],
7582     [
7583     'Pow',
7584     {
7585     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.',
7586     name => 'power',
7587     type => 'int'
7588     }
7589     ],
7590     [
7591     'Wis',
7592     {
7593     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.',
7594     name => 'wisdom',
7595     type => 'int'
7596     }
7597     ],
7598     [
7599     'Cha',
7600     {
7601     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.',
7602     name => 'charisma',
7603     type => 'int'
7604     }
7605     ]
7606     ]
7607     ],
7608     [
7609 root 1.4 'resistance',
7610 root 1.7 [
7611     [
7612     'resist_physical',
7613     {
7614 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7615 root 1.7 name => 'resist physical %',
7616     type => 'int'
7617     }
7618     ],
7619     [
7620     'resist_magic',
7621     {
7622 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7623 root 1.7 name => 'resist magic %',
7624     type => 'int'
7625     }
7626     ],
7627     [
7628     'resist_fire',
7629     {
7630 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7631 root 1.7 name => 'resist fire %',
7632     type => 'int'
7633     }
7634     ],
7635     [
7636     'resist_electricity',
7637     {
7638 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7639 root 1.7 name => 'resist electricity %',
7640     type => 'int'
7641     }
7642     ],
7643     [
7644     'resist_cold',
7645     {
7646 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7647 root 1.7 name => 'resist cold %',
7648     type => 'int'
7649     }
7650     ],
7651     [
7652     'resist_acid',
7653     {
7654 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7655 root 1.7 name => 'resist acid %',
7656     type => 'int'
7657     }
7658     ],
7659     [
7660 elmex 1.33 'resist_confusion',
7661 root 1.7 {
7662 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7663     name => 'resist confusion %',
7664 root 1.7 type => 'int'
7665     }
7666     ],
7667     [
7668     'resist_weaponmagic',
7669     {
7670 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7671 root 1.7 name => 'resist weaponmagic %',
7672     type => 'int'
7673     }
7674     ],
7675     [
7676     'resist_ghosthit',
7677     {
7678 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7679 root 1.7 name => 'resist ghosthit %',
7680     type => 'int'
7681     }
7682     ],
7683     [
7684     'resist_slow',
7685     {
7686 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7687 root 1.7 name => 'resist slow %',
7688     type => 'int'
7689     }
7690     ],
7691     [
7692     'resist_fear',
7693     {
7694 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7695 root 1.7 name => 'resist fear %',
7696     type => 'int'
7697     }
7698     ],
7699     [
7700     'resist_death',
7701     {
7702 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7703 root 1.7 name => 'resist death-attack %',
7704     type => 'int'
7705     }
7706     ],
7707     [
7708     'resist_chaos',
7709     {
7710 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7711 root 1.7 name => 'resist chaos %',
7712     type => 'int'
7713     }
7714     ],
7715     [
7716     'resist_blind',
7717     {
7718 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7719 root 1.7 name => 'resist blinding %',
7720     type => 'int'
7721     }
7722     ],
7723     [
7724     'resist_holyword',
7725     {
7726 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7727 root 1.7 name => 'resist holy power %',
7728     type => 'int'
7729     }
7730     ],
7731     [
7732 elmex 1.33 'resist_godpower',
7733 root 1.7 {
7734 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!',
7735     name => 'resist godpower %',
7736 root 1.7 type => 'int'
7737     }
7738     ],
7739     [
7740 elmex 1.33 'resist_paralyze',
7741 root 1.7 {
7742 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!',
7743     name => 'resist paralyze %',
7744 root 1.7 type => 'int'
7745     }
7746     ],
7747     [
7748 elmex 1.33 'resist_drain',
7749 root 1.7 {
7750 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!',
7751     name => 'resist draining %',
7752 root 1.7 type => 'int'
7753     }
7754     ],
7755     [
7756 elmex 1.33 'resist_deplete',
7757 root 1.7 {
7758 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!',
7759     name => 'resist depletion %',
7760 root 1.7 type => 'int'
7761     }
7762     ],
7763     [
7764 elmex 1.33 'resist_poison',
7765 root 1.7 {
7766 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!',
7767     name => 'resist poison %',
7768 root 1.7 type => 'int'
7769     }
7770     ]
7771     ]
7772 root 1.4 ],
7773     [
7774     'misc',
7775 root 1.7 [
7776     [
7777     'luck',
7778     {
7779     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.',
7780     name => 'luck bonus',
7781     type => 'int'
7782     }
7783     ],
7784     [
7785     'hp',
7786     {
7787     desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
7788     name => 'health regen.',
7789     type => 'int'
7790     }
7791     ],
7792     [
7793     'sp',
7794     {
7795     desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
7796     name => 'mana regen.',
7797     type => 'int'
7798     }
7799     ],
7800     [
7801     'grace',
7802     {
7803     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!!',
7804     name => 'grace regen.',
7805     type => 'int'
7806     }
7807     ],
7808     [
7809     'food',
7810     {
7811     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.',
7812     name => 'food bonus',
7813     type => 'int'
7814     }
7815     ],
7816     [
7817     'xrays',
7818     {
7819 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.',
7820 root 1.7 name => 'xray vision',
7821     type => 'bool'
7822     }
7823     ],
7824     [
7825     'stealth',
7826     {
7827     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)',
7828     name => 'stealth',
7829     type => 'bool'
7830     }
7831     ],
7832     [
7833     'reflect_spell',
7834     {
7835     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!',
7836     name => 'reflect spells',
7837     type => 'bool'
7838     }
7839     ],
7840     [
7841     'reflect_missile',
7842     {
7843     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.',
7844     name => 'reflect missiles',
7845     type => 'bool'
7846     }
7847     ],
7848     [
7849     'path_attuned',
7850     {
7851     desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this weapon.',
7852     name => 'attuned paths',
7853     type => 'bitmask',
7854     value => $BITMASK{spellpath}
7855     }
7856     ],
7857     [
7858     'path_repelled',
7859     {
7860     desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this weapon.',
7861     name => 'repelled paths',
7862     type => 'bitmask',
7863     value => $BITMASK{spellpath}
7864     }
7865     ],
7866     [
7867     'path_denied',
7868     {
7869     desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this weapon.',
7870     name => 'denied paths',
7871     type => 'bitmask',
7872     value => $BITMASK{spellpath}
7873     }
7874     ]
7875     ]
7876 root 1.4 ]
7877     ],
7878 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.'
7879 root 1.1 }
7880     );
7881    
7882 root 1.3 our %ATTR = (
7883     3 => $TYPE{Rod},
7884     4 => $TYPE{Treasure},
7885     5 => $TYPE{Potion},
7886     6 => $TYPE{Food},
7887     7 => $TYPE{'Poison Food'},
7888     8 => $TYPE{Book},
7889     9 => $TYPE{Clock},
7890     13 => $TYPE{Projectile},
7891     14 => $TYPE{'Shooting Weapon'},
7892     15 => $TYPE{Weapon},
7893     16 => $TYPE{'Brestplate Armour'},
7894     17 => $TYPE{Pedestal},
7895     18 => $TYPE{Altar},
7896     20 => $TYPE{'Locked Door'},
7897     21 => $TYPE{'Special Key'},
7898 root 1.9 23 => $TYPE{Door},
7899     24 => $TYPE{Key},
7900 root 1.8 26 => $TYPE{'Timed Gate'},
7901 root 1.3 27 => $TYPE{'Handle Trigger'},
7902 root 1.9 28 => $TYPE{'Monster (Grimreaper)'},
7903 root 1.3 29 => $TYPE{'Magic Ear'},
7904 root 1.9 30 => $TYPE{'Button Trigger'},
7905 root 1.3 31 => $TYPE{'Altar Trigger'},
7906     33 => $TYPE{Shield},
7907     34 => $TYPE{Helmet},
7908     35 => $TYPE{Horn},
7909     36 => $TYPE{Money},
7910 root 1.9 37 => $TYPE{'Class Changer'},
7911 root 1.3 39 => $TYPE{Amulet},
7912     40 => $TYPE{Mover},
7913     41 => $TYPE{Teleporter},
7914     42 => $TYPE{Creator},
7915     43 => $TYPE{Skill},
7916     51 => $TYPE{Detector},
7917     52 => $TYPE{'Trigger Marker'},
7918     55 => $TYPE{Marker},
7919     56 => $TYPE{'Holy Altar'},
7920     58 => $TYPE{Battleground},
7921     60 => $TYPE{Jewel},
7922     62 => $TYPE{'Magic Wall'},
7923     64 => $TYPE{'Inventory Checker'},
7924     65 => $TYPE{'Mood Floor'},
7925     66 => $TYPE{Exit},
7926     67 => $TYPE{'Floor (Encounter)'},
7927     68 => $TYPE{'Shop Floor'},
7928     69 => $TYPE{'Shop Mat'},
7929     70 => $TYPE{Ring},
7930     72 => $TYPE{Flesh},
7931     73 => $TYPE{Inorganic},
7932 elmex 1.33 74 => $TYPE{'Skill Tool'},
7933 root 1.3 83 => $TYPE{Duplicator},
7934     85 => $TYPE{Spellbook},
7935     87 => $TYPE{Cloak},
7936     88 => $TYPE{'Hazard Floor'},
7937     90 => $TYPE{Spinner},
7938     91 => $TYPE{Gate},
7939     92 => $TYPE{Button},
7940     93 => $TYPE{Handle},
7941     94 => $TYPE{Pit},
7942     95 => $TYPE{Trapdoor},
7943     98 => $TYPE{'Sign & MagicMouth'},
7944     99 => $TYPE{Boots},
7945     100 => $TYPE{Gloves},
7946     101 => $TYPE{Spell},
7947     103 => $TYPE{Converter},
7948     104 => $TYPE{Bracers},
7949     106 => $TYPE{Savebed},
7950     109 => $TYPE{'Wand & Staff'},
7951     111 => $TYPE{Scroll},
7952     112 => $TYPE{Director},
7953     113 => $TYPE{Girdle},
7954 root 1.10 116 => $TYPE{'Event Connector'},
7955 root 1.3 122 => $TYPE{Container},
7956     130 => $TYPE{'Skill Scroll'},
7957     138 => $TYPE{Swamp},
7958 elmex 1.27 150 => $TYPE{'Shop Inventory'},
7959 root 1.3 154 => $TYPE{Rune},
7960     155 => $TYPE{Trap},
7961     156 => $TYPE{'Power Crystal'},
7962 root 1.8 158 => $TYPE{Disease},
7963 elmex 1.23 163 => $TYPE{'Item Transformer'},
7964 root 1.49 164 => $TYPE{'Map Script'},
7965 root 1.45 165 => $TYPE{'Safe ground'},
7966     999 => $TYPE{Ability}
7967 root 1.1 );
7968    
7969 root 1.3 our %TYPENAME = (
7970     0 => '*NONE*',
7971     1 => 'PLAYER',
7972 root 1.9 2 => 'TRANSPORT',
7973 root 1.3 3 => 'ROD',
7974     4 => 'TREASURE',
7975     5 => 'POTION',
7976     6 => 'FOOD',
7977     7 => 'POISON',
7978     8 => 'BOOK',
7979     9 => 'CLOCK',
7980     12 => 'LIGHTNING',
7981     13 => 'ARROW',
7982     14 => 'BOW',
7983     15 => 'WEAPON',
7984     16 => 'ARMOUR',
7985     17 => 'PEDESTAL',
7986     18 => 'ALTAR',
7987     20 => 'LOCKED_DOOR',
7988     21 => 'SPECIAL_KEY',
7989     22 => 'MAP',
7990     23 => 'DOOR',
7991     24 => 'KEY',
7992     26 => 'TIMED_GATE',
7993     27 => 'TRIGGER',
7994     28 => 'GRIMREAPER',
7995     29 => 'MAGIC_EAR',
7996     30 => 'TRIGGER_BUTTON',
7997     31 => 'TRIGGER_ALTAR',
7998     32 => 'TRIGGER_PEDESTAL',
7999     33 => 'SHIELD',
8000     34 => 'HELMET',
8001     35 => 'HORN',
8002     36 => 'MONEY',
8003     37 => 'CLASS',
8004     38 => 'GRAVESTONE',
8005     39 => 'AMULET',
8006     40 => 'PLAYERMOVER',
8007     41 => 'TELEPORTER',
8008     42 => 'CREATOR',
8009     43 => 'SKILL',
8010     44 => 'EXPERIENCE',
8011     45 => 'EARTHWALL',
8012     46 => 'GOLEM',
8013     48 => 'THROWN_OBJ',
8014     49 => 'BLINDNESS',
8015     50 => 'GOD',
8016     51 => 'DETECTOR',
8017     52 => 'TRIGGER_MARKER',
8018     53 => 'DEAD_OBJECT',
8019     54 => 'DRINK',
8020     55 => 'MARKER',
8021     56 => 'HOLY_ALTAR',
8022     57 => 'PLAYER_CHANGER',
8023     58 => 'BATTLEGROUND',
8024     59 => 'PEACEMAKER',
8025     60 => 'GEM',
8026     62 => 'FIREWALL',
8027     63 => 'ANVIL',
8028     64 => 'CHECK_INV',
8029     65 => 'MOOD_FLOOR',
8030     66 => 'EXIT',
8031     67 => 'ENCOUNTER',
8032     68 => 'SHOP_FLOOR',
8033     69 => 'SHOP_MAT',
8034     70 => 'RING',
8035     71 => 'FLOOR',
8036     72 => 'FLESH',
8037     73 => 'INORGANIC',
8038     74 => 'SKILL_TOOL',
8039     75 => 'LIGHTER',
8040     76 => 'TRAP_PART',
8041     77 => 'WALL',
8042     78 => 'LIGHT_SOURCE',
8043     79 => 'MISC_OBJECT',
8044     80 => 'MONSTER',
8045     81 => 'SPAWN_GENERATOR',
8046     82 => 'LAMP',
8047     83 => 'DUPLICATOR',
8048     84 => 'TOOL',
8049     85 => 'SPELLBOOK',
8050     86 => 'BUILDFAC',
8051     87 => 'CLOAK',
8052     90 => 'SPINNER',
8053     91 => 'GATE',
8054     92 => 'BUTTON',
8055     93 => 'CF_HANDLE',
8056     94 => 'HOLE',
8057     95 => 'TRAPDOOR',
8058     98 => 'SIGN',
8059     99 => 'BOOTS',
8060     100 => 'GLOVES',
8061     101 => 'SPELL',
8062     102 => 'SPELL_EFFECT',
8063     103 => 'CONVERTER',
8064     104 => 'BRACERS',
8065     105 => 'POISONING',
8066     106 => 'SAVEBED',
8067     107 => 'POISONCLOUD',
8068     108 => 'FIREHOLES',
8069     109 => 'WAND',
8070     111 => 'SCROLL',
8071     112 => 'DIRECTOR',
8072     113 => 'GIRDLE',
8073     114 => 'FORCE',
8074     115 => 'POTION_EFFECT',
8075 root 1.11 116 => 'EVENT_CONNECTOR',
8076 root 1.3 121 => 'CLOSE_CON',
8077     122 => 'CONTAINER',
8078     123 => 'ARMOUR_IMPROVER',
8079     124 => 'WEAPON_IMPROVER',
8080     130 => 'SKILLSCROLL',
8081     138 => 'DEEP_SWAMP',
8082     139 => 'IDENTIFY_ALTAR',
8083     150 => 'MENU',
8084     154 => 'RUNE',
8085     155 => 'TRAP',
8086     156 => 'POWER_CRYSTAL',
8087     157 => 'CORPSE',
8088     158 => 'DISEASE',
8089     159 => 'SYMPTOM',
8090     160 => 'BUILDER',
8091 root 1.9 161 => 'MATERIAL',
8092     162 => 'GPS',
8093     163 => 'ITEM_TRANSFORMER',
8094     164 => 'QUEST'
8095 root 1.1 );
8096    
8097     our %SPELL = (
8098 root 1.3 0 => 'magic bullet',
8099     1 => 'small fireball',
8100     2 => 'medium fireball',
8101     3 => 'large fireball',
8102     4 => 'burning hands',
8103     5 => 'small lightning',
8104     6 => 'large lightning',
8105     7 => 'magic missile',
8106     8 => 'create bomb',
8107     9 => 'summon golem',
8108     10 => 'summon fire elemental',
8109     11 => 'summon earth elemental',
8110     12 => 'summon water elemental',
8111     13 => 'summon air elemental',
8112     14 => 'dimension door',
8113     15 => 'create earth wall',
8114     16 => 'paralyze',
8115     17 => 'icestorm',
8116     18 => 'magic mapping',
8117     19 => 'turn undead',
8118     20 => 'fear',
8119     21 => 'poison cloud',
8120     22 => 'wonder',
8121     23 => 'destruction',
8122     24 => 'perceive self',
8123     25 => 'word of recall',
8124     26 => 'invisible',
8125     27 => 'invisible to undead',
8126     28 => 'probe',
8127     29 => 'large bullet',
8128     30 => 'improved invisibility',
8129     31 => 'holy word',
8130     32 => 'minor healing',
8131     33 => 'medium healing',
8132     34 => 'major healing',
8133     35 => 'heal',
8134     36 => 'create food',
8135     37 => 'earth to dust',
8136     38 => 'armour',
8137     39 => 'strength',
8138     40 => 'dexterity',
8139     41 => 'constitution',
8140     42 => 'charisma',
8141     43 => 'create fire wall',
8142     44 => 'create frost wall',
8143     45 => 'protection from cold',
8144     46 => 'protection from electricity',
8145     47 => 'protection from fire',
8146     48 => 'protection from poison',
8147     49 => 'protection from slow',
8148     50 => 'protection from paralysis',
8149     51 => 'protection from draining',
8150     52 => 'protection from magic',
8151     53 => 'protection from attack',
8152     54 => 'levitate',
8153     55 => 'small speedball',
8154     56 => 'large speedball',
8155     57 => 'hellfire',
8156     58 => 'dragonbreath',
8157     59 => 'large icestorm',
8158     60 => 'charging',
8159     61 => 'polymorph',
8160     62 => 'cancellation',
8161     63 => 'confusion',
8162     64 => 'mass confusion',
8163     65 => 'summon pet monster',
8164     66 => 'slow',
8165     67 => 'regenerate spellpoints',
8166     68 => 'cure poison',
8167     69 => 'protection from confusion',
8168     70 => 'protection from cancellation',
8169     71 => 'protection from depletion',
8170     72 => 'alchemy',
8171     73 => 'remove curse',
8172     74 => 'remove damnation',
8173     75 => 'identify',
8174     76 => 'detect magic',
8175     77 => 'detect monster',
8176     78 => 'detect evil',
8177     79 => 'detect curse',
8178     80 => 'heroism',
8179     81 => 'aggravation',
8180     82 => 'firebolt',
8181     83 => 'frostbolt',
8182     84 => 'shockwave',
8183     85 => 'color spray',
8184     86 => 'haste',
8185     87 => 'face of death',
8186     88 => 'ball lightning',
8187     89 => 'meteor swarm',
8188     90 => 'comet',
8189     91 => 'mystic fist',
8190     92 => 'raise dead',
8191     93 => 'resurrection',
8192     94 => 'reincarnation',
8193     95 => 'immunity to cold',
8194     96 => 'immunity to electricity',
8195     97 => 'immunity to fire',
8196     98 => 'immunity to poison',
8197     99 => 'immunity to slow',
8198     100 => 'immunity to paralysis',
8199     101 => 'immunity to draining',
8200     102 => 'immunity to magic',
8201     103 => 'immunity to attack',
8202     104 => 'invulnerability',
8203     105 => 'defense',
8204     106 => 'rune of fire',
8205     107 => 'rune of frost',
8206     108 => 'rune of shocking',
8207     109 => 'rune of blasting',
8208     110 => 'rune of death',
8209     111 => 'marking rune',
8210     112 => 'build director',
8211     113 => 'create pool of chaos',
8212     114 => 'build bullet wall',
8213     115 => 'build lightning wall',
8214     116 => 'build fireball wall',
8215     117 => 'magic rune',
8216     118 => 'rune of magic drain',
8217     119 => 'antimagic rune',
8218     120 => 'rune of transferrence',
8219     121 => 'transferrence',
8220     122 => 'magic drain',
8221     123 => 'counterspell',
8222     124 => 'disarm',
8223     125 => 'cure confusion',
8224     126 => 'restoration',
8225     127 => 'summon evil monster',
8226     128 => 'counterwall',
8227     129 => 'cause light wounds',
8228     130 => 'cause medium wounds',
8229     131 => 'cause serious wounds',
8230     132 => 'charm monsters',
8231     133 => 'banishment',
8232     134 => 'create missile',
8233     135 => 'show invisible',
8234     136 => 'xray',
8235     137 => 'pacify',
8236     138 => 'summon fog',
8237     139 => 'steambolt',
8238     140 => 'command undead',
8239     141 => 'holy orb',
8240     142 => 'summon avatar',
8241     143 => 'holy possession',
8242     144 => 'bless',
8243     145 => 'curse',
8244     146 => 'regeneration',
8245     147 => 'consecrate',
8246     148 => 'summon cult monsters',
8247     149 => 'cause critical wounds',
8248     150 => 'holy wrath',
8249     151 => 'retributive strike',
8250     152 => 'finger of death',
8251     153 => 'insect plague',
8252     154 => 'call holy servant',
8253     155 => 'wall of thorns',
8254     156 => 'staff to snake',
8255     157 => 'light',
8256     158 => 'darkness',
8257     159 => 'nightfall',
8258     160 => 'daylight',
8259     161 => 'sunspear',
8260     162 => 'faery fire',
8261     163 => 'cure blindness',
8262     164 => 'dark vision',
8263     165 => 'bullet swarm',
8264     166 => 'bullet storm',
8265     167 => 'cause many wounds',
8266     168 => 'small snowstorm',
8267     169 => 'medium snowstorm',
8268     170 => 'large snowstorm',
8269     171 => 'cure disease',
8270     172 => 'cause red death',
8271     173 => 'cause flu',
8272     174 => 'cause black death',
8273     175 => 'cause leprosy',
8274     176 => 'cause smallpox',
8275     177 => 'cause white death',
8276     178 => 'cause anthrax',
8277     179 => 'cause typhoid',
8278     180 => 'mana blast',
8279     181 => 'small manaball',
8280     182 => 'medium manaball',
8281     183 => 'large manaball',
8282     184 => 'mana bolt',
8283     185 => 'dancing sword',
8284     186 => 'animate weapon',
8285     187 => 'cause cold',
8286     188 => 'divine shock',
8287     189 => 'windstorm',
8288     190 => 'sanctuary',
8289     191 => 'peace',
8290     192 => 'spiderweb',
8291     193 => 'conflict',
8292     194 => 'rage',
8293     195 => 'forked lightning',
8294     196 => 'poison fog',
8295     197 => 'flaming aura',
8296     198 => 'vitriol',
8297     199 => 'vitriol splash',
8298     200 => 'ironwood skin',
8299     201 => 'wrathful eye',
8300     202 => 'town portal',
8301     203 => 'missile swarm',
8302     204 => 'cause rabies',
8303     205 => 'glyph'
8304 root 1.1 );
8305    
8306    
8307     =head1 AUTHOR
8308    
8309     Marc Lehmann <schmorp.de>
8310     http://home.schmorp.de/
8311    
8312     The source files are part of the CFJavaEditor.
8313    
8314     =cut
8315    
8316     1