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Revision: 1.51
Committed: Tue Jan 13 12:49:24 2009 UTC (15 years, 4 months ago) by elmex
Branch: MAIN
Changes since 1.50: +55 -1 lines
Log Message:
added torch and lamp type documentation.

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 elmex 1.51 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 9, 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 root 1.50 type => 'string'
553 root 1.7 }
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 root 1.50 type => 'string'
610 root 1.7 }
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 root 1.50 type => 'string'
1301 root 1.7 }
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 root 1.50 type => 'string'
1616 root 1.7 }
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 root 1.50 type => 'string'
1705 root 1.7 }
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 root 1.50 type => 'string'
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 root 1.50 type => 'string'
2683 root 1.7 }
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 root 1.50 type => 'string'
2800 root 1.7 }
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 root 1.50 type => 'string'
3297 root 1.7 }
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 elmex 1.51 Lamp => {
3424     attr => [
3425     [
3426     'speed',
3427     {
3428     desc => 'This field is the speed of the lamp. (If the value 0.00208 is given here the fuel field will specify the burning duration in minutes.)',
3429     name => 'burn speed',
3430     type => 'float'
3431     }
3432     ],
3433     [
3434     'food',
3435     {
3436     desc => 'This field sets the burning duration of the lamp, which depends on the speed field of this object.',
3437     name => 'fuel',
3438     type => 'int'
3439     }
3440     ],
3441     [
3442     'range',
3443     {
3444     desc => 'This field sets the glow radius of the lamp if it is enabled. If you want to make a lamp that is already burning set the "glow radius" field.',
3445     name => 'enabled glow radius',
3446     type => 'int'
3447     }
3448     ]
3449     ],
3450     desc => 'Lamps are carryable light sources for players with a fuel tank.',
3451     name => 'Lamp'
3452     },
3453 root 1.3 'Locked Door' => {
3454 root 1.7 attr => [
3455     [
3456 root 1.14 'move_type',
3457 root 1.7 {
3458     type => 'fixed',
3459 root 1.14 value => 0
3460 root 1.7 }
3461     ],
3462     [
3463     'no_pick',
3464     {
3465     type => 'fixed',
3466     value => 1
3467     }
3468     ],
3469     [
3470     'slaying',
3471     {
3472 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".',
3473 root 1.7 name => 'key string',
3474     type => 'string'
3475     }
3476     ],
3477     [
3478     'no_magic',
3479     {
3480     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).',
3481     name => 'restrict spells',
3482     type => 'bool'
3483     }
3484     ],
3485     [
3486     'damned',
3487     {
3488     desc => 'Restricting the use of prayers to pass this door. This should be set in most cases.',
3489     name => 'restrict prayers',
3490     type => 'bool'
3491     }
3492     ],
3493     [
3494     'msg',
3495     {
3496     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.',
3497     end => 'endmsg',
3498     name => 'lock message',
3499     type => 'text'
3500     }
3501     ]
3502     ],
3503     desc => 'A locked door can be opened only when carrying the appropriate special key.',
3504     ignore => [
3505     $IGNORE_LIST{non_pickable}
3506     ],
3507     name => 'Locked Door',
3508     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).'
3509     },
3510     'Magic Ear' => {
3511     attr => [
3512     [
3513     'no_pick',
3514     {
3515     type => 'fixed',
3516     value => 1
3517     }
3518     ],
3519     [
3520     'connected',
3521     {
3522     desc => 'The Magic_ear will trigger all objects with the same connection value, every time it is activated.',
3523     name => 'connection',
3524 root 1.50 type => 'string'
3525 root 1.7 }
3526     ],
3527     [
3528     'msg',
3529     {
3530     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!',
3531     end => 'endmsg',
3532     name => 'keyword-matching',
3533     type => 'text'
3534     }
3535     ]
3536     ],
3537     desc => 'Magic_ears trigger a connected value when the player speaks a specific keyword.',
3538     ignore => [
3539     $IGNORE_LIST{system_object}
3540     ],
3541     name => 'Magic Ear',
3542     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.'
3543     },
3544     'Magic Wall' => {
3545     attr => [
3546     [
3547     'dam',
3548     {
3549     desc => 'The magic wall will cast this <spell>.',
3550     name => 'spell',
3551     type => 'spell'
3552     }
3553     ],
3554     [
3555     'level',
3556     {
3557     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.',
3558     name => 'spell level',
3559     type => 'int'
3560     }
3561     ],
3562     [
3563     'connected',
3564     {
3565     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.',
3566     name => 'connection',
3567 root 1.50 type => 'string'
3568 root 1.7 }
3569     ],
3570     [
3571 elmex 1.21 'activate_on_push',
3572     {
3573     desc => 'Whether the teleporter should only be activated on push.',
3574 root 1.42 name => 'activate on push',
3575 elmex 1.21 type => 'bool'
3576     }
3577     ],
3578     [
3579     'activate_on_release',
3580     {
3581     desc => 'Whether the teleporter should only be activated on release.',
3582 root 1.42 name => 'activate on release',
3583 elmex 1.21 type => 'bool'
3584     }
3585     ],
3586     [
3587 root 1.7 'speed',
3588     {
3589     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".',
3590     name => 'casting speed',
3591     type => 'float'
3592     }
3593     ],
3594     [
3595 root 1.17 'speed_left',
3596     {
3597     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.',
3598     name => 'speed left',
3599     type => 'float'
3600     }
3601     ],
3602     [
3603 root 1.7 'sp',
3604     {
3605     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.',
3606     name => 'direction',
3607     type => 'list',
3608     value => $LIST{direction}
3609     }
3610     ],
3611     [
3612 root 1.14 'move_block',
3613     {
3614     desc => 'Objects using these movement types cannot move over this space.',
3615     name => 'blocked movement',
3616 elmex 1.26 type => 'movement_type'
3617 root 1.14 }
3618     ],
3619     [
3620     'move_allow',
3621     {
3622     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3623     name => 'allowed movement',
3624 elmex 1.26 type => 'movement_type'
3625 root 1.14 }
3626     ],
3627     [
3628     'move_slow',
3629 root 1.7 {
3630 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3631     name => 'slowed movement',
3632 elmex 1.26 type => 'movement_type'
3633 root 1.14 }
3634     ],
3635     [
3636     'move_slow_penalty',
3637     {
3638     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)',
3639     name => 'slow movement penalty',
3640     type => 'int'
3641 root 1.7 }
3642     ]
3643 root 1.3 ],
3644     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.',
3645     ignore => [
3646     $IGNORE_LIST{non_pickable}
3647     ],
3648 root 1.5 name => 'Magic Wall',
3649 root 1.4 section => [
3650     [
3651     'destroyable',
3652 root 1.7 [
3653     [
3654     'alive',
3655     {
3656     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.',
3657     name => 'is destroyable',
3658     type => 'bool'
3659     }
3660     ],
3661     [
3662     'hp',
3663     {
3664     desc => 'The more <hitpoints> the wall has, the longer it takes to be destroyed.',
3665     name => 'hitpoints',
3666     type => 'int'
3667     }
3668     ],
3669     [
3670     'maxhp',
3671     {
3672     desc => '<max hitpoints> are the maximum amount of hitpoints the wall can have. This only makes sense if the wall can regain health.',
3673     name => 'max hitpoints',
3674     type => 'int'
3675     }
3676     ],
3677     [
3678     'ac',
3679     {
3680     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>.',
3681     name => 'armour class',
3682     type => 'int'
3683     }
3684     ]
3685     ]
3686     ],
3687     [
3688     'resistance',
3689     [
3690     [
3691     'resist_physical',
3692     {
3693     name => 'resist physical %',
3694     type => 'int'
3695     }
3696     ],
3697     [
3698     'resist_magic',
3699     {
3700     name => 'resist magic %',
3701     type => 'int'
3702     }
3703     ],
3704     [
3705     'resist_fire',
3706     {
3707     name => 'resist fire %',
3708     type => 'int'
3709     }
3710     ],
3711     [
3712     'resist_electricity',
3713     {
3714     name => 'resist electricity %',
3715     type => 'int'
3716     }
3717     ],
3718     [
3719     'resist_cold',
3720     {
3721     name => 'resist cold %',
3722     type => 'int'
3723     }
3724     ],
3725     [
3726     'resist_confusion',
3727     {
3728     name => 'resist confusion %',
3729     type => 'int'
3730     }
3731     ],
3732     [
3733     'resist_acid',
3734     {
3735     name => 'resist acid %',
3736     type => 'int'
3737     }
3738     ],
3739     [
3740     'resist_drain',
3741     {
3742     name => 'resist draining %',
3743     type => 'int'
3744     }
3745     ],
3746     [
3747     'resist_weaponmagic',
3748     {
3749     name => 'resist weaponmagic %',
3750     type => 'int'
3751     }
3752     ],
3753     [
3754     'resist_ghosthit',
3755     {
3756     name => 'resist ghosthit %',
3757     type => 'int'
3758     }
3759     ],
3760     [
3761     'resist_poison',
3762     {
3763     name => 'resist poison %',
3764     type => 'int'
3765     }
3766     ],
3767     [
3768     'resist_slow',
3769     {
3770     name => 'resist slow %',
3771     type => 'int'
3772     }
3773     ],
3774     [
3775     'resist_paralyze',
3776     {
3777     name => 'resist paralyze %',
3778     type => 'int'
3779     }
3780     ],
3781     [
3782     'resist_fear',
3783     {
3784     name => 'resist fear %',
3785     type => 'int'
3786     }
3787     ],
3788     [
3789     'resist_deplete',
3790     {
3791     name => 'resist depletion %',
3792     type => 'int'
3793     }
3794     ],
3795     [
3796     'resist_death',
3797     {
3798     name => 'resist death-attack %',
3799     type => 'int'
3800     }
3801     ],
3802     [
3803     'resist_chaos',
3804     {
3805     name => 'resist chaos %',
3806     type => 'int'
3807     }
3808     ],
3809     [
3810     'resist_blind',
3811     {
3812     name => 'resist blinding %',
3813     type => 'int'
3814     }
3815     ],
3816     [
3817     'resist_holyword',
3818     {
3819     name => 'resist holy power %',
3820     type => 'int'
3821     }
3822     ],
3823     [
3824     'resist_godpower',
3825     {
3826     name => 'resist godpower %',
3827     type => 'int'
3828     }
3829     ]
3830     ]
3831     ]
3832     ],
3833     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".'
3834     },
3835 root 1.49 'Map Script' => {
3836     attr => [
3837     [
3838     'connected',
3839     {
3840     desc => 'When the map script object is triggered, it will execute the perl script with the triggering object as $activator.',
3841     name => 'connection',
3842 root 1.50 type => 'string'
3843 root 1.49 }
3844     ],
3845     [
3846     'activate_on_push',
3847     {
3848     desc => 'Whether the teleporter should only be activated on push.',
3849     name => 'activate on push',
3850     type => 'bool'
3851     }
3852     ],
3853     [
3854     'activate_on_release',
3855     {
3856     desc => 'Whether the teleporter should only be activated on release.',
3857     name => 'activate on release',
3858     type => 'bool'
3859     }
3860     ],
3861     [
3862     'msg',
3863     {
3864     desc => 'This perl script will be executed each time the objetc is triggered.',
3865     end => 'endmsg',
3866     name => 'script',
3867     type => 'text'
3868     }
3869     ]
3870     ],
3871     desc => 'The map script object is a very special object that can react to connected events and executes a perl script.',
3872     ignore => [
3873     $IGNORE_LIST{system_object}
3874     ],
3875     name => 'Map Script',
3876     use => 'The perl script gets passed an $activator object and can use the set/get/find/timer functions to react to/trigger other objects.'
3877     },
3878 root 1.7 Marker => {
3879     attr => [
3880     [
3881     'no_pick',
3882     {
3883     type => 'fixed',
3884     value => 1
3885     }
3886     ],
3887     [
3888     'slaying',
3889     {
3890     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.',
3891     name => 'key string',
3892     type => 'string'
3893     }
3894     ],
3895     [
3896     'connected',
3897     {
3898     desc => 'When the detector is triggered, all objects with the same connection value get activated.',
3899     name => 'connection',
3900 root 1.50 type => 'string'
3901 root 1.7 }
3902     ],
3903     [
3904     'speed',
3905 root 1.4 {
3906 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.',
3907     name => 'marking speed',
3908     type => 'float'
3909 root 1.4 }
3910     ],
3911     [
3912 root 1.17 'speed_left',
3913     {
3914     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.',
3915     name => 'speed left',
3916     type => 'float'
3917     }
3918     ],
3919     [
3920 root 1.7 'food',
3921     {
3922     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.',
3923     name => 'mark duration',
3924     type => 'int'
3925     }
3926     ],
3927     [
3928     'name',
3929     {
3930     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.',
3931     name => 'delete mark',
3932     type => 'string'
3933     }
3934     ],
3935     [
3936     'msg',
3937 root 1.4 {
3938 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.',
3939     end => 'endmsg',
3940     name => 'marking message',
3941     type => 'text'
3942 root 1.4 }
3943     ]
3944     ],
3945 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.',
3946     ignore => [
3947     $IGNORE_LIST{system_object}
3948     ],
3949 root 1.5 name => 'Marker',
3950 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.'
3951     },
3952     Misc => {
3953 root 1.7 attr => [
3954     [
3955 root 1.14 'move_block',
3956     {
3957     desc => 'Objects using these movement types cannot move over this space.',
3958     name => 'blocked movement',
3959 elmex 1.26 type => 'movement_type'
3960 root 1.14 }
3961     ],
3962     [
3963     'move_allow',
3964     {
3965     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3966     name => 'allowed movement',
3967 elmex 1.26 type => 'movement_type'
3968 root 1.14 }
3969     ],
3970     [
3971     'move_slow',
3972 root 1.7 {
3973 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3974     name => 'slowed movement',
3975 elmex 1.26 type => 'movement_type'
3976 root 1.14 }
3977     ],
3978     [
3979     'move_slow_penalty',
3980     {
3981     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)',
3982     name => 'slow movement penalty',
3983     type => 'int'
3984 root 1.7 }
3985     ],
3986     [
3987     'cursed',
3988     {
3989     desc => 'Curses can have various effects: On equipment and food, they generally harm the player in some way.',
3990     name => 'cursed',
3991     type => 'bool'
3992     }
3993     ],
3994     [
3995     'damned',
3996     {
3997     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.',
3998     name => 'damned',
3999     type => 'bool'
4000     }
4001     ],
4002     [
4003     'unique',
4004     {
4005     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
4006     name => 'unique item',
4007     type => 'bool'
4008     }
4009     ],
4010     [
4011     'startequip',
4012     {
4013     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4014     name => 'godgiven item',
4015     type => 'bool'
4016     }
4017     ],
4018     [
4019     'msg',
4020     {
4021     desc => 'This text may describe the object.',
4022     end => 'endmsg',
4023     name => 'description',
4024     type => 'text'
4025     }
4026     ]
4027     ],
4028 root 1.5 name => 'Misc'
4029 root 1.1 },
4030 root 1.3 Money => {
4031 root 1.7 attr => [
4032     [
4033     'race',
4034     {
4035     type => 'fixed',
4036     value => 'gold and jewels'
4037     }
4038     ]
4039     ],
4040 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.',
4041     ignore => [
4042     'unpaid'
4043 root 1.5 ],
4044     name => 'Money'
4045 root 1.3 },
4046     'Monster & NPC' => {
4047 root 1.7 attr => [
4048     [
4049     'alive',
4050     {
4051     type => 'fixed',
4052     value => 1
4053     }
4054     ],
4055     [
4056     'randomitems',
4057     {
4058     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>.',
4059     name => 'treasurelist',
4060     type => 'treasurelist'
4061     }
4062     ],
4063     [
4064 root 1.28 'treasure_env',
4065     {
4066     desc => 'Set this flag to move treasure items created into the environment (map) instead of putting them into the object.',
4067     name => 'treasure in env',
4068     type => 'bool'
4069     }
4070     ],
4071     [
4072 root 1.7 'level',
4073     {
4074     desc => 'A monster\'s <level> is the most important attribute. <level> affects the power of a monster in various ways.',
4075     name => 'level',
4076     type => 'int'
4077     }
4078     ],
4079     [
4080     'race',
4081     {
4082 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.',
4083 root 1.7 name => 'race',
4084     type => 'string'
4085     }
4086     ],
4087     [
4088     'exp',
4089     {
4090 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!',
4091 root 1.7 name => 'experience',
4092     type => 'int'
4093     }
4094     ],
4095     [
4096     'speed',
4097     {
4098     desc => 'The <speed> determines how fast a monster will both move and fight. High <speed> makes a monster considerably stronger.',
4099     name => 'speed',
4100     type => 'float'
4101     }
4102     ],
4103     [
4104 root 1.17 'speed_left',
4105     {
4106     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.',
4107     name => 'speed left',
4108     type => 'float'
4109     }
4110     ],
4111     [
4112 root 1.7 'other_arch',
4113     {
4114     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.',
4115     name => 'breed monster',
4116     type => 'string'
4117     }
4118     ],
4119     [
4120     'generator',
4121     {
4122     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.',
4123     name => 'multiply',
4124     type => 'bool'
4125     }
4126     ],
4127     [
4128     'use_content_on_gen',
4129     {
4130     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.',
4131     name => 'template generation',
4132     type => 'bool'
4133     }
4134     ],
4135     [
4136 root 1.14 'move_type',
4137 root 1.7 {
4138 root 1.14 desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
4139     name => 'movement type',
4140 elmex 1.26 type => 'movement_type'
4141 root 1.7 }
4142     ],
4143     [
4144     'undead',
4145     {
4146     desc => 'Several spells only affect undead monsters: turn undead, banish undead, holy word, etc.',
4147     name => 'undead',
4148     type => 'bool'
4149     }
4150     ],
4151     [
4152     'carrying',
4153     {
4154     desc => 'If a monster has something in the inventory, this value can be set to reflect the slowdown due to the carried weight.',
4155     name => 'carries weight',
4156     type => 'int'
4157     }
4158     ],
4159     [
4160 root 1.28 'precious',
4161     {
4162 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.',
4163 root 1.28 name => 'precious',
4164     type => 'bool'
4165     }
4166     ],
4167     [
4168 root 1.7 'msg',
4169     {
4170     end => 'endmsg',
4171     name => 'npc message',
4172     type => 'text'
4173     }
4174     ]
4175     ],
4176 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.',
4177     ignore => [
4178     'material',
4179     'name_pl',
4180     'nrof',
4181     'value',
4182     'unpaid'
4183     ],
4184 root 1.5 name => 'Monster & NPC',
4185 root 1.4 section => [
4186     [
4187     'melee',
4188 root 1.7 [
4189     [
4190     'attacktype',
4191     {
4192     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.',
4193     name => 'attacktype',
4194     type => 'bitmask',
4195     value => $BITMASK{attacktype}
4196     }
4197     ],
4198     [
4199     'dam',
4200     {
4201     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.',
4202     name => 'damage',
4203     type => 'int'
4204     }
4205     ],
4206     [
4207     'wc',
4208     {
4209     desc => 'Monsters of high <weapon class> are more likely to really hit their opponent. <weapon class> can be considered the "counterpiece" to <armour class>.',
4210     name => 'weapon class',
4211     type => 'int'
4212     }
4213     ],
4214     [
4215     'hp',
4216     {
4217     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>.',
4218     name => 'health points',
4219     type => 'int'
4220     }
4221     ],
4222     [
4223     'maxhp',
4224     {
4225     desc => '<max health> is the maximum amount of <health points> this monster can have.',
4226     name => 'max health',
4227     type => 'int'
4228     }
4229     ],
4230     [
4231     'ac',
4232     {
4233     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).',
4234     name => 'armour class',
4235     type => 'int'
4236     }
4237     ],
4238     [
4239     'Con',
4240     {
4241 root 1.8 desc => 'Monsters regenerate this many health points each 4 ticks. Hence, the healing rate is independent of <speed>.',
4242 root 1.7 name => 'healing rate',
4243     type => 'int'
4244     }
4245     ],
4246     [
4247     'reflect_missile',
4248     {
4249     desc => 'A monster with this flag has the ability to <reflect missiles>, all kinds of projectiles (e.g. arrows, bolts, boulders) will bounce off.',
4250     name => 'reflect missiles',
4251     type => 'bool'
4252     }
4253     ],
4254     [
4255     'hitback',
4256     {
4257     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.',
4258     name => 'hitback',
4259     type => 'bool'
4260     }
4261     ],
4262     [
4263     'one_hit',
4264     {
4265     desc => 'Monsters with <one hit only> dissapear after one successful hit to a player.',
4266     name => 'one hit only',
4267     type => 'bool'
4268     }
4269     ]
4270     ]
4271     ],
4272     [
4273     'spellcraft',
4274     [
4275     [
4276     'can_cast_spell',
4277     {
4278     desc => 'If <can cast spell> is disabled, the monster cannot cast any spell. Only wands/rods/etc can be used, given the appropriate abilities.',
4279     name => 'can cast spell',
4280     type => 'bool'
4281     }
4282     ],
4283     [
4284     'reflect_spell',
4285     {
4286     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.',
4287     name => 'reflect spells',
4288     type => 'bool'
4289     }
4290     ],
4291     [
4292     'sp',
4293     {
4294     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>.',
4295     name => 'spellpoints',
4296     type => 'int'
4297     }
4298     ],
4299     [
4300     'maxsp',
4301     {
4302     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.',
4303     name => 'max spellpoints',
4304     type => 'int'
4305     }
4306     ],
4307     [
4308     'Pow',
4309     {
4310 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.',
4311 root 1.7 name => 'spellpoint regen.',
4312     type => 'int'
4313     }
4314     ],
4315     [
4316     'path_attuned',
4317     {
4318     desc => 'Click on the <attuned paths> button to select spellpaths. The creature will get attuned to the specified spellpaths.',
4319     name => 'attuned paths',
4320     type => 'bitmask',
4321     value => $BITMASK{spellpath}
4322     }
4323     ],
4324     [
4325     'path_repelled',
4326     {
4327     desc => 'Click on the <repelled paths> button to select spellpaths. The creature will get repelled to the specified spellpaths.',
4328     name => 'repelled paths',
4329     type => 'bitmask',
4330     value => $BITMASK{spellpath}
4331     }
4332     ],
4333     [
4334     'path_denied',
4335     {
4336     desc => 'Click on the <denied paths> button to select spellpaths. The creature won\'t be able to cast spells of the specified paths.',
4337     name => 'denied paths',
4338     type => 'bitmask',
4339     value => $BITMASK{spellpath}
4340     }
4341     ]
4342     ]
4343     ],
4344     [
4345     'ability',
4346     [
4347     [
4348     'Int',
4349     {
4350     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.',
4351     name => 'detect hidden',
4352     type => 'int'
4353     }
4354     ],
4355     [
4356     'see_invisible',
4357     {
4358     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.',
4359     name => 'see invisible',
4360     type => 'bool'
4361     }
4362     ],
4363     [
4364     'can_see_in_dark',
4365     {
4366     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.',
4367     name => 'see in darkness',
4368     type => 'bool'
4369     }
4370     ],
4371     [
4372     'can_use_weapon',
4373     {
4374     desc => 'Monster is able to wield weapon type objects.',
4375     name => 'can use weapons',
4376     type => 'bool'
4377     }
4378     ],
4379     [
4380     'can_use_bow',
4381     {
4382     desc => 'Monster is able to use missile-weapon type objects.',
4383     name => 'can use bows',
4384     type => 'bool'
4385     }
4386     ],
4387     [
4388     'can_use_armour',
4389     {
4390     desc => 'Monster is able to wear protective equipment like brestplate armour, shields, helmets etc.',
4391     name => 'can use armour',
4392     type => 'bool'
4393     }
4394     ],
4395     [
4396     'can_use_ring',
4397     {
4398     desc => 'Monster is able to wear rings.',
4399     name => 'can use rings',
4400     type => 'bool'
4401     }
4402     ],
4403     [
4404     'can_use_wand',
4405     {
4406     desc => 'Monster is able to use wands and staves.',
4407     name => 'can use wands',
4408     type => 'bool'
4409     }
4410     ],
4411     [
4412     'can_use_rod',
4413     {
4414     desc => 'Monster is able to use rods.',
4415     name => 'can use rods',
4416     type => 'bool'
4417     }
4418     ],
4419     [
4420     'can_use_scroll',
4421     {
4422     desc => 'Monster is able to read scrolls.',
4423     name => 'can use scrolls',
4424     type => 'bool'
4425     }
4426     ],
4427     [
4428     'can_use_skill',
4429     {
4430     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>.',
4431     name => 'can use skills',
4432     type => 'bool'
4433     }
4434     ]
4435     ]
4436     ],
4437     [
4438     'behave',
4439     [
4440     [
4441     'monster',
4442     {
4443     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.',
4444     name => 'monster behaviour',
4445     type => 'bool'
4446     }
4447     ],
4448     [
4449     'unaggressive',
4450     {
4451     desc => '<unaggressive> monsters do not attack players unless attacked first.',
4452     name => 'unaggressive',
4453     type => 'bool'
4454     }
4455     ],
4456     [
4457     'friendly',
4458     {
4459     desc => '<friendly> monsters help the player, attacking any non-friendly monsters in range.',
4460     name => 'friendly',
4461     type => 'bool'
4462     }
4463     ],
4464     [
4465     'stand_still',
4466     {
4467 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.',
4468 root 1.7 name => 'stand still',
4469     type => 'bool'
4470     }
4471     ],
4472     [
4473     'sleep',
4474     {
4475     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.',
4476     name => 'asleep',
4477     type => 'bool'
4478     }
4479     ],
4480     [
4481     'will_apply',
4482     {
4483     desc => 'This entry defines which kinds of environment actions the creature is able to perform.',
4484     name => 'misc. actions',
4485     type => 'bitmask',
4486     value => $BITMASK{will_apply}
4487     }
4488     ],
4489     [
4490     'pick_up',
4491     {
4492     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.',
4493     name => 'pick up',
4494     type => 'bitmask',
4495     value => $BITMASK{pick_up}
4496     }
4497     ],
4498     [
4499     'Wis',
4500     {
4501     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.',
4502     name => 'sensing range',
4503     type => 'int'
4504     }
4505     ],
4506     [
4507 root 1.15 'attack_movement_bits_0_3',
4508 root 1.7 {
4509 root 1.15 desc => 'If this is set to default, the standard mode of movement will be used.',
4510 root 1.7 name => 'attack movement',
4511 root 1.15 type => 'list',
4512     value => $LIST{attack_movement_bits_0_3}
4513     }
4514     ],
4515     [
4516     'attack_movement_bits_4_7',
4517     {
4518     desc => 'This movement is not in effect when the monster has an enemy and should only be used for non agressive monsters.',
4519     name => 'normal movement',
4520     type => 'list',
4521     value => $LIST{attack_movement_bits_4_7}
4522 root 1.7 }
4523     ],
4524     [
4525     'run_away',
4526     {
4527     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.',
4528     name => 'run at % health',
4529     type => 'int'
4530     }
4531     ]
4532     ]
4533     ],
4534     [
4535     'resistance',
4536     [
4537     [
4538     'resist_physical',
4539     {
4540     name => 'resist physical %',
4541     type => 'int'
4542     }
4543     ],
4544     [
4545     'resist_magic',
4546     {
4547     name => 'resist magic %',
4548     type => 'int'
4549     }
4550     ],
4551     [
4552     'resist_fire',
4553     {
4554     name => 'resist fire %',
4555     type => 'int'
4556     }
4557     ],
4558     [
4559     'resist_electricity',
4560     {
4561     name => 'resist electricity %',
4562     type => 'int'
4563     }
4564     ],
4565     [
4566     'resist_cold',
4567     {
4568     name => 'resist cold %',
4569     type => 'int'
4570     }
4571     ],
4572     [
4573     'resist_confusion',
4574     {
4575     name => 'resist confusion %',
4576     type => 'int'
4577     }
4578     ],
4579     [
4580     'resist_acid',
4581     {
4582     name => 'resist acid %',
4583     type => 'int'
4584     }
4585     ],
4586     [
4587     'resist_drain',
4588     {
4589     name => 'resist draining %',
4590     type => 'int'
4591     }
4592     ],
4593     [
4594     'resist_weaponmagic',
4595     {
4596     name => 'resist weaponmagic %',
4597     type => 'int'
4598     }
4599     ],
4600     [
4601     'resist_ghosthit',
4602     {
4603     name => 'resist ghosthit %',
4604     type => 'int'
4605     }
4606     ],
4607     [
4608     'resist_poison',
4609     {
4610     name => 'resist poison %',
4611     type => 'int'
4612     }
4613     ],
4614     [
4615     'resist_slow',
4616     {
4617     name => 'resist slow %',
4618     type => 'int'
4619     }
4620     ],
4621     [
4622     'resist_paralyze',
4623     {
4624     name => 'resist paralyze %',
4625     type => 'int'
4626     }
4627     ],
4628     [
4629     'resist_fear',
4630     {
4631     name => 'resist fear %',
4632     type => 'int'
4633     }
4634     ],
4635     [
4636     'resist_deplete',
4637     {
4638     name => 'resist depletion %',
4639     type => 'int'
4640     }
4641     ],
4642     [
4643     'resist_death',
4644     {
4645     name => 'resist death-attack %',
4646     type => 'int'
4647     }
4648     ],
4649     [
4650     'resist_chaos',
4651     {
4652     name => 'resist chaos %',
4653     type => 'int'
4654     }
4655     ],
4656     [
4657     'resist_blind',
4658     {
4659     name => 'resist blinding %',
4660     type => 'int'
4661     }
4662     ],
4663     [
4664     'resist_holyword',
4665     {
4666     name => 'resist holy power %',
4667     type => 'int'
4668     }
4669     ],
4670     [
4671     'resist_godpower',
4672     {
4673     name => 'resist godpower %',
4674     type => 'int'
4675     }
4676     ]
4677     ]
4678     ]
4679     ],
4680     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. :-)'
4681     },
4682 root 1.9 'Monster (Grimreaper)' => {
4683     desc => 'A grimreaper is a monster that vanishes after it did some number of draining attacks.',
4684     ignore => [
4685     'material',
4686     'name_pl',
4687     'nrof',
4688     'value',
4689     'unpaid'
4690     ],
4691     import => [
4692 root 1.29 'Monster & NPC'
4693 root 1.9 ],
4694     name => 'Monster (Grimreaper)',
4695     section => [
4696     [
4697     'grimreaper',
4698     [
4699     [
4700     'value',
4701     {
4702     desc => 'The object vanishes after this number of draining attacks.',
4703     name => 'attacks',
4704     type => 'int'
4705     }
4706     ]
4707     ]
4708     ]
4709     ]
4710     },
4711 root 1.7 'Mood Floor' => {
4712     attr => [
4713     [
4714     'no_pick',
4715 root 1.4 {
4716 root 1.7 type => 'fixed',
4717     value => 1
4718 root 1.4 }
4719     ],
4720     [
4721 root 1.7 'last_sp',
4722     {
4723     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!',
4724     name => 'mood',
4725     type => 'list',
4726     value => $LIST{mood}
4727     }
4728     ],
4729     [
4730     'connected',
4731     {
4732     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!',
4733     name => 'connection',
4734 root 1.50 type => 'string'
4735 root 1.7 }
4736     ],
4737     [
4738     'no_magic',
4739     {
4740     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
4741     name => 'no spells',
4742     type => 'bool'
4743     }
4744     ],
4745     [
4746     'damned',
4747     {
4748     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
4749     name => 'no prayers',
4750     type => 'bool'
4751     }
4752     ]
4753     ],
4754     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.',
4755     ignore => [
4756     $IGNORE_LIST{system_object}
4757     ],
4758     name => 'Mood Floor',
4759     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.)'
4760     },
4761     Mover => {
4762     attr => [
4763     [
4764     'attacktype',
4765     {
4766     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.',
4767     name => 'forced movement',
4768     type => 'bool'
4769     }
4770     ],
4771     [
4772     'maxsp',
4773     {
4774     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.',
4775     name => 'freeze duration',
4776     type => 'int'
4777     }
4778     ],
4779     [
4780     'speed',
4781     {
4782     desc => 'The movement speed value determines how fast a chain of these movers will push a player along (default is -0.2).',
4783     name => 'movement speed',
4784     type => 'float'
4785     }
4786     ],
4787     [
4788 root 1.17 'speed_left',
4789     {
4790     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.',
4791     name => 'speed left',
4792     type => 'float'
4793     }
4794     ],
4795     [
4796 root 1.7 'sp',
4797     {
4798     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.',
4799     name => 'direction',
4800     type => 'list',
4801     value => $LIST{direction}
4802     }
4803     ],
4804     [
4805     'lifesave',
4806     {
4807 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.',
4808 root 1.7 name => 'gets used up',
4809     type => 'bool'
4810     }
4811     ],
4812     [
4813     'hp',
4814     {
4815     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).',
4816     name => 'number of uses',
4817     type => 'int'
4818     }
4819     ]
4820     ],
4821     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.',
4822     ignore => [
4823     $IGNORE_LIST{non_pickable}
4824     ],
4825     name => 'Mover',
4826     section => [
4827     [
4828     'targets',
4829     [
4830     [
4831     'level',
4832     {
4833     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.',
4834     name => 'move players',
4835     type => 'bool'
4836     }
4837     ],
4838     [
4839 root 1.14 'move_on',
4840 root 1.7 {
4841 root 1.14 desc => 'Which movement types activate the mover.',
4842     name => 'movement type',
4843     type => 'movement_type'
4844 root 1.7 }
4845     ]
4846     ]
4847     ]
4848     ],
4849     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).'
4850     },
4851     Pedestal => {
4852     attr => [
4853     [
4854     'no_pick',
4855 root 1.4 {
4856 root 1.7 type => 'fixed',
4857     value => 1
4858 root 1.4 }
4859     ],
4860     [
4861 root 1.7 'slaying',
4862 root 1.4 {
4863 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.',
4864     name => 'match race',
4865     type => 'string'
4866 root 1.4 }
4867     ],
4868     [
4869 root 1.7 'connected',
4870 root 1.4 {
4871 root 1.7 desc => 'When the pedestal is triggered, all objects with the same connection value get activated.',
4872     name => 'connection',
4873 root 1.50 type => 'string'
4874 root 1.4 }
4875     ],
4876     [
4877 root 1.14 'move_on',
4878 root 1.4 {
4879 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
4880     name => 'movement type',
4881 elmex 1.26 type => 'movement_type'
4882 root 1.4 }
4883     ]
4884     ],
4885 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.',
4886     ignore => [
4887     $IGNORE_LIST{non_pickable}
4888     ],
4889 root 1.5 name => 'Pedestal',
4890 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.'
4891     },
4892     Pit => {
4893 root 1.7 attr => [
4894     [
4895     'no_pick',
4896     {
4897     type => 'fixed',
4898     value => 1
4899     }
4900     ],
4901     [
4902 root 1.42 'range',
4903     {
4904 root 1.44 desc => 'The radius of the square area that the pit will randomly put the player into (0 to 3, default 1).',
4905 root 1.43 name => 'spread radius',
4906 root 1.42 type => 'int'
4907     }
4908     ],
4909     [
4910 root 1.7 'connected',
4911     {
4912     desc => 'When a <connection> value is set, the pit can be opened/closed by activating the connection.',
4913     name => 'connection',
4914 root 1.50 type => 'string'
4915 root 1.7 }
4916     ],
4917     [
4918 elmex 1.21 'activate_on_push',
4919     {
4920     desc => 'Whether the teleporter should only be activated on push.',
4921 root 1.42 name => 'activate on push',
4922 elmex 1.21 type => 'bool'
4923     }
4924     ],
4925     [
4926     'activate_on_release',
4927     {
4928     desc => 'Whether the teleporter should only be activated on release.',
4929 root 1.42 name => 'activate on release',
4930 elmex 1.21 type => 'bool'
4931     }
4932     ],
4933     [
4934 root 1.7 'hp',
4935     {
4936     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!',
4937     name => 'destination X',
4938     type => 'int'
4939     }
4940     ],
4941     [
4942     'sp',
4943     {
4944     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!',
4945     name => 'destination Y',
4946     type => 'int'
4947     }
4948     ],
4949     [
4950     'wc',
4951     {
4952     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.',
4953     name => 'position state',
4954     type => 'int'
4955     }
4956     ],
4957     [
4958 root 1.14 'move_on',
4959 root 1.7 {
4960 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
4961     name => 'movement type',
4962 elmex 1.26 type => 'movement_type'
4963 root 1.7 }
4964     ]
4965     ],
4966 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.',
4967 root 1.3 ignore => [
4968     $IGNORE_LIST{non_pickable}
4969     ],
4970 root 1.5 name => 'Pit',
4971 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.'
4972     },
4973     'Poison Food' => {
4974 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.',
4975     name => 'Poison Food'
4976 root 1.3 },
4977     Potion => {
4978 root 1.7 attr => [
4979     [
4980     'level',
4981     {
4982     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.',
4983     name => 'potion level',
4984     type => 'int'
4985     }
4986     ],
4987     [
4988     'sp',
4989     {
4990     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".',
4991     name => 'spell',
4992     type => 'spell'
4993     }
4994     ],
4995     [
4996     'attacktype',
4997     {
4998     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.',
4999     name => 'special effect',
5000     type => 'list',
5001     value => $LIST{potion_effect}
5002     }
5003     ],
5004     [
5005     'cursed',
5006     {
5007     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 >:)',
5008     name => 'cursed',
5009     type => 'bool'
5010     }
5011     ],
5012     [
5013     'startequip',
5014     {
5015     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5016     name => 'godgiven item',
5017     type => 'bool'
5018     }
5019     ]
5020     ],
5021 root 1.3 desc => 'The player can drink these and gain various kinds of benefits (/penalties) by doing so.',
5022 root 1.5 name => 'Potion',
5023 root 1.4 section => [
5024     [
5025     'stats',
5026 root 1.7 [
5027     [
5028     'Str',
5029     {
5030     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.',
5031     name => 'strength',
5032     type => 'int'
5033     }
5034     ],
5035     [
5036     'Dex',
5037     {
5038 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.',
5039 root 1.7 name => 'dexterity',
5040     type => 'int'
5041     }
5042     ],
5043     [
5044     'Con',
5045     {
5046 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.',
5047 root 1.7 name => 'constitution',
5048     type => 'int'
5049     }
5050     ],
5051     [
5052     'Int',
5053     {
5054 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.',
5055 root 1.7 name => 'intelligence',
5056     type => 'int'
5057     }
5058     ],
5059     [
5060     'Pow',
5061     {
5062 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.',
5063 root 1.7 name => 'power',
5064     type => 'int'
5065     }
5066     ],
5067     [
5068     'Wis',
5069     {
5070 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.',
5071 root 1.7 name => 'wisdom',
5072     type => 'int'
5073     }
5074     ],
5075     [
5076     'Cha',
5077     {
5078 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.',
5079 root 1.7 name => 'charisma',
5080     type => 'int'
5081     }
5082     ]
5083     ]
5084     ],
5085     [
5086     'resistance',
5087     [
5088     [
5089     'resist_physical',
5090     {
5091     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5092     name => 'resist physical %',
5093     type => 'int'
5094     }
5095     ],
5096     [
5097     'resist_magic',
5098     {
5099 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!',
5100 root 1.7 name => 'resist magic %',
5101     type => 'int'
5102     }
5103     ],
5104     [
5105     'resist_fire',
5106     {
5107 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!',
5108 root 1.7 name => 'resist fire %',
5109     type => 'int'
5110     }
5111     ],
5112     [
5113     'resist_electricity',
5114     {
5115 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!',
5116 root 1.7 name => 'resist electricity %',
5117     type => 'int'
5118     }
5119     ],
5120     [
5121     'resist_cold',
5122     {
5123 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!',
5124 root 1.7 name => 'resist cold %',
5125     type => 'int'
5126     }
5127     ],
5128     [
5129     'resist_acid',
5130     {
5131 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!',
5132 root 1.7 name => 'resist acid %',
5133     type => 'int'
5134     }
5135     ],
5136     [
5137     'resist_confusion',
5138     {
5139 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!',
5140 root 1.7 name => 'resist confusion %',
5141     type => 'int'
5142     }
5143     ],
5144     [
5145     'resist_weaponmagic',
5146     {
5147 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!',
5148 root 1.7 name => 'resist weaponmagic %',
5149     type => 'int'
5150     }
5151     ],
5152     [
5153 elmex 1.33 'resist_ghosthit',
5154 root 1.7 {
5155 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!',
5156     name => 'resist ghosthit %',
5157 root 1.7 type => 'int'
5158     }
5159     ],
5160     [
5161 elmex 1.33 'resist_slow',
5162 root 1.7 {
5163 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!',
5164     name => 'resist slow %',
5165 root 1.7 type => 'int'
5166     }
5167     ],
5168     [
5169 elmex 1.33 'resist_fear',
5170 root 1.7 {
5171 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!',
5172     name => 'resist fear %',
5173 root 1.7 type => 'int'
5174     }
5175     ],
5176     [
5177 elmex 1.33 'resist_death',
5178 root 1.7 {
5179 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!',
5180     name => 'resist death-attack %',
5181     type => 'int'
5182     }
5183     ],
5184     [
5185     'resist_chaos',
5186     {
5187     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5188     name => 'resist chaos %',
5189     type => 'int'
5190     }
5191     ],
5192     [
5193     'resist_blind',
5194     {
5195     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5196     name => 'resist blinding %',
5197     type => 'int'
5198     }
5199     ],
5200     [
5201     'resist_holyword',
5202     {
5203     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5204     name => 'resist holy power %',
5205     type => 'int'
5206     }
5207     ],
5208     [
5209     'resist_godpower',
5210     {
5211     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5212     name => 'resist godpower %',
5213     type => 'int'
5214     }
5215     ],
5216     [
5217     'resist_paralyze',
5218     {
5219     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5220     name => 'resist paralyze %',
5221     type => 'int'
5222     }
5223     ],
5224     [
5225     'resist_drain',
5226     {
5227     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5228     name => 'resist draining %',
5229     type => 'int'
5230     }
5231     ],
5232     [
5233     'resist_deplete',
5234     {
5235     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5236     name => 'resist depletion %',
5237     type => 'int'
5238     }
5239     ],
5240     [
5241     'resist_poison',
5242     {
5243     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5244     name => 'resist poison %',
5245 root 1.7 type => 'int'
5246     }
5247     ]
5248     ]
5249     ]
5250     ],
5251     use => 'One potion should never give multiple benefits at once.'
5252     },
5253     'Power Crystal' => {
5254     attr => [
5255     [
5256     'sp',
5257 root 1.4 {
5258 root 1.7 desc => '<initial mana> is the amount of spellpoints that the crystal holds when the map is loaded.',
5259     name => 'initial mana',
5260     type => 'int'
5261 root 1.4 }
5262     ],
5263     [
5264 root 1.7 'maxsp',
5265 root 1.4 {
5266 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.',
5267     name => 'mana capacity',
5268     type => 'int'
5269 root 1.4 }
5270     ]
5271     ],
5272 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.',
5273     name => 'Power Crystal'
5274 root 1.1 },
5275 root 1.3 Projectile => {
5276 root 1.7 attr => [
5277     [
5278     'attacktype',
5279     {
5280     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.',
5281     name => 'attacktype',
5282     type => 'bitmask',
5283     value => $BITMASK{attacktype}
5284     }
5285     ],
5286     [
5287     'race',
5288     {
5289     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>.',
5290     name => 'ammunition class',
5291     type => 'string'
5292     }
5293     ],
5294     [
5295     'slaying',
5296     {
5297     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.',
5298     name => 'slaying race',
5299     type => 'string'
5300     }
5301     ],
5302     [
5303     'dam',
5304     {
5305     desc => 'The projectile <damage> significantly affects the damage done. Damage can be further increased by the shooting weapon\'s attributes.',
5306     name => 'damage',
5307     type => 'int'
5308     }
5309     ],
5310     [
5311     'wc',
5312     {
5313     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.',
5314     name => 'weaponclass',
5315     type => 'int'
5316     }
5317     ],
5318     [
5319     'food',
5320     {
5321     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).',
5322     name => 'chance to break',
5323     type => 'int'
5324     }
5325     ],
5326     [
5327     'magic',
5328     {
5329     desc => 'Magic bonus increases chance to hit and damage a little bit.',
5330     name => 'magic bonus',
5331     type => 'int'
5332     }
5333     ],
5334     [
5335     'unique',
5336     {
5337     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5338     name => 'unique item',
5339     type => 'bool'
5340     }
5341     ],
5342     [
5343     'startequip',
5344     {
5345     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5346     name => 'godgiven item',
5347     type => 'bool'
5348     }
5349     ],
5350     [
5351     'no_drop',
5352     {
5353     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.',
5354     name => 'don\'t drop',
5355     type => 'bool'
5356     }
5357     ],
5358     [
5359     'msg',
5360     {
5361     desc => 'This text may describe the projectile. This could be nice for very special ones.',
5362     end => 'endmsg',
5363     name => 'description',
5364     type => 'text'
5365     }
5366     ]
5367     ],
5368     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.',
5369     name => 'Projectile',
5370     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.'
5371     },
5372     Ring => {
5373     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.',
5374     import => [
5375 root 1.29 'Amulet'
5376 root 1.7 ],
5377     name => 'Ring',
5378     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.'
5379     },
5380     Rod => {
5381     attr => [
5382     [
5383     'sp',
5384     {
5385     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!',
5386     name => 'spell',
5387     type => 'spell'
5388     }
5389     ],
5390     [
5391     'level',
5392     {
5393     desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should be set to something reasonable.',
5394     name => 'casting level',
5395     type => 'int'
5396     }
5397     ],
5398     [
5399     'hp',
5400     {
5401     desc => 'This value represents the initial amount of spellpoints in the rod. Naturally, this is quite unimportant.',
5402     name => 'initial spellpoints',
5403     type => 'int'
5404     }
5405     ],
5406     [
5407     'maxhp',
5408     {
5409     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.',
5410     name => 'max. spellpoints',
5411     type => 'int'
5412     }
5413     ],
5414     [
5415     'startequip',
5416     {
5417     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5418     name => 'godgiven item',
5419     type => 'bool'
5420     }
5421     ],
5422     [
5423     'msg',
5424     {
5425     desc => 'This text may contain a description of the rod.',
5426     end => 'endmsg',
5427     name => 'description',
5428     type => 'text'
5429     }
5430     ]
5431     ],
5432     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.',
5433     ignore => [
5434     'title'
5435     ],
5436     name => 'Rod',
5437     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>'
5438     },
5439     Rune => {
5440     attr => [
5441     [
5442     'no_pick',
5443     {
5444     type => 'fixed',
5445     value => 1
5446     }
5447     ],
5448     [
5449 root 1.14 'move_on',
5450 root 1.7 {
5451 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5452     name => 'movement type',
5453 elmex 1.26 type => 'movement_type'
5454 root 1.7 }
5455     ],
5456     [
5457     'level',
5458     {
5459     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.',
5460     name => 'rune level',
5461     type => 'int'
5462     }
5463     ],
5464     [
5465     'Cha',
5466     {
5467     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.',
5468     name => 'visibility',
5469     type => 'int'
5470     }
5471     ],
5472     [
5473     'hp',
5474     {
5475     desc => 'The rune will detonate <number of charges> times before disappearing.',
5476     name => 'number of charges',
5477     type => 'int'
5478     }
5479     ],
5480     [
5481     'dam',
5482     {
5483     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.',
5484     name => 'direct damage',
5485     type => 'int'
5486     }
5487     ],
5488     [
5489     'attacktype',
5490     {
5491     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.',
5492     name => 'attacktype',
5493     type => 'bitmask',
5494     value => $BITMASK{attacktype}
5495     }
5496     ],
5497     [
5498     'msg',
5499     {
5500     desc => 'When the rune detonates, this text is displayed to the victim. For especially powerful runes, create an appropriate thrilling description. ;)',
5501     end => 'endmsg',
5502     name => 'detonation text',
5503     type => 'text'
5504     }
5505     ]
5506 root 1.3 ],
5507     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.',
5508     ignore => [
5509     'no_pick',
5510     'title',
5511     'name_pl',
5512     'weight',
5513     'value',
5514     'material',
5515     'unpaid'
5516     ],
5517 root 1.5 name => 'Rune',
5518 root 1.4 section => [
5519     [
5520     'spellcraft',
5521 root 1.7 [
5522     [
5523     'sp',
5524     {
5525     desc => 'The selected <spell> defines the spell in the rune, if any. (Many runes do direct damage).',
5526     name => 'spell',
5527     type => 'spell'
5528     }
5529     ],
5530     [
5531     'slaying',
5532     {
5533     desc => 'Name of the spell in the rune, if any. <spell name> is optional, but if present, overrides the <spell> setting.',
5534     name => 'spell name',
5535     type => 'string'
5536     }
5537     ],
5538     [
5539     'other_arch',
5540     {
5541     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.',
5542     name => 'spell arch',
5543     type => 'string'
5544     }
5545     ],
5546     [
5547     'maxsp',
5548     {
5549     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.',
5550     name => 'direction',
5551     type => 'list',
5552     value => $LIST{direction}
5553     }
5554     ],
5555     [
5556     'race',
5557     {
5558     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.',
5559     name => 'summon monster',
5560     type => 'string'
5561     }
5562     ],
5563     [
5564     'maxhp',
5565     {
5566     desc => 'This should only be set to a summoning rune. It will then summon that many creatures of the kind <summon monster>.',
5567     name => 'summon amount',
5568     type => 'int'
5569     }
5570     ]
5571     ]
5572 root 1.4 ]
5573     ],
5574 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.'
5575     },
5576 root 1.37 'Safe ground' => {
5577 elmex 1.23 attr => [
5578     [
5579 root 1.35 'move_block',
5580     {
5581     desc => 'Objects using these movement types cannot move over this space.',
5582     name => 'blocked movement',
5583     type => 'movement_type'
5584     }
5585     ],
5586     [
5587     'move_allow',
5588     {
5589     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
5590     name => 'allowed movement',
5591     type => 'movement_type'
5592     }
5593     ],
5594     [
5595     'move_slow',
5596     {
5597     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
5598     name => 'slowed movement',
5599     type => 'movement_type'
5600     }
5601     ],
5602     [
5603     'move_slow_penalty',
5604     {
5605     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)',
5606     name => 'slow movement penalty',
5607     type => 'int'
5608     }
5609     ],
5610     [
5611 elmex 1.23 'no_pick',
5612     {
5613     type => 'fixed',
5614     value => 1
5615     }
5616     ]
5617     ],
5618 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.',
5619 elmex 1.23 ignore => [
5620     $IGNORE_LIST{non_pickable}
5621     ],
5622 root 1.37 name => 'Safe ground',
5623 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.'
5624 elmex 1.23 },
5625 root 1.3 Savebed => {
5626 root 1.7 attr => [
5627     [
5628     'no_pick',
5629     {
5630     type => 'fixed',
5631     value => 1
5632     }
5633     ],
5634     [
5635     'no_magic',
5636     {
5637     type => 'fixed',
5638     value => 1
5639     }
5640     ],
5641     [
5642     'damned',
5643     {
5644     type => 'fixed',
5645     value => 1
5646     }
5647     ]
5648     ],
5649 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.',
5650     ignore => [
5651     $IGNORE_LIST{non_pickable}
5652     ],
5653 root 1.5 name => 'Savebed',
5654 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>'
5655 root 1.3 },
5656     Scroll => {
5657 root 1.7 attr => [
5658     [
5659     'level',
5660     {
5661     desc => 'The spell of the scroll will be casted at this level. This value should always be set, at least to 1.',
5662     name => 'casting level',
5663     type => 'int'
5664     }
5665     ],
5666     [
5667     'sp',
5668     {
5669     desc => 'When a player/monster applies this scroll, the selected <spell> will be casted (once). This should work for any given spell.',
5670     name => 'spell',
5671     type => 'spell'
5672     }
5673     ],
5674     [
5675     'startequip',
5676     {
5677     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5678     name => 'godgiven item',
5679     type => 'bool'
5680     }
5681     ]
5682     ],
5683 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.',
5684     ignore => [
5685     'title'
5686     ],
5687 root 1.5 name => 'Scroll',
5688 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.'
5689     },
5690     Shield => {
5691 root 1.7 attr => [
5692     [
5693     'magic',
5694     {
5695     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.',
5696     name => 'magic bonus',
5697     type => 'int'
5698     }
5699     ]
5700     ],
5701 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.',
5702     import => [
5703 root 1.29 'Amulet'
5704 root 1.3 ],
5705 root 1.5 name => 'Shield',
5706 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.'
5707     },
5708     'Shooting Weapon' => {
5709 root 1.7 attr => [
5710     [
5711     'race',
5712     {
5713     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.',
5714     name => 'ammunition class',
5715     type => 'string'
5716     }
5717     ],
5718     [
5719     'sp',
5720     {
5721     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).',
5722     name => 'shooting speed',
5723     type => 'int'
5724     }
5725     ],
5726     [
5727     'dam',
5728     {
5729     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.',
5730     name => 'base damage',
5731     type => 'int'
5732     }
5733     ],
5734     [
5735     'wc',
5736     {
5737     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.',
5738     name => 'weaponclass',
5739     type => 'int'
5740     }
5741     ],
5742     [
5743     'item_power',
5744     {
5745 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>.',
5746 root 1.7 name => 'item power',
5747     type => 'int'
5748     }
5749     ],
5750     [
5751     'no_strength',
5752     {
5753     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.',
5754     name => 'ignore strength',
5755     type => 'bool'
5756     }
5757     ],
5758     [
5759     'damned',
5760     {
5761     desc => 'A damned shooting weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
5762     name => 'damnation',
5763     type => 'bool'
5764     }
5765     ],
5766     [
5767     'cursed',
5768     {
5769     desc => 'A cursed shooting weapon cannot be unwielded unless the curse is removed.',
5770     name => 'curse',
5771     type => 'bool'
5772     }
5773     ],
5774     [
5775     'unique',
5776     {
5777     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5778     name => 'unique item',
5779     type => 'bool'
5780     }
5781     ],
5782     [
5783     'startequip',
5784     {
5785     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5786     name => 'godgiven item',
5787     type => 'bool'
5788     }
5789     ],
5790     [
5791     'msg',
5792     {
5793     desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
5794     end => 'endmsg',
5795     name => 'description',
5796     type => 'text'
5797     }
5798     ]
5799     ],
5800 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.',
5801 root 1.5 name => 'Shooting Weapon',
5802 root 1.4 section => [
5803     [
5804     'stats',
5805 root 1.7 [
5806     [
5807     'Str',
5808     {
5809     desc => 'The player\'s strentgh will rise/fall by the given value while wearing this shooting weapon.',
5810     name => 'strength',
5811     type => 'int'
5812     }
5813     ],
5814     [
5815     'Dex',
5816     {
5817     desc => 'The player\'s dexterity will rise/fall by the given value while wearing this shooting weapon.',
5818     name => 'dexterity',
5819     type => 'int'
5820     }
5821     ],
5822     [
5823     'Con',
5824     {
5825     desc => 'The player\'s constitution will rise/fall by the given value while wearing this shooting weapon.',
5826     name => 'constitution',
5827     type => 'int'
5828     }
5829     ],
5830     [
5831     'Int',
5832     {
5833     desc => 'The player\'s intelligence will rise/fall by the given value while wearing this shooting weapon.',
5834     name => 'intelligence',
5835     type => 'int'
5836     }
5837     ],
5838     [
5839     'Pow',
5840     {
5841     desc => 'The player\'s power will rise/fall by the given value while wearing this shooting weapon.',
5842     name => 'power',
5843     type => 'int'
5844     }
5845     ],
5846     [
5847     'Wis',
5848     {
5849     desc => 'The player\'s wisdom will rise/fall by the given value while wearing this shooting weapon.',
5850     name => 'wisdom',
5851     type => 'int'
5852     }
5853     ],
5854     [
5855     'Cha',
5856     {
5857     desc => 'The player\'s charisma will rise/fall by the given value while wearing this shooting weapon.',
5858     name => 'charisma',
5859     type => 'int'
5860     }
5861     ]
5862     ]
5863     ],
5864     [
5865     'bonus',
5866     [
5867     [
5868     'luck',
5869     {
5870     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.',
5871     name => 'luck bonus',
5872     type => 'int'
5873     }
5874     ],
5875     [
5876     'magic',
5877     {
5878     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.',
5879     name => 'magic bonus',
5880     type => 'int'
5881     }
5882     ]
5883     ]
5884     ]
5885     ],
5886 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.'
5887 root 1.7 },
5888     'Shop Floor' => {
5889     attr => [
5890     [
5891     'is_floor',
5892     {
5893     type => 'fixed',
5894     value => 1
5895     }
5896     ],
5897     [
5898     'no_pick',
5899     {
5900     type => 'fixed',
5901     value => 1
5902     }
5903     ],
5904     [
5905     'no_magic',
5906     {
5907     type => 'fixed',
5908     value => 1
5909     }
5910     ],
5911     [
5912     'auto_apply',
5913 root 1.4 {
5914 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.',
5915     name => 'generate goods',
5916     type => 'bool'
5917 root 1.4 }
5918     ],
5919     [
5920 root 1.7 'randomitems',
5921     {
5922     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.',
5923     name => 'treasurelist',
5924     type => 'treasurelist'
5925     }
5926     ],
5927     [
5928     'exp',
5929     {
5930     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.',
5931     name => 'quality level',
5932     type => 'int'
5933     }
5934     ],
5935     [
5936     'damned',
5937 root 1.4 {
5938 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.)',
5939     name => 'no prayers',
5940     type => 'bool'
5941 root 1.4 }
5942     ]
5943     ],
5944 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).',
5945     ignore => [
5946     $IGNORE_LIST{non_pickable}
5947     ],
5948 root 1.5 name => 'Shop Floor',
5949 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.'
5950     },
5951 elmex 1.27 'Shop Inventory' => {
5952     attr => [
5953     [
5954     'shop_coords',
5955     {
5956     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.',
5957     name => 'shop rectangle',
5958     type => 'string'
5959     }
5960     ]
5961     ],
5962     desc => 'The purpose of a sign is to display the contents of a shop.',
5963     ignore => [
5964     $IGNORE_LIST{non_pickable}
5965     ],
5966     name => 'Shop Inventory',
5967     use => 'Use these signs to present the player a list of the items in the shop'
5968     },
5969 root 1.3 'Shop Mat' => {
5970 root 1.7 attr => [
5971     [
5972     'no_pick',
5973     {
5974     type => 'fixed',
5975     value => 1
5976     }
5977     ],
5978     [
5979 root 1.14 'move_on',
5980 root 1.7 {
5981 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5982     name => 'movement type',
5983 elmex 1.26 type => 'movement_type'
5984 root 1.7 }
5985     ]
5986     ],
5987 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).',
5988     ignore => [
5989     $IGNORE_LIST{non_pickable}
5990     ],
5991 root 1.5 name => 'Shop Mat',
5992 root 1.3 use => 'As stated above, always place TWO shop mats into your shop. Not more and not less than that.'
5993     },
5994     'Sign & MagicMouth' => {
5995 root 1.7 attr => [
5996     [
5997     'connected',
5998     {
5999     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.',
6000     name => 'connection',
6001 root 1.50 type => 'string'
6002 root 1.7 }
6003     ],
6004     [
6005 elmex 1.21 'activate_on_push',
6006     {
6007     desc => 'Whether the teleporter should only be activated on push.',
6008 root 1.42 name => 'activate on push',
6009 elmex 1.21 type => 'bool'
6010     }
6011     ],
6012     [
6013     'activate_on_release',
6014     {
6015     desc => 'Whether the teleporter should only be activated on release.',
6016 root 1.42 name => 'activate on release',
6017 elmex 1.21 type => 'bool'
6018     }
6019     ],
6020     [
6021 root 1.14 'move_on',
6022 root 1.7 {
6023 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6024     name => 'movement type',
6025 elmex 1.26 type => 'movement_type'
6026 root 1.7 }
6027     ],
6028     [
6029     'food',
6030     {
6031     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).',
6032     name => 'counter',
6033     type => 'int'
6034     }
6035     ],
6036     [
6037     'msg',
6038     {
6039     desc => 'This text will be displayed to the player.',
6040     end => 'endmsg',
6041     name => 'message',
6042     type => 'text'
6043     }
6044     ]
6045     ],
6046     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).',
6047     ignore => [
6048     $IGNORE_LIST{non_pickable}
6049     ],
6050     name => 'Sign & MagicMouth',
6051     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.'
6052     },
6053     Skill => {
6054     attr => [
6055     [
6056     'invisible',
6057     {
6058     type => 'fixed',
6059     value => 1
6060     }
6061     ],
6062     [
6063     'no_drop',
6064     {
6065     type => 'fixed',
6066     value => 1
6067     }
6068     ],
6069     [
6070     'skill',
6071     {
6072     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.',
6073     name => 'skill name',
6074     type => 'string'
6075     }
6076     ],
6077     [
6078     'expmul',
6079     {
6080     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.',
6081     name => 'exp multiplier',
6082     type => 'float'
6083     }
6084     ],
6085     [
6086     'subtype',
6087     {
6088 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.',
6089 root 1.7 name => 'skill type',
6090     type => 'list',
6091     value => $LIST{skill_type}
6092     }
6093     ],
6094     [
6095     'level',
6096     {
6097     name => 'level',
6098     type => 'int'
6099     }
6100     ],
6101     [
6102     'exp',
6103     {
6104     name => 'experience',
6105     type => 'int'
6106     }
6107     ],
6108     [
6109     'can_use_skill',
6110     {
6111     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.',
6112     name => 'is native skill',
6113     type => 'bool'
6114     }
6115     ]
6116 root 1.3 ],
6117     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.',
6118     ignore => [
6119     $IGNORE_LIST{system_object}
6120     ],
6121 root 1.5 name => 'Skill',
6122 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>'
6123     },
6124     'Skill Scroll' => {
6125 root 1.7 attr => [
6126     [
6127     'race',
6128     {
6129     type => 'fixed',
6130     value => 'scrolls'
6131     }
6132     ],
6133     [
6134     'skill',
6135     {
6136     desc => 'The <skill name> matches the skill object that can be learned from this scroll.',
6137     name => 'skill name',
6138     type => 'string'
6139     }
6140     ]
6141     ],
6142 root 1.3 desc => 'By reading a skill scroll, a player has a chance to learn the contained skill.',
6143 root 1.5 name => 'Skill Scroll',
6144 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.'
6145     },
6146 elmex 1.33 'Skill Tool' => {
6147     attr => [
6148     [
6149     'skill',
6150     {
6151     desc => 'This field describes which skill the player will be able to use wearing this item.',
6152     name => 'skill name',
6153     type => 'string'
6154     }
6155     ]
6156     ],
6157     desc => 'Wearing a skill tool will give the player the ability to use a skill.',
6158     name => 'Skill Tool',
6159     section => [
6160     [
6161     'stats',
6162     [
6163     [
6164     'Str',
6165     {
6166     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.',
6167     name => 'strength',
6168     type => 'int'
6169     }
6170     ],
6171     [
6172     'Dex',
6173     {
6174     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.',
6175     name => 'dexterity',
6176     type => 'int'
6177     }
6178     ],
6179     [
6180     'Con',
6181     {
6182     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.',
6183     name => 'constitution',
6184     type => 'int'
6185     }
6186     ],
6187     [
6188     'Int',
6189     {
6190     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.',
6191     name => 'intelligence',
6192     type => 'int'
6193     }
6194     ],
6195     [
6196     'Pow',
6197     {
6198     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.',
6199     name => 'power',
6200     type => 'int'
6201     }
6202     ],
6203     [
6204     'Wis',
6205     {
6206     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.',
6207     name => 'wisdom',
6208     type => 'int'
6209     }
6210     ],
6211     [
6212     'Cha',
6213     {
6214     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.',
6215     name => 'charisma',
6216     type => 'int'
6217     }
6218     ]
6219     ]
6220     ],
6221     [
6222     'resistance',
6223     [
6224     [
6225     'resist_physical',
6226     {
6227     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6228     name => 'resist physical %',
6229     type => 'int'
6230     }
6231     ],
6232     [
6233     'resist_magic',
6234     {
6235     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6236     name => 'resist magic %',
6237     type => 'int'
6238     }
6239     ],
6240     [
6241     'resist_fire',
6242     {
6243     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6244     name => 'resist fire %',
6245     type => 'int'
6246     }
6247     ],
6248     [
6249     'resist_electricity',
6250     {
6251     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6252     name => 'resist electricity %',
6253     type => 'int'
6254     }
6255     ],
6256     [
6257     'resist_cold',
6258     {
6259     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6260     name => 'resist cold %',
6261     type => 'int'
6262     }
6263     ],
6264     [
6265     'resist_acid',
6266     {
6267     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6268     name => 'resist acid %',
6269     type => 'int'
6270     }
6271     ],
6272     [
6273     'resist_confusion',
6274     {
6275     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6276     name => 'resist confusion %',
6277     type => 'int'
6278     }
6279     ],
6280     [
6281     'resist_weaponmagic',
6282     {
6283     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6284     name => 'resist weaponmagic %',
6285     type => 'int'
6286     }
6287     ],
6288     [
6289     'resist_ghosthit',
6290     {
6291     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6292     name => 'resist ghosthit %',
6293     type => 'int'
6294     }
6295     ],
6296     [
6297     'resist_slow',
6298     {
6299     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6300     name => 'resist slow %',
6301     type => 'int'
6302     }
6303     ],
6304     [
6305     'resist_fear',
6306     {
6307     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6308     name => 'resist fear %',
6309     type => 'int'
6310     }
6311     ],
6312     [
6313     'resist_death',
6314     {
6315     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6316     name => 'resist death-attack %',
6317     type => 'int'
6318     }
6319     ],
6320     [
6321     'resist_chaos',
6322     {
6323     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6324     name => 'resist chaos %',
6325     type => 'int'
6326     }
6327     ],
6328     [
6329     'resist_blind',
6330     {
6331     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6332     name => 'resist blinding %',
6333     type => 'int'
6334     }
6335     ],
6336     [
6337     'resist_holyword',
6338     {
6339     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6340     name => 'resist holy power %',
6341     type => 'int'
6342     }
6343     ],
6344     [
6345     'resist_godpower',
6346     {
6347     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6348     name => 'resist godpower %',
6349     type => 'int'
6350     }
6351     ],
6352     [
6353     'resist_paralyze',
6354     {
6355     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6356     name => 'resist paralyze %',
6357     type => 'int'
6358     }
6359     ],
6360     [
6361     'resist_drain',
6362     {
6363     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6364     name => 'resist draining %',
6365     type => 'int'
6366     }
6367     ],
6368     [
6369     'resist_deplete',
6370     {
6371     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6372     name => 'resist depletion %',
6373     type => 'int'
6374     }
6375     ],
6376     [
6377     'resist_poison',
6378     {
6379     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6380     name => 'resist poison %',
6381     type => 'int'
6382     }
6383     ]
6384     ]
6385     ]
6386     ],
6387     use => 'Feel free to assign resistancies and stats to a skill tools or change the skill that is given.'
6388     },
6389 root 1.3 'Special Key' => {
6390 root 1.7 attr => [
6391     [
6392     'slaying',
6393     {
6394     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.',
6395     name => 'key string',
6396     type => 'string'
6397     }
6398     ],
6399     [
6400     'material',
6401     {
6402     desc => 'For Special Keys, material should always be unset or set to Adamantite. This prevents the key from getting burned or otherwise destroyed.',
6403     name => 'material',
6404     type => 'bitmask',
6405     value => $BITMASK{material}
6406     }
6407     ],
6408     [
6409     'unique',
6410     {
6411     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.',
6412     name => 'unique item',
6413     type => 'bool'
6414     }
6415     ],
6416     [
6417     'startequip',
6418     {
6419     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6420     name => 'godgiven item',
6421     type => 'bool'
6422     }
6423     ],
6424     [
6425     'msg',
6426     {
6427     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.',
6428     end => 'endmsg',
6429     name => 'description',
6430     type => 'text'
6431     }
6432     ]
6433     ],
6434 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.',
6435     ignore => [
6436     'material'
6437     ],
6438 root 1.5 name => 'Special Key',
6439 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".'
6440     },
6441     Spell => {
6442 root 1.7 attr => [
6443     [
6444     'no_drop',
6445     {
6446     type => 'fixed',
6447     value => 1
6448     }
6449     ],
6450     [
6451     'invisible',
6452     {
6453     type => 'fixed',
6454     value => 1
6455     }
6456     ],
6457     [
6458     'skill',
6459     {
6460     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.',
6461     name => 'skill name',
6462     type => 'string'
6463     }
6464     ],
6465     [
6466     'subtype',
6467     {
6468     desc => 'The <spell type> defines the basic type of spell. Some of these types are of a more generic nature than others.',
6469     name => 'spell type',
6470     type => 'list',
6471     value => $LIST{spell_type}
6472     }
6473     ],
6474     [
6475     'level',
6476     {
6477     name => 'spell level',
6478     type => 'int'
6479     }
6480     ],
6481     [
6482     'casting_time',
6483     {
6484     name => 'casting time',
6485     type => 'int'
6486     }
6487     ],
6488     [
6489     'duration',
6490     {
6491     name => 'duration',
6492     type => 'int'
6493     }
6494     ],
6495     [
6496     'other_arch',
6497     {
6498     name => 'create object',
6499     type => 'string'
6500     }
6501     ],
6502     [
6503     'sp',
6504     {
6505     name => 'cost spellpoints',
6506     type => 'int'
6507     }
6508     ],
6509     [
6510     'grace',
6511     {
6512     name => 'cost grace',
6513     type => 'int'
6514     }
6515     ],
6516     [
6517     'maxsp',
6518     {
6519     name => 'double cost per level',
6520     type => 'int'
6521     }
6522     ]
6523     ],
6524 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.',
6525     ignore => [
6526     $IGNORE_LIST{system_object}
6527     ],
6528 root 1.5 name => 'Spell',
6529 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.'
6530     },
6531     Spellbook => {
6532 root 1.7 attr => [
6533     [
6534     'skill',
6535     {
6536     type => 'fixed',
6537     value => 'literacy'
6538     }
6539     ],
6540     [
6541     'randomitems',
6542     {
6543     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.',
6544     name => 'treasurelist',
6545     type => 'treasurelist'
6546     }
6547     ],
6548     [
6549     'startequip',
6550     {
6551     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6552     name => 'godgiven item',
6553     type => 'bool'
6554     }
6555     ],
6556     [
6557     'msg',
6558     {
6559     desc => 'This text may contain a nice description of the spellbook\'s cover or something.',
6560     end => 'endmsg',
6561     name => 'description',
6562     type => 'text'
6563     }
6564     ]
6565     ],
6566 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.',
6567 root 1.5 name => 'Spellbook',
6568 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.'
6569     },
6570     Spinner => {
6571 root 1.7 attr => [
6572     [
6573     'sp',
6574     {
6575     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.',
6576     name => 'direction number',
6577     type => 'int'
6578     }
6579     ],
6580     [
6581 root 1.14 'move_on',
6582 root 1.7 {
6583 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6584     name => 'movement type',
6585 elmex 1.26 type => 'movement_type'
6586 root 1.7 }
6587     ]
6588     ],
6589 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.',
6590     ignore => [
6591     $IGNORE_LIST{non_pickable}
6592     ],
6593 root 1.5 name => 'Spinner',
6594 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.'
6595     },
6596     Swamp => {
6597 root 1.7 attr => [
6598     [
6599     'is_floor',
6600     {
6601     type => 'fixed',
6602     value => 1
6603     }
6604     ],
6605     [
6606     'is_wooded',
6607     {
6608     type => 'fixed',
6609     value => 1
6610     }
6611     ],
6612     [
6613     'speed',
6614     {
6615     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.',
6616     name => 'drowning speed',
6617     type => 'float'
6618     }
6619     ],
6620     [
6621 root 1.17 'speed_left',
6622     {
6623     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.',
6624     name => 'speed left',
6625     type => 'float'
6626     }
6627     ],
6628     [
6629 root 1.14 'move_on',
6630     {
6631     desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6632     name => 'movement type',
6633 elmex 1.26 type => 'movement_type'
6634 root 1.14 }
6635     ],
6636     [
6637     'move_block',
6638 root 1.7 {
6639 root 1.14 desc => 'Objects using these movement types cannot move over this space.',
6640     name => 'blocked movement',
6641 elmex 1.26 type => 'movement_type'
6642 root 1.14 }
6643     ],
6644     [
6645     'move_allow',
6646     {
6647     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6648     name => 'allowed movement',
6649 elmex 1.26 type => 'movement_type'
6650 root 1.14 }
6651     ],
6652     [
6653     'move_slow',
6654     {
6655     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6656     name => 'slowed movement',
6657 elmex 1.26 type => 'movement_type'
6658 root 1.14 }
6659     ],
6660     [
6661     'move_slow_penalty',
6662     {
6663     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)',
6664     name => 'slow movement penalty',
6665 root 1.7 type => 'int'
6666     }
6667     ],
6668     [
6669     'no_magic',
6670     {
6671     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
6672     name => 'no spells',
6673     type => 'bool'
6674     }
6675     ],
6676     [
6677     'damned',
6678     {
6679     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
6680     name => 'no prayers',
6681     type => 'bool'
6682     }
6683     ]
6684     ],
6685 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.',
6686     ignore => [
6687     $IGNORE_LIST{non_pickable}
6688 root 1.5 ],
6689     name => 'Swamp'
6690 root 1.3 },
6691     Teleporter => {
6692 root 1.7 attr => [
6693     [
6694     'slaying',
6695     {
6696     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.',
6697     name => 'exit path',
6698     type => 'string'
6699     }
6700     ],
6701     [
6702     'hp',
6703     {
6704     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.',
6705     name => 'destination X',
6706     type => 'int'
6707     }
6708     ],
6709     [
6710     'sp',
6711     {
6712     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.',
6713     name => 'destination Y',
6714     type => 'int'
6715     }
6716     ],
6717     [
6718     'connected',
6719     {
6720     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.',
6721     name => 'connection',
6722 root 1.50 type => 'string'
6723 root 1.7 }
6724     ],
6725     [
6726 elmex 1.21 'activate_on_push',
6727     {
6728     desc => 'Whether the teleporter should only be activated on push.',
6729 root 1.42 name => 'activate on push',
6730 elmex 1.21 type => 'bool'
6731     }
6732     ],
6733     [
6734     'activate_on_release',
6735     {
6736     desc => 'Whether the teleporter should only be activated on release.',
6737 root 1.42 name => 'activate on release',
6738 elmex 1.21 type => 'bool'
6739     }
6740     ],
6741     [
6742 root 1.7 'speed',
6743     {
6744     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!',
6745     name => 'activation speed',
6746     type => 'float'
6747     }
6748 root 1.17 ],
6749     [
6750     'speed_left',
6751     {
6752     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.',
6753     name => 'speed left',
6754     type => 'float'
6755     }
6756 root 1.7 ]
6757     ],
6758 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.',
6759     ignore => [
6760     $IGNORE_LIST{non_pickable}
6761     ],
6762 root 1.5 name => 'Teleporter',
6763 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.'
6764     },
6765 root 1.8 'Timed Gate' => {
6766     attr => [
6767     [
6768     'no_pick',
6769     {
6770     type => 'fixed',
6771     value => 1
6772     }
6773     ],
6774     [
6775     'connected',
6776     {
6777     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.',
6778     name => 'connection',
6779 root 1.50 type => 'string'
6780 root 1.8 }
6781     ],
6782     [
6783 elmex 1.21 'activate_on_push',
6784     {
6785     desc => 'Whether the teleporter should only be activated on push.',
6786 root 1.42 name => 'activate on push',
6787 elmex 1.21 type => 'bool'
6788     }
6789     ],
6790     [
6791     'activate_on_release',
6792     {
6793     desc => 'Whether the teleporter should only be activated on release.',
6794 root 1.42 name => 'activate on release',
6795 elmex 1.21 type => 'bool'
6796     }
6797     ],
6798     [
6799 root 1.8 'wc',
6800     {
6801     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.',
6802     name => 'position state',
6803     type => 'int'
6804     }
6805     ],
6806     [
6807 root 1.14 'move_block',
6808     {
6809     desc => 'Objects using these movement types cannot move over this space.',
6810     name => 'blocked movement',
6811 elmex 1.26 type => 'movement_type'
6812 root 1.14 }
6813     ],
6814     [
6815     'move_allow',
6816     {
6817     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6818     name => 'allowed movement',
6819 elmex 1.26 type => 'movement_type'
6820 root 1.14 }
6821     ],
6822     [
6823     'move_slow',
6824 root 1.8 {
6825 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6826     name => 'slowed movement',
6827 elmex 1.26 type => 'movement_type'
6828 root 1.14 }
6829     ],
6830     [
6831     'move_slow_penalty',
6832     {
6833     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)',
6834     name => 'slow movement penalty',
6835     type => 'int'
6836 root 1.8 }
6837     ],
6838     [
6839     'no_magic',
6840     {
6841     desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
6842     name => 'restrict spells',
6843     type => 'bool'
6844     }
6845     ],
6846     [
6847     'damned',
6848     {
6849     desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
6850     name => 'restrict prayers',
6851     type => 'bool'
6852     }
6853     ],
6854     [
6855     'hp',
6856     {
6857     desc => 'Defines the duration the gate remains closed. This only takes effect if the gate is not connected.',
6858     name => 'open duration',
6859     type => 'int'
6860     }
6861     ]
6862     ],
6863 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.',
6864 root 1.8 ignore => [
6865     $IGNORE_LIST{non_pickable}
6866     ],
6867     name => 'Timed Gate',
6868     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".'
6869     },
6870 elmex 1.51 Torch => {
6871     attr => [
6872     [
6873     'food',
6874     {
6875     desc => 'This field specifies the burning duration of the torch.',
6876     name => 'burning duration',
6877     type => 'int'
6878     }
6879     ],
6880     [
6881     'range',
6882     {
6883     desc => 'This field sets the glow radius of the torch if it is enabled. If you want to make a torch that is already burning set the "glow radius" field.',
6884     name => 'enabled glow radius',
6885     type => 'int'
6886     }
6887     ]
6888     ],
6889     desc => 'Torches are a special kind of Lamp, they are worn out by repeatedly lightening them up (when the is_lightable flag is set) and otherwise they can only be used once.',
6890     name => 'Torch'
6891     },
6892 root 1.3 Trap => {
6893 root 1.7 attr => [
6894     [
6895     'no_pick',
6896     {
6897     type => 'fixed',
6898     value => 1
6899     }
6900     ],
6901     [
6902 root 1.14 'move_on',
6903 root 1.7 {
6904 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6905     name => 'movement type',
6906 elmex 1.26 type => 'movement_type'
6907 root 1.7 }
6908     ],
6909     [
6910     'level',
6911     {
6912     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.',
6913     name => 'trap level',
6914     type => 'int'
6915     }
6916     ],
6917     [
6918     'Cha',
6919     {
6920     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.',
6921     name => 'visibility',
6922     type => 'int'
6923     }
6924     ],
6925     [
6926     'hp',
6927     {
6928     desc => 'The trap will detonate <number of charges> times before disappearing.',
6929     name => 'number of charges',
6930     type => 'int'
6931     }
6932     ],
6933     [
6934     'dam',
6935     {
6936     desc => '<direct damage> specifies how much damage is done by the trap. This should be set in reasonable relation to the trap\'s level.',
6937     name => 'direct damage',
6938     type => 'int'
6939     }
6940     ],
6941     [
6942     'attacktype',
6943     {
6944     desc => 'This attribute defines what attacktype to use for direct damage when the trap detonates.',
6945     name => 'attacktype',
6946     type => 'bitmask',
6947     value => $BITMASK{attacktype}
6948     }
6949     ],
6950     [
6951     'connected',
6952     {
6953     desc => 'When the trap is detonated, all objects with the same connection value get activated.',
6954     name => 'connection',
6955 root 1.50 type => 'string'
6956 root 1.7 }
6957     ],
6958     [
6959     'msg',
6960     {
6961     desc => 'When the trap detonates, this text is displayed to the victim. For especially powerful or complex traps, create an appropriate and thrilling description. ;)',
6962     end => 'endmsg',
6963     name => 'detonation text',
6964     type => 'text'
6965     }
6966     ]
6967     ],
6968 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.',
6969     ignore => [
6970     'no_pick',
6971     'title',
6972     'name_pl',
6973     'weight',
6974     'value',
6975     'material',
6976     'unpaid'
6977     ],
6978 root 1.5 name => 'Trap',
6979 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.'
6980     },
6981     Trapdoor => {
6982 root 1.7 attr => [
6983     [
6984     'no_pick',
6985     {
6986     type => 'fixed',
6987     value => 1
6988     }
6989     ],
6990     [
6991 root 1.14 'move_on',
6992 root 1.7 {
6993 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6994     name => 'movement type',
6995 elmex 1.26 type => 'movement_type'
6996 root 1.7 }
6997     ],
6998     [
6999     'weight',
7000     {
7001     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.',
7002     name => 'hold weight',
7003     type => 'int'
7004     }
7005     ],
7006     [
7007     'hp',
7008     {
7009     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!',
7010     name => 'destination X',
7011     type => 'int'
7012     }
7013     ],
7014     [
7015     'sp',
7016     {
7017     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!',
7018     name => 'destination Y',
7019     type => 'int'
7020     }
7021     ]
7022     ],
7023 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.',
7024     ignore => [
7025     $IGNORE_LIST{non_pickable}
7026     ],
7027 root 1.5 name => 'Trapdoor',
7028 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.'
7029     },
7030     Treasure => {
7031 root 1.7 attr => [
7032     [
7033     'randomitems',
7034     {
7035     desc => 'This entry determines what kind of treasure will appear. Look into /crossfire/share/crossfire/treasures for details about existing treasurelists.',
7036     name => 'treasurelist',
7037     type => 'treasurelist'
7038     }
7039     ],
7040     [
7041     'auto_apply',
7042     {
7043     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.',
7044     name => 'auto-generate',
7045     type => 'bool'
7046     }
7047     ],
7048     [
7049     'hp',
7050     {
7051     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.',
7052     name => 'create number',
7053     type => 'int'
7054     }
7055     ],
7056     [
7057     'exp',
7058     {
7059     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).',
7060     name => 'quality level',
7061     type => 'int'
7062     }
7063     ]
7064     ],
7065 root 1.3 desc => 'A treasure-object turns into certain randomitems when the map is loaded into the game.',
7066     ignore => [
7067     'nrof',
7068     'title',
7069     'name_pl',
7070     'weight',
7071     'value',
7072     'material'
7073     ],
7074 root 1.5 name => 'Treasure',
7075 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.'
7076     },
7077     'Trigger Marker' => {
7078 root 1.7 attr => [
7079     [
7080     'no_pick',
7081     {
7082     type => 'fixed',
7083     value => 1
7084     }
7085     ],
7086     [
7087     'slaying',
7088     {
7089     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.',
7090     name => 'key string',
7091     type => 'string'
7092     }
7093     ],
7094     [
7095     'connected',
7096     {
7097     desc => 'Unlike a regular marker this is the connection that triggers this marker to activate.',
7098     name => 'connection',
7099 root 1.50 type => 'string'
7100 root 1.7 }
7101     ],
7102     [
7103     'food',
7104     {
7105     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.',
7106     name => 'mark duration',
7107     type => 'int'
7108     }
7109     ],
7110     [
7111     'name',
7112     {
7113     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.',
7114     name => 'delete mark',
7115     type => 'string'
7116     }
7117     ],
7118     [
7119     'msg',
7120     {
7121     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.',
7122     end => 'endmsg',
7123     name => 'marking message',
7124     type => 'text'
7125     }
7126     ]
7127     ],
7128 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.',
7129     ignore => [
7130     $IGNORE_LIST{system_object}
7131     ],
7132 root 1.5 name => 'Trigger Marker',
7133 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.'
7134     },
7135     Wall => {
7136 root 1.7 attr => [
7137     [
7138 root 1.14 'move_block',
7139     {
7140     desc => 'Objects using these movement types cannot move over this space.',
7141     name => 'blocked movement',
7142 elmex 1.26 type => 'movement_type'
7143 root 1.14 }
7144     ],
7145     [
7146     'move_allow',
7147     {
7148     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
7149     name => 'allowed movement',
7150 elmex 1.26 type => 'movement_type'
7151 root 1.14 }
7152     ],
7153     [
7154     'move_slow',
7155 root 1.7 {
7156 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
7157     name => 'slowed movement',
7158 elmex 1.26 type => 'movement_type'
7159 root 1.14 }
7160     ],
7161     [
7162     'move_slow_penalty',
7163     {
7164     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)',
7165     name => 'slow movement penalty',
7166     type => 'int'
7167 root 1.7 }
7168     ],
7169     [
7170     'can_roll',
7171     {
7172     desc => 'If set, the object is able to "roll", so it can be pushed around. This setting is used for boulders and barrels.',
7173     name => 'moveable',
7174     type => 'bool'
7175     }
7176     ],
7177     [
7178     'no_magic',
7179     {
7180     desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
7181     name => 'restrict spells',
7182     type => 'bool'
7183     }
7184     ],
7185     [
7186     'damned',
7187     {
7188     desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
7189     name => 'restrict prayers',
7190     type => 'bool'
7191     }
7192     ]
7193     ],
7194 root 1.3 desc => 'Walls usually block passage and sight.',
7195     ignore => [
7196     'nrof',
7197     'title',
7198     'name_pl',
7199     'value',
7200     'unpaid'
7201     ],
7202 root 1.19 name => 'Wall'
7203 root 1.3 },
7204     'Wand & Staff' => {
7205 root 1.7 attr => [
7206     [
7207     'sp',
7208     {
7209     desc => 'The <spell> specifies the contained spell.',
7210     name => 'spell',
7211     type => 'spell'
7212     }
7213     ],
7214     [
7215     'level',
7216     {
7217     desc => 'The <casting level> of the wand determines it\'s power. An average level for wands in shops is about 10.',
7218     name => 'casting level',
7219     type => 'int'
7220     }
7221     ],
7222     [
7223     'food',
7224     {
7225     desc => 'The wand can be used <number of charges> times before it is used up. It can be recharged with scrolls of charging.',
7226     name => 'number of charges',
7227     type => 'int'
7228     }
7229     ],
7230     [
7231     'startequip',
7232     {
7233     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
7234     name => 'godgiven item',
7235     type => 'bool'
7236     }
7237     ],
7238     [
7239     'msg',
7240     {
7241     desc => 'This text may contain a description of the wand.',
7242     end => 'endmsg',
7243     name => 'description',
7244     type => 'text'
7245     }
7246     ]
7247     ],
7248 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.',
7249 root 1.5 name => 'Wand & Staff',
7250 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.'
7251 root 1.3 },
7252     'Weak Wall' => {
7253 root 1.7 attr => [
7254     [
7255     'alive',
7256     {
7257     type => 'fixed',
7258     value => 1
7259     }
7260     ],
7261     [
7262     'no_pick',
7263     {
7264     type => 'fixed',
7265     value => 1
7266     }
7267     ],
7268     [
7269     'tear_down',
7270     {
7271     type => 'fixed',
7272     value => 1
7273     }
7274     ],
7275     [
7276     'race',
7277     {
7278     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.',
7279     name => 'race',
7280     type => 'string'
7281     }
7282     ],
7283     [
7284     'level',
7285     {
7286     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.',
7287     name => 'level',
7288     type => 'int'
7289     }
7290     ],
7291     [
7292     'hp',
7293     {
7294     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.',
7295     name => 'health points',
7296     type => 'int'
7297     }
7298     ],
7299     [
7300     'maxhp',
7301     {
7302     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.',
7303     name => 'max health',
7304     type => 'int'
7305     }
7306     ],
7307     [
7308     'ac',
7309     {
7310     desc => 'Weak walls of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
7311     name => 'armour class',
7312     type => 'int'
7313     }
7314     ]
7315     ],
7316 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.',
7317     ignore => [
7318     $IGNORE_LIST{non_pickable}
7319     ],
7320 root 1.5 name => 'Weak Wall',
7321 root 1.4 section => [
7322     [
7323     'resistance',
7324 root 1.7 [
7325     [
7326     'resist_physical',
7327     {
7328     name => 'resist physical %',
7329     type => 'int'
7330     }
7331     ],
7332     [
7333     'resist_magic',
7334     {
7335     name => 'resist magic %',
7336     type => 'int'
7337     }
7338     ],
7339     [
7340     'resist_fire',
7341     {
7342     name => 'resist fire %',
7343     type => 'int'
7344     }
7345     ],
7346     [
7347     'resist_electricity',
7348     {
7349     name => 'resist electricity %',
7350     type => 'int'
7351     }
7352     ],
7353     [
7354     'resist_cold',
7355     {
7356     name => 'resist cold %',
7357     type => 'int'
7358     }
7359     ],
7360     [
7361     'resist_confusion',
7362     {
7363     name => 'resist confusion %',
7364     type => 'int'
7365     }
7366     ],
7367     [
7368     'resist_acid',
7369     {
7370     name => 'resist acid %',
7371     type => 'int'
7372     }
7373     ],
7374     [
7375     'resist_drain',
7376     {
7377     name => 'resist draining %',
7378     type => 'int'
7379     }
7380     ],
7381     [
7382     'resist_weaponmagic',
7383     {
7384     name => 'resist weaponmagic %',
7385     type => 'int'
7386     }
7387     ],
7388     [
7389     'resist_ghosthit',
7390     {
7391     name => 'resist ghosthit %',
7392     type => 'int'
7393     }
7394     ],
7395     [
7396     'resist_poison',
7397     {
7398     name => 'resist poison %',
7399     type => 'int'
7400     }
7401     ],
7402     [
7403     'resist_slow',
7404     {
7405     name => 'resist slow %',
7406     type => 'int'
7407     }
7408     ],
7409     [
7410     'resist_paralyze',
7411     {
7412     name => 'resist paralyze %',
7413     type => 'int'
7414     }
7415     ],
7416     [
7417     'resist_fear',
7418     {
7419     name => 'resist fear %',
7420     type => 'int'
7421     }
7422     ],
7423     [
7424     'resist_deplete',
7425     {
7426     name => 'resist depletion %',
7427     type => 'int'
7428     }
7429     ],
7430     [
7431     'resist_death',
7432     {
7433     name => 'resist death-attack %',
7434     type => 'int'
7435     }
7436     ],
7437     [
7438     'resist_chaos',
7439     {
7440     name => 'resist chaos %',
7441     type => 'int'
7442     }
7443     ],
7444     [
7445     'resist_blind',
7446     {
7447     name => 'resist blinding %',
7448     type => 'int'
7449     }
7450     ],
7451     [
7452     'resist_holyword',
7453     {
7454     name => 'resist holy power %',
7455     type => 'int'
7456     }
7457     ],
7458     [
7459     'resist_godpower',
7460     {
7461     name => 'resist godpower %',
7462     type => 'int'
7463     }
7464     ]
7465     ]
7466 root 1.4 ]
7467     ],
7468 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.'
7469     },
7470     Weapon => {
7471 root 1.7 attr => [
7472     [
7473     'attacktype',
7474     {
7475     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.',
7476     name => 'attacktype',
7477     type => 'bitmask',
7478     value => $BITMASK{attacktype}
7479     }
7480     ],
7481     [
7482     'weapontype',
7483     {
7484     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.',
7485     name => 'weapontype',
7486     type => 'list',
7487     value => $LIST{weapon_type}
7488     }
7489     ],
7490     [
7491     'skill',
7492     {
7493     desc => 'Matching <skill name> of the skill that is required to use this weapon.',
7494     name => 'skill name',
7495     type => 'string'
7496     }
7497     ],
7498     [
7499     'dam',
7500     {
7501     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.',
7502     name => 'damage',
7503     type => 'int'
7504     }
7505     ],
7506     [
7507     'slaying',
7508     {
7509     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.',
7510     name => 'slaying race',
7511     type => 'string'
7512     }
7513     ],
7514     [
7515     'last_sp',
7516     {
7517     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.',
7518     name => 'weapon speed',
7519     type => 'int'
7520     }
7521     ],
7522     [
7523     'wc',
7524     {
7525     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.',
7526     name => 'weapon class',
7527     type => 'int'
7528     }
7529     ],
7530     [
7531     'magic',
7532     {
7533     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.',
7534     name => 'magic bonus',
7535     type => 'int'
7536     }
7537     ],
7538     [
7539     'item_power',
7540     {
7541 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>.',
7542 root 1.7 name => 'item power',
7543     type => 'int'
7544     }
7545     ],
7546     [
7547     'damned',
7548     {
7549     desc => 'A damned weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
7550     name => 'damnation',
7551     type => 'bool'
7552     }
7553     ],
7554     [
7555     'cursed',
7556     {
7557     desc => 'A cursed weapon cannot be unwielded unless the curse is removed.',
7558     name => 'curse',
7559     type => 'bool'
7560     }
7561     ],
7562     [
7563     'lifesave',
7564     {
7565 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!',
7566 root 1.7 name => 'save life',
7567     type => 'bool'
7568     }
7569     ],
7570     [
7571     'unique',
7572     {
7573     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
7574     name => 'unique item',
7575     type => 'bool'
7576     }
7577     ],
7578     [
7579     'startequip',
7580     {
7581     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
7582     name => 'godgiven item',
7583     type => 'bool'
7584     }
7585     ],
7586     [
7587     'msg',
7588     {
7589     desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
7590     end => 'endmsg',
7591     name => 'description',
7592     type => 'text'
7593     }
7594     ]
7595     ],
7596 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.',
7597 root 1.5 name => 'Weapon',
7598 root 1.4 section => [
7599     [
7600 elmex 1.33 'stats',
7601     [
7602     [
7603     'Str',
7604     {
7605     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.',
7606     name => 'strength',
7607     type => 'int'
7608     }
7609     ],
7610     [
7611     'Dex',
7612     {
7613     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.',
7614     name => 'dexterity',
7615     type => 'int'
7616     }
7617     ],
7618     [
7619     'Con',
7620     {
7621     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.',
7622     name => 'constitution',
7623     type => 'int'
7624     }
7625     ],
7626     [
7627     'Int',
7628     {
7629     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.',
7630     name => 'intelligence',
7631     type => 'int'
7632     }
7633     ],
7634     [
7635     'Pow',
7636     {
7637     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.',
7638     name => 'power',
7639     type => 'int'
7640     }
7641     ],
7642     [
7643     'Wis',
7644     {
7645     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.',
7646     name => 'wisdom',
7647     type => 'int'
7648     }
7649     ],
7650     [
7651     'Cha',
7652     {
7653     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.',
7654     name => 'charisma',
7655     type => 'int'
7656     }
7657     ]
7658     ]
7659     ],
7660     [
7661 root 1.4 'resistance',
7662 root 1.7 [
7663     [
7664     'resist_physical',
7665     {
7666 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7667 root 1.7 name => 'resist physical %',
7668     type => 'int'
7669     }
7670     ],
7671     [
7672     'resist_magic',
7673     {
7674 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7675 root 1.7 name => 'resist magic %',
7676     type => 'int'
7677     }
7678     ],
7679     [
7680     'resist_fire',
7681     {
7682 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7683 root 1.7 name => 'resist fire %',
7684     type => 'int'
7685     }
7686     ],
7687     [
7688     'resist_electricity',
7689     {
7690 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7691 root 1.7 name => 'resist electricity %',
7692     type => 'int'
7693     }
7694     ],
7695     [
7696     'resist_cold',
7697     {
7698 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7699 root 1.7 name => 'resist cold %',
7700     type => 'int'
7701     }
7702     ],
7703     [
7704     'resist_acid',
7705     {
7706 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7707 root 1.7 name => 'resist acid %',
7708     type => 'int'
7709     }
7710     ],
7711     [
7712 elmex 1.33 'resist_confusion',
7713 root 1.7 {
7714 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7715     name => 'resist confusion %',
7716 root 1.7 type => 'int'
7717     }
7718     ],
7719     [
7720     'resist_weaponmagic',
7721     {
7722 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!',
7723 root 1.7 name => 'resist weaponmagic %',
7724     type => 'int'
7725     }
7726     ],
7727     [
7728     'resist_ghosthit',
7729     {
7730 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!',
7731 root 1.7 name => 'resist ghosthit %',
7732     type => 'int'
7733     }
7734     ],
7735     [
7736     'resist_slow',
7737     {
7738 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!',
7739 root 1.7 name => 'resist slow %',
7740     type => 'int'
7741     }
7742     ],
7743     [
7744     'resist_fear',
7745     {
7746 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!',
7747 root 1.7 name => 'resist fear %',
7748     type => 'int'
7749     }
7750     ],
7751     [
7752     'resist_death',
7753     {
7754 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!',
7755 root 1.7 name => 'resist death-attack %',
7756     type => 'int'
7757     }
7758     ],
7759     [
7760     'resist_chaos',
7761     {
7762 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!',
7763 root 1.7 name => 'resist chaos %',
7764     type => 'int'
7765     }
7766     ],
7767     [
7768     'resist_blind',
7769     {
7770 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!',
7771 root 1.7 name => 'resist blinding %',
7772     type => 'int'
7773     }
7774     ],
7775     [
7776     'resist_holyword',
7777     {
7778 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!',
7779 root 1.7 name => 'resist holy power %',
7780     type => 'int'
7781     }
7782     ],
7783     [
7784 elmex 1.33 'resist_godpower',
7785 root 1.7 {
7786 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!',
7787     name => 'resist godpower %',
7788 root 1.7 type => 'int'
7789     }
7790     ],
7791     [
7792 elmex 1.33 'resist_paralyze',
7793 root 1.7 {
7794 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!',
7795     name => 'resist paralyze %',
7796 root 1.7 type => 'int'
7797     }
7798     ],
7799     [
7800 elmex 1.33 'resist_drain',
7801 root 1.7 {
7802 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!',
7803     name => 'resist draining %',
7804 root 1.7 type => 'int'
7805     }
7806     ],
7807     [
7808 elmex 1.33 'resist_deplete',
7809 root 1.7 {
7810 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!',
7811     name => 'resist depletion %',
7812 root 1.7 type => 'int'
7813     }
7814     ],
7815     [
7816 elmex 1.33 'resist_poison',
7817 root 1.7 {
7818 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!',
7819     name => 'resist poison %',
7820 root 1.7 type => 'int'
7821     }
7822     ]
7823     ]
7824 root 1.4 ],
7825     [
7826     'misc',
7827 root 1.7 [
7828     [
7829     'luck',
7830     {
7831     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.',
7832     name => 'luck bonus',
7833     type => 'int'
7834     }
7835     ],
7836     [
7837     'hp',
7838     {
7839     desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
7840     name => 'health regen.',
7841     type => 'int'
7842     }
7843     ],
7844     [
7845     'sp',
7846     {
7847     desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
7848     name => 'mana regen.',
7849     type => 'int'
7850     }
7851     ],
7852     [
7853     'grace',
7854     {
7855     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!!',
7856     name => 'grace regen.',
7857     type => 'int'
7858     }
7859     ],
7860     [
7861     'food',
7862     {
7863     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.',
7864     name => 'food bonus',
7865     type => 'int'
7866     }
7867     ],
7868     [
7869     'xrays',
7870     {
7871 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.',
7872 root 1.7 name => 'xray vision',
7873     type => 'bool'
7874     }
7875     ],
7876     [
7877     'stealth',
7878     {
7879     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)',
7880     name => 'stealth',
7881     type => 'bool'
7882     }
7883     ],
7884     [
7885     'reflect_spell',
7886     {
7887     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!',
7888     name => 'reflect spells',
7889     type => 'bool'
7890     }
7891     ],
7892     [
7893     'reflect_missile',
7894     {
7895     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.',
7896     name => 'reflect missiles',
7897     type => 'bool'
7898     }
7899     ],
7900     [
7901     'path_attuned',
7902     {
7903     desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this weapon.',
7904     name => 'attuned paths',
7905     type => 'bitmask',
7906     value => $BITMASK{spellpath}
7907     }
7908     ],
7909     [
7910     'path_repelled',
7911     {
7912     desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this weapon.',
7913     name => 'repelled paths',
7914     type => 'bitmask',
7915     value => $BITMASK{spellpath}
7916     }
7917     ],
7918     [
7919     'path_denied',
7920     {
7921     desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this weapon.',
7922     name => 'denied paths',
7923     type => 'bitmask',
7924     value => $BITMASK{spellpath}
7925     }
7926     ]
7927     ]
7928 root 1.4 ]
7929     ],
7930 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.'
7931 root 1.1 }
7932     );
7933    
7934 root 1.3 our %ATTR = (
7935     3 => $TYPE{Rod},
7936     4 => $TYPE{Treasure},
7937     5 => $TYPE{Potion},
7938     6 => $TYPE{Food},
7939     7 => $TYPE{'Poison Food'},
7940     8 => $TYPE{Book},
7941     9 => $TYPE{Clock},
7942     13 => $TYPE{Projectile},
7943     14 => $TYPE{'Shooting Weapon'},
7944     15 => $TYPE{Weapon},
7945     16 => $TYPE{'Brestplate Armour'},
7946     17 => $TYPE{Pedestal},
7947     18 => $TYPE{Altar},
7948     20 => $TYPE{'Locked Door'},
7949     21 => $TYPE{'Special Key'},
7950 root 1.9 23 => $TYPE{Door},
7951     24 => $TYPE{Key},
7952 root 1.8 26 => $TYPE{'Timed Gate'},
7953 root 1.3 27 => $TYPE{'Handle Trigger'},
7954 root 1.9 28 => $TYPE{'Monster (Grimreaper)'},
7955 root 1.3 29 => $TYPE{'Magic Ear'},
7956 root 1.9 30 => $TYPE{'Button Trigger'},
7957 root 1.3 31 => $TYPE{'Altar Trigger'},
7958     33 => $TYPE{Shield},
7959     34 => $TYPE{Helmet},
7960     35 => $TYPE{Horn},
7961     36 => $TYPE{Money},
7962 root 1.9 37 => $TYPE{'Class Changer'},
7963 root 1.3 39 => $TYPE{Amulet},
7964     40 => $TYPE{Mover},
7965     41 => $TYPE{Teleporter},
7966     42 => $TYPE{Creator},
7967     43 => $TYPE{Skill},
7968     51 => $TYPE{Detector},
7969     52 => $TYPE{'Trigger Marker'},
7970     55 => $TYPE{Marker},
7971     56 => $TYPE{'Holy Altar'},
7972     58 => $TYPE{Battleground},
7973     60 => $TYPE{Jewel},
7974     62 => $TYPE{'Magic Wall'},
7975     64 => $TYPE{'Inventory Checker'},
7976     65 => $TYPE{'Mood Floor'},
7977     66 => $TYPE{Exit},
7978     67 => $TYPE{'Floor (Encounter)'},
7979     68 => $TYPE{'Shop Floor'},
7980     69 => $TYPE{'Shop Mat'},
7981     70 => $TYPE{Ring},
7982     72 => $TYPE{Flesh},
7983     73 => $TYPE{Inorganic},
7984 elmex 1.33 74 => $TYPE{'Skill Tool'},
7985 elmex 1.51 81 => $TYPE{Torch},
7986     82 => $TYPE{Lamp},
7987 root 1.3 83 => $TYPE{Duplicator},
7988     85 => $TYPE{Spellbook},
7989     87 => $TYPE{Cloak},
7990     88 => $TYPE{'Hazard Floor'},
7991     90 => $TYPE{Spinner},
7992     91 => $TYPE{Gate},
7993     92 => $TYPE{Button},
7994     93 => $TYPE{Handle},
7995     94 => $TYPE{Pit},
7996     95 => $TYPE{Trapdoor},
7997     98 => $TYPE{'Sign & MagicMouth'},
7998     99 => $TYPE{Boots},
7999     100 => $TYPE{Gloves},
8000     101 => $TYPE{Spell},
8001     103 => $TYPE{Converter},
8002     104 => $TYPE{Bracers},
8003     106 => $TYPE{Savebed},
8004     109 => $TYPE{'Wand & Staff'},
8005     111 => $TYPE{Scroll},
8006     112 => $TYPE{Director},
8007     113 => $TYPE{Girdle},
8008 root 1.10 116 => $TYPE{'Event Connector'},
8009 root 1.3 122 => $TYPE{Container},
8010     130 => $TYPE{'Skill Scroll'},
8011     138 => $TYPE{Swamp},
8012 elmex 1.27 150 => $TYPE{'Shop Inventory'},
8013 root 1.3 154 => $TYPE{Rune},
8014     155 => $TYPE{Trap},
8015     156 => $TYPE{'Power Crystal'},
8016 root 1.8 158 => $TYPE{Disease},
8017 elmex 1.23 163 => $TYPE{'Item Transformer'},
8018 root 1.49 164 => $TYPE{'Map Script'},
8019 root 1.45 165 => $TYPE{'Safe ground'},
8020     999 => $TYPE{Ability}
8021 root 1.1 );
8022    
8023 root 1.3 our %TYPENAME = (
8024     0 => '*NONE*',
8025     1 => 'PLAYER',
8026 root 1.9 2 => 'TRANSPORT',
8027 root 1.3 3 => 'ROD',
8028     4 => 'TREASURE',
8029     5 => 'POTION',
8030     6 => 'FOOD',
8031     7 => 'POISON',
8032     8 => 'BOOK',
8033     9 => 'CLOCK',
8034     12 => 'LIGHTNING',
8035     13 => 'ARROW',
8036     14 => 'BOW',
8037     15 => 'WEAPON',
8038     16 => 'ARMOUR',
8039     17 => 'PEDESTAL',
8040     18 => 'ALTAR',
8041     20 => 'LOCKED_DOOR',
8042     21 => 'SPECIAL_KEY',
8043     22 => 'MAP',
8044     23 => 'DOOR',
8045     24 => 'KEY',
8046     26 => 'TIMED_GATE',
8047     27 => 'TRIGGER',
8048     28 => 'GRIMREAPER',
8049     29 => 'MAGIC_EAR',
8050     30 => 'TRIGGER_BUTTON',
8051     31 => 'TRIGGER_ALTAR',
8052     32 => 'TRIGGER_PEDESTAL',
8053     33 => 'SHIELD',
8054     34 => 'HELMET',
8055     35 => 'HORN',
8056     36 => 'MONEY',
8057     37 => 'CLASS',
8058     38 => 'GRAVESTONE',
8059     39 => 'AMULET',
8060     40 => 'PLAYERMOVER',
8061     41 => 'TELEPORTER',
8062     42 => 'CREATOR',
8063     43 => 'SKILL',
8064     44 => 'EXPERIENCE',
8065     45 => 'EARTHWALL',
8066     46 => 'GOLEM',
8067     48 => 'THROWN_OBJ',
8068     49 => 'BLINDNESS',
8069     50 => 'GOD',
8070     51 => 'DETECTOR',
8071     52 => 'TRIGGER_MARKER',
8072     53 => 'DEAD_OBJECT',
8073     54 => 'DRINK',
8074     55 => 'MARKER',
8075     56 => 'HOLY_ALTAR',
8076     57 => 'PLAYER_CHANGER',
8077     58 => 'BATTLEGROUND',
8078     59 => 'PEACEMAKER',
8079     60 => 'GEM',
8080     62 => 'FIREWALL',
8081     63 => 'ANVIL',
8082     64 => 'CHECK_INV',
8083     65 => 'MOOD_FLOOR',
8084     66 => 'EXIT',
8085     67 => 'ENCOUNTER',
8086     68 => 'SHOP_FLOOR',
8087     69 => 'SHOP_MAT',
8088     70 => 'RING',
8089     71 => 'FLOOR',
8090     72 => 'FLESH',
8091     73 => 'INORGANIC',
8092     74 => 'SKILL_TOOL',
8093     75 => 'LIGHTER',
8094     76 => 'TRAP_PART',
8095     77 => 'WALL',
8096     78 => 'LIGHT_SOURCE',
8097     79 => 'MISC_OBJECT',
8098     80 => 'MONSTER',
8099     81 => 'SPAWN_GENERATOR',
8100     82 => 'LAMP',
8101     83 => 'DUPLICATOR',
8102     84 => 'TOOL',
8103     85 => 'SPELLBOOK',
8104     86 => 'BUILDFAC',
8105     87 => 'CLOAK',
8106     90 => 'SPINNER',
8107     91 => 'GATE',
8108     92 => 'BUTTON',
8109     93 => 'CF_HANDLE',
8110     94 => 'HOLE',
8111     95 => 'TRAPDOOR',
8112     98 => 'SIGN',
8113     99 => 'BOOTS',
8114     100 => 'GLOVES',
8115     101 => 'SPELL',
8116     102 => 'SPELL_EFFECT',
8117     103 => 'CONVERTER',
8118     104 => 'BRACERS',
8119     105 => 'POISONING',
8120     106 => 'SAVEBED',
8121     107 => 'POISONCLOUD',
8122     108 => 'FIREHOLES',
8123     109 => 'WAND',
8124     111 => 'SCROLL',
8125     112 => 'DIRECTOR',
8126     113 => 'GIRDLE',
8127     114 => 'FORCE',
8128     115 => 'POTION_EFFECT',
8129 root 1.11 116 => 'EVENT_CONNECTOR',
8130 root 1.3 121 => 'CLOSE_CON',
8131     122 => 'CONTAINER',
8132     123 => 'ARMOUR_IMPROVER',
8133     124 => 'WEAPON_IMPROVER',
8134     130 => 'SKILLSCROLL',
8135     138 => 'DEEP_SWAMP',
8136     139 => 'IDENTIFY_ALTAR',
8137     150 => 'MENU',
8138     154 => 'RUNE',
8139     155 => 'TRAP',
8140     156 => 'POWER_CRYSTAL',
8141     157 => 'CORPSE',
8142     158 => 'DISEASE',
8143     159 => 'SYMPTOM',
8144     160 => 'BUILDER',
8145 root 1.9 161 => 'MATERIAL',
8146     162 => 'GPS',
8147     163 => 'ITEM_TRANSFORMER',
8148     164 => 'QUEST'
8149 root 1.1 );
8150    
8151     our %SPELL = (
8152 root 1.3 0 => 'magic bullet',
8153     1 => 'small fireball',
8154     2 => 'medium fireball',
8155     3 => 'large fireball',
8156     4 => 'burning hands',
8157     5 => 'small lightning',
8158     6 => 'large lightning',
8159     7 => 'magic missile',
8160     8 => 'create bomb',
8161     9 => 'summon golem',
8162     10 => 'summon fire elemental',
8163     11 => 'summon earth elemental',
8164     12 => 'summon water elemental',
8165     13 => 'summon air elemental',
8166     14 => 'dimension door',
8167     15 => 'create earth wall',
8168     16 => 'paralyze',
8169     17 => 'icestorm',
8170     18 => 'magic mapping',
8171     19 => 'turn undead',
8172     20 => 'fear',
8173     21 => 'poison cloud',
8174     22 => 'wonder',
8175     23 => 'destruction',
8176     24 => 'perceive self',
8177     25 => 'word of recall',
8178     26 => 'invisible',
8179     27 => 'invisible to undead',
8180     28 => 'probe',
8181     29 => 'large bullet',
8182     30 => 'improved invisibility',
8183     31 => 'holy word',
8184     32 => 'minor healing',
8185     33 => 'medium healing',
8186     34 => 'major healing',
8187     35 => 'heal',
8188     36 => 'create food',
8189     37 => 'earth to dust',
8190     38 => 'armour',
8191     39 => 'strength',
8192     40 => 'dexterity',
8193     41 => 'constitution',
8194     42 => 'charisma',
8195     43 => 'create fire wall',
8196     44 => 'create frost wall',
8197     45 => 'protection from cold',
8198     46 => 'protection from electricity',
8199     47 => 'protection from fire',
8200     48 => 'protection from poison',
8201     49 => 'protection from slow',
8202     50 => 'protection from paralysis',
8203     51 => 'protection from draining',
8204     52 => 'protection from magic',
8205     53 => 'protection from attack',
8206     54 => 'levitate',
8207     55 => 'small speedball',
8208     56 => 'large speedball',
8209     57 => 'hellfire',
8210     58 => 'dragonbreath',
8211     59 => 'large icestorm',
8212     60 => 'charging',
8213     61 => 'polymorph',
8214     62 => 'cancellation',
8215     63 => 'confusion',
8216     64 => 'mass confusion',
8217     65 => 'summon pet monster',
8218     66 => 'slow',
8219     67 => 'regenerate spellpoints',
8220     68 => 'cure poison',
8221     69 => 'protection from confusion',
8222     70 => 'protection from cancellation',
8223     71 => 'protection from depletion',
8224     72 => 'alchemy',
8225     73 => 'remove curse',
8226     74 => 'remove damnation',
8227     75 => 'identify',
8228     76 => 'detect magic',
8229     77 => 'detect monster',
8230     78 => 'detect evil',
8231     79 => 'detect curse',
8232     80 => 'heroism',
8233     81 => 'aggravation',
8234     82 => 'firebolt',
8235     83 => 'frostbolt',
8236     84 => 'shockwave',
8237     85 => 'color spray',
8238     86 => 'haste',
8239     87 => 'face of death',
8240     88 => 'ball lightning',
8241     89 => 'meteor swarm',
8242     90 => 'comet',
8243     91 => 'mystic fist',
8244     92 => 'raise dead',
8245     93 => 'resurrection',
8246     94 => 'reincarnation',
8247     95 => 'immunity to cold',
8248     96 => 'immunity to electricity',
8249     97 => 'immunity to fire',
8250     98 => 'immunity to poison',
8251     99 => 'immunity to slow',
8252     100 => 'immunity to paralysis',
8253     101 => 'immunity to draining',
8254     102 => 'immunity to magic',
8255     103 => 'immunity to attack',
8256     104 => 'invulnerability',
8257     105 => 'defense',
8258     106 => 'rune of fire',
8259     107 => 'rune of frost',
8260     108 => 'rune of shocking',
8261     109 => 'rune of blasting',
8262     110 => 'rune of death',
8263     111 => 'marking rune',
8264     112 => 'build director',
8265     113 => 'create pool of chaos',
8266     114 => 'build bullet wall',
8267     115 => 'build lightning wall',
8268     116 => 'build fireball wall',
8269     117 => 'magic rune',
8270     118 => 'rune of magic drain',
8271     119 => 'antimagic rune',
8272     120 => 'rune of transferrence',
8273     121 => 'transferrence',
8274     122 => 'magic drain',
8275     123 => 'counterspell',
8276     124 => 'disarm',
8277     125 => 'cure confusion',
8278     126 => 'restoration',
8279     127 => 'summon evil monster',
8280     128 => 'counterwall',
8281     129 => 'cause light wounds',
8282     130 => 'cause medium wounds',
8283     131 => 'cause serious wounds',
8284     132 => 'charm monsters',
8285     133 => 'banishment',
8286     134 => 'create missile',
8287     135 => 'show invisible',
8288     136 => 'xray',
8289     137 => 'pacify',
8290     138 => 'summon fog',
8291     139 => 'steambolt',
8292     140 => 'command undead',
8293     141 => 'holy orb',
8294     142 => 'summon avatar',
8295     143 => 'holy possession',
8296     144 => 'bless',
8297     145 => 'curse',
8298     146 => 'regeneration',
8299     147 => 'consecrate',
8300     148 => 'summon cult monsters',
8301     149 => 'cause critical wounds',
8302     150 => 'holy wrath',
8303     151 => 'retributive strike',
8304     152 => 'finger of death',
8305     153 => 'insect plague',
8306     154 => 'call holy servant',
8307     155 => 'wall of thorns',
8308     156 => 'staff to snake',
8309     157 => 'light',
8310     158 => 'darkness',
8311     159 => 'nightfall',
8312     160 => 'daylight',
8313     161 => 'sunspear',
8314     162 => 'faery fire',
8315     163 => 'cure blindness',
8316     164 => 'dark vision',
8317     165 => 'bullet swarm',
8318     166 => 'bullet storm',
8319     167 => 'cause many wounds',
8320     168 => 'small snowstorm',
8321     169 => 'medium snowstorm',
8322     170 => 'large snowstorm',
8323     171 => 'cure disease',
8324     172 => 'cause red death',
8325     173 => 'cause flu',
8326     174 => 'cause black death',
8327     175 => 'cause leprosy',
8328     176 => 'cause smallpox',
8329     177 => 'cause white death',
8330     178 => 'cause anthrax',
8331     179 => 'cause typhoid',
8332     180 => 'mana blast',
8333     181 => 'small manaball',
8334     182 => 'medium manaball',
8335     183 => 'large manaball',
8336     184 => 'mana bolt',
8337     185 => 'dancing sword',
8338     186 => 'animate weapon',
8339     187 => 'cause cold',
8340     188 => 'divine shock',
8341     189 => 'windstorm',
8342     190 => 'sanctuary',
8343     191 => 'peace',
8344     192 => 'spiderweb',
8345     193 => 'conflict',
8346     194 => 'rage',
8347     195 => 'forked lightning',
8348     196 => 'poison fog',
8349     197 => 'flaming aura',
8350     198 => 'vitriol',
8351     199 => 'vitriol splash',
8352     200 => 'ironwood skin',
8353     201 => 'wrathful eye',
8354     202 => 'town portal',
8355     203 => 'missile swarm',
8356     204 => 'cause rabies',
8357     205 => 'glyph'
8358 root 1.1 );
8359    
8360    
8361     =head1 AUTHOR
8362    
8363     Marc Lehmann <schmorp.de>
8364     http://home.schmorp.de/
8365    
8366     The source files are part of the CFJavaEditor.
8367    
8368     =cut
8369    
8370     1