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Revision: 1.59
Committed: Thu Oct 22 06:07:50 2009 UTC (14 years, 7 months ago) by elmex
Branch: MAIN
Changes since 1.58: +9 -1 lines
Log Message:
fixed torch description a bit.

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 root 1.53 desc => 'If an item is set to block view, players (and monsters) cannot see beyond it unless they cross it or manage to stand ontop.',
414 root 1.7 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 root 1.58 name => 'movement on',
528 elmex 1.26 type => 'movement_type'
529 root 1.7 }
530     ],
531     [
532     'slaying',
533     {
534 root 1.55 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. If the string starts with \'match \', then it is interpreted as a match expression (e.g. \'match type=POTION\', or \'match type=SPELL in applied type=CONTAINER in inv in originator\'). For details, see http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm',
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 root 1.55 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. If the string starts with \'match \', then it is interpreted as a match expression (e.g. \'match type=POTION\', or \'match type=SPELL in applied type=CONTAINER in inv in originator\'). For details, see http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm',
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 root 1.58 name => 'movement on',
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 root 1.58 name => 'movement on',
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 root 1.58 name => 'movement off',
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 1.56 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, so generate much higher server load Second, detectors check directly for object names. Third, detectors do not check the inventory of players/monsters.',
1733 root 1.3 ignore => [
1734     $IGNORE_LIST{system_object}
1735     ],
1736 root 1.5 name => 'Detector',
1737 root 1.56 use => 'Best avoid this type at all costs, use a pedestal instead.'
1738 root 1.3 },
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 root 1.58 name => 'movement on',
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 root 1.58 name => 'movement on',
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 root 1.53 desc => 'Unique floor means that any items dropped on that spot will be saved beyond map reset. For permanent apartments, all floor tiles must be set <unique map>.',
2453 root 1.7 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 root 1.53 desc => 'Unique floor means that any items dropped on that spot will be saved beyond map reset. For permanent apartments, all floor tiles must be set <unique map>.',
2564 root 1.7 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 root 1.58 name => 'movement on',
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 root 1.53 desc => 'Unique floor means that any items dropped on that spot will be saved beyond map reset. For permanent apartments, all floor tiles must be set <unique map>.',
2914 root 1.7 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 1.55 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 root 1.3 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 1.54 Inscribable => {
3251     attr => [
3252     [
3253     'startequip',
3254     {
3255     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3256     name => 'godgiven item',
3257     type => 'bool'
3258     }
3259     ],
3260     [
3261     'unique',
3262     {
3263     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
3264     name => 'unique item',
3265     type => 'bool'
3266     }
3267     ],
3268     [
3269     'other_arch',
3270     {
3271     desc => 'This is the item created after being inscribed - scrolls are treated like spell scrolls, all else will have it\'s message replaced.',
3272     name => 'book/scroll arch',
3273     type => 'string'
3274     }
3275     ]
3276     ],
3277     desc => 'Inscribable Item - when inscribed, it becomes another object.',
3278     name => 'Inscribable'
3279     },
3280 root 1.3 'Inventory Checker' => {
3281 root 1.7 attr => [
3282     [
3283     'no_pick',
3284     {
3285     type => 'fixed',
3286     value => 1
3287     }
3288     ],
3289     [
3290     'slaying',
3291     {
3292     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.',
3293     name => 'match key string',
3294     type => 'string'
3295     }
3296     ],
3297     [
3298     'race',
3299     {
3300     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>.',
3301     name => 'match arch name',
3302     type => 'string'
3303     }
3304     ],
3305     [
3306     'hp',
3307     {
3308     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. ;)',
3309     name => 'match type',
3310     type => 'int'
3311     }
3312     ],
3313     [
3314     'last_sp',
3315     {
3316     desc => 'Enabled means having that object is a match. Disabled means not having that object is a match.',
3317     name => 'match = having',
3318     type => 'bool'
3319     }
3320     ],
3321     [
3322     'connected',
3323     {
3324     desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
3325     name => 'connection',
3326 root 1.50 type => 'string'
3327 root 1.7 }
3328     ],
3329     [
3330 root 1.14 'move_block',
3331 root 1.7 {
3332 root 1.14 desc => 'Objects using these movement types cannot move over this space.',
3333     name => 'blocked movement',
3334 elmex 1.26 type => 'movement_type'
3335 root 1.14 }
3336     ],
3337     [
3338     'move_allow',
3339     {
3340     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3341     name => 'allowed movement',
3342 elmex 1.26 type => 'movement_type'
3343 root 1.14 }
3344     ],
3345     [
3346     'move_slow',
3347     {
3348     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3349     name => 'slowed movement',
3350 elmex 1.26 type => 'movement_type'
3351 root 1.14 }
3352     ],
3353     [
3354     'move_slow_penalty',
3355     {
3356     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)',
3357     name => 'slow movement penalty',
3358     type => 'int'
3359 root 1.7 }
3360     ],
3361     [
3362     'last_heal',
3363     {
3364     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!',
3365     name => 'remove match',
3366     type => 'bool'
3367     }
3368     ]
3369     ],
3370 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.',
3371 root 1.3 ignore => [
3372     $IGNORE_LIST{system_object}
3373     ],
3374 root 1.5 name => 'Inventory Checker',
3375 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.'
3376     },
3377 root 1.57 'Item Match' => {
3378     attr => [
3379     [
3380     'no_pick',
3381     {
3382     type => 'fixed',
3383     value => 1
3384     }
3385     ],
3386     [
3387     'slaying',
3388     {
3389     desc => 'If the string starts with \'match \', then it is interpreted as a match expression (e.g. \'match type=POTION\', or \'match type=SPELL in applied type=CONTAINER in inv in originator\'). For details, see http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm Optionally you can leave out the "match " prefix.',
3390     name => 'match expression',
3391     type => 'string'
3392     }
3393     ],
3394     [
3395     'connected',
3396     {
3397     desc => 'When the match is triggered, all objects with the same connection value get activated.',
3398     name => 'connection',
3399     type => 'string'
3400     }
3401     ],
3402     [
3403     'move_on',
3404     {
3405     desc => 'Which movement types automatically (as opposed to manually) activate this object.',
3406 root 1.58 name => 'movement on',
3407 root 1.57 type => 'movement_type'
3408     }
3409     ],
3410     [
3411     'move_off',
3412     {
3413     desc => 'Which movement types deactivate this object (e.g. button).',
3414 root 1.58 name => 'movement off',
3415 root 1.57 type => 'movement_type'
3416     }
3417     ],
3418     [
3419     'move_block',
3420     {
3421     desc => 'Objects using these movement types cannot move over this space.',
3422     name => 'blocked movement',
3423     type => 'movement_type'
3424     }
3425     ]
3426     ],
3427     desc => 'Match objects use the deliantra matching language (http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm) to match items on the same mapspace (if move_on/off are unset) or items trying to enter (if move_blocked is set). If a connected value is given, then it is triggered if the first object matching the expression is put on it, and the last is removed.',
3428     ignore => [
3429     $IGNORE_LIST{non_pickable}
3430     ],
3431     name => 'Item Match',
3432     use => 'If you want to trigger something else (e.g. a gate) when an item is above this object, use the move_on/move_off settings. If you want to keep something from entering if it has (or lacks) a specific item, use the move_blocked setting.'
3433     },
3434 root 1.8 'Item Transformer' => {
3435     attr => [
3436     [
3437     'food',
3438     {
3439     desc => '<number of uses> controls how many times the item transformer can be used. The value 0 means "unlimited"',
3440     name => 'number of uses',
3441     type => 'int'
3442     }
3443     ],
3444     [
3445     'slaying',
3446     {
3447     desc => 'Contains the verb that is used to construct a message to the player applying the item transformer.',
3448     name => 'verb',
3449     type => 'string'
3450     }
3451     ],
3452     [
3453     'startequip',
3454     {
3455     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3456     name => 'godgiven item',
3457     type => 'bool'
3458     }
3459     ],
3460     [
3461     'msg',
3462     {
3463     desc => 'This text may contain a description of the item transformer.',
3464     end => 'endmsg',
3465     name => 'description',
3466     type => 'text'
3467     }
3468     ]
3469     ],
3470     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.',
3471     name => 'Item Transformer',
3472     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\'.'
3473     },
3474 root 1.3 Jewel => {
3475 root 1.7 attr => [
3476     [
3477     'race',
3478     {
3479     type => 'fixed',
3480     value => 'gold and jewels'
3481     }
3482     ],
3483     [
3484     'msg',
3485     {
3486     desc => 'This text may describe the object.',
3487     end => 'endmsg',
3488     name => 'description',
3489     type => 'text'
3490     }
3491     ]
3492     ],
3493 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.',
3494     name => 'Jewel'
3495 root 1.1 },
3496 root 1.9 Key => {
3497     attr => [
3498     [
3499     'startequip',
3500     {
3501     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3502     name => 'godgiven item',
3503     type => 'bool'
3504     }
3505     ]
3506     ],
3507     desc => 'When carrying a key, a normal door can be opened. The key will disappear.',
3508     name => 'Key'
3509     },
3510 elmex 1.51 Lamp => {
3511     attr => [
3512     [
3513     'speed',
3514     {
3515     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.)',
3516     name => 'burn speed',
3517     type => 'float'
3518     }
3519     ],
3520     [
3521     'food',
3522     {
3523     desc => 'This field sets the burning duration of the lamp, which depends on the speed field of this object.',
3524     name => 'fuel',
3525     type => 'int'
3526     }
3527     ],
3528     [
3529     'range',
3530     {
3531     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.',
3532     name => 'enabled glow radius',
3533     type => 'int'
3534     }
3535 elmex 1.52 ],
3536     [
3537     'level',
3538     {
3539     desc => 'If this field specyfies the cursed effect\'s level. If it is 0 no cursed effect will be generate. See also the "cursed" flag.',
3540     name => 'level',
3541     type => 'int'
3542     }
3543     ],
3544     [
3545     'cursed',
3546     {
3547     desc => 'Cursed lamps, which have a level above 0, explode if the player applies them.',
3548     name => 'cursed',
3549     type => 'bool'
3550     }
3551 elmex 1.51 ]
3552     ],
3553     desc => 'Lamps are carryable light sources for players with a fuel tank.',
3554     name => 'Lamp'
3555     },
3556 root 1.3 'Locked Door' => {
3557 root 1.7 attr => [
3558     [
3559 root 1.14 'move_type',
3560 root 1.7 {
3561     type => 'fixed',
3562 root 1.14 value => 0
3563 root 1.7 }
3564     ],
3565     [
3566     'no_pick',
3567     {
3568     type => 'fixed',
3569     value => 1
3570     }
3571     ],
3572     [
3573     'slaying',
3574     {
3575 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".',
3576 root 1.7 name => 'key string',
3577     type => 'string'
3578     }
3579     ],
3580     [
3581     'no_magic',
3582     {
3583     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).',
3584     name => 'restrict spells',
3585     type => 'bool'
3586     }
3587     ],
3588     [
3589     'damned',
3590     {
3591     desc => 'Restricting the use of prayers to pass this door. This should be set in most cases.',
3592     name => 'restrict prayers',
3593     type => 'bool'
3594     }
3595     ],
3596     [
3597     'msg',
3598     {
3599     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.',
3600     end => 'endmsg',
3601     name => 'lock message',
3602     type => 'text'
3603     }
3604     ]
3605     ],
3606     desc => 'A locked door can be opened only when carrying the appropriate special key.',
3607     ignore => [
3608     $IGNORE_LIST{non_pickable}
3609     ],
3610     name => 'Locked Door',
3611     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).'
3612     },
3613     'Magic Ear' => {
3614     attr => [
3615     [
3616     'no_pick',
3617     {
3618     type => 'fixed',
3619     value => 1
3620     }
3621     ],
3622     [
3623     'connected',
3624     {
3625     desc => 'The Magic_ear will trigger all objects with the same connection value, every time it is activated.',
3626     name => 'connection',
3627 root 1.50 type => 'string'
3628 root 1.7 }
3629     ],
3630     [
3631     'msg',
3632     {
3633     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!',
3634     end => 'endmsg',
3635     name => 'keyword-matching',
3636     type => 'text'
3637     }
3638     ]
3639     ],
3640     desc => 'Magic_ears trigger a connected value when the player speaks a specific keyword.',
3641     ignore => [
3642     $IGNORE_LIST{system_object}
3643     ],
3644     name => 'Magic Ear',
3645     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.'
3646     },
3647     'Magic Wall' => {
3648     attr => [
3649     [
3650     'dam',
3651     {
3652     desc => 'The magic wall will cast this <spell>.',
3653     name => 'spell',
3654     type => 'spell'
3655     }
3656     ],
3657     [
3658     'level',
3659     {
3660     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.',
3661     name => 'spell level',
3662     type => 'int'
3663     }
3664     ],
3665     [
3666     'connected',
3667     {
3668     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.',
3669     name => 'connection',
3670 root 1.50 type => 'string'
3671 root 1.7 }
3672     ],
3673     [
3674 elmex 1.21 'activate_on_push',
3675     {
3676     desc => 'Whether the teleporter should only be activated on push.',
3677 root 1.42 name => 'activate on push',
3678 elmex 1.21 type => 'bool'
3679     }
3680     ],
3681     [
3682     'activate_on_release',
3683     {
3684     desc => 'Whether the teleporter should only be activated on release.',
3685 root 1.42 name => 'activate on release',
3686 elmex 1.21 type => 'bool'
3687     }
3688     ],
3689     [
3690 root 1.7 'speed',
3691     {
3692     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".',
3693     name => 'casting speed',
3694     type => 'float'
3695     }
3696     ],
3697     [
3698 root 1.17 'speed_left',
3699     {
3700     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.',
3701     name => 'speed left',
3702     type => 'float'
3703     }
3704     ],
3705     [
3706 root 1.7 'sp',
3707     {
3708     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.',
3709     name => 'direction',
3710     type => 'list',
3711     value => $LIST{direction}
3712     }
3713     ],
3714     [
3715 root 1.14 'move_block',
3716     {
3717     desc => 'Objects using these movement types cannot move over this space.',
3718     name => 'blocked movement',
3719 elmex 1.26 type => 'movement_type'
3720 root 1.14 }
3721     ],
3722     [
3723     'move_allow',
3724     {
3725     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3726     name => 'allowed movement',
3727 elmex 1.26 type => 'movement_type'
3728 root 1.14 }
3729     ],
3730     [
3731     'move_slow',
3732 root 1.7 {
3733 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3734     name => 'slowed movement',
3735 elmex 1.26 type => 'movement_type'
3736 root 1.14 }
3737     ],
3738     [
3739     'move_slow_penalty',
3740     {
3741     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)',
3742     name => 'slow movement penalty',
3743     type => 'int'
3744 root 1.7 }
3745     ]
3746 root 1.3 ],
3747     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.',
3748     ignore => [
3749     $IGNORE_LIST{non_pickable}
3750     ],
3751 root 1.5 name => 'Magic Wall',
3752 root 1.4 section => [
3753     [
3754     'destroyable',
3755 root 1.7 [
3756     [
3757     'alive',
3758     {
3759     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.',
3760     name => 'is destroyable',
3761     type => 'bool'
3762     }
3763     ],
3764     [
3765     'hp',
3766     {
3767     desc => 'The more <hitpoints> the wall has, the longer it takes to be destroyed.',
3768     name => 'hitpoints',
3769     type => 'int'
3770     }
3771     ],
3772     [
3773     'maxhp',
3774     {
3775     desc => '<max hitpoints> are the maximum amount of hitpoints the wall can have. This only makes sense if the wall can regain health.',
3776     name => 'max hitpoints',
3777     type => 'int'
3778     }
3779     ],
3780     [
3781     'ac',
3782     {
3783     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>.',
3784     name => 'armour class',
3785     type => 'int'
3786     }
3787     ]
3788     ]
3789     ],
3790     [
3791     'resistance',
3792     [
3793     [
3794     'resist_physical',
3795     {
3796     name => 'resist physical %',
3797     type => 'int'
3798     }
3799     ],
3800     [
3801     'resist_magic',
3802     {
3803     name => 'resist magic %',
3804     type => 'int'
3805     }
3806     ],
3807     [
3808     'resist_fire',
3809     {
3810     name => 'resist fire %',
3811     type => 'int'
3812     }
3813     ],
3814     [
3815     'resist_electricity',
3816     {
3817     name => 'resist electricity %',
3818     type => 'int'
3819     }
3820     ],
3821     [
3822     'resist_cold',
3823     {
3824     name => 'resist cold %',
3825     type => 'int'
3826     }
3827     ],
3828     [
3829     'resist_confusion',
3830     {
3831     name => 'resist confusion %',
3832     type => 'int'
3833     }
3834     ],
3835     [
3836     'resist_acid',
3837     {
3838     name => 'resist acid %',
3839     type => 'int'
3840     }
3841     ],
3842     [
3843     'resist_drain',
3844     {
3845     name => 'resist draining %',
3846     type => 'int'
3847     }
3848     ],
3849     [
3850     'resist_weaponmagic',
3851     {
3852     name => 'resist weaponmagic %',
3853     type => 'int'
3854     }
3855     ],
3856     [
3857     'resist_ghosthit',
3858     {
3859     name => 'resist ghosthit %',
3860     type => 'int'
3861     }
3862     ],
3863     [
3864     'resist_poison',
3865     {
3866     name => 'resist poison %',
3867     type => 'int'
3868     }
3869     ],
3870     [
3871     'resist_slow',
3872     {
3873     name => 'resist slow %',
3874     type => 'int'
3875     }
3876     ],
3877     [
3878     'resist_paralyze',
3879     {
3880     name => 'resist paralyze %',
3881     type => 'int'
3882     }
3883     ],
3884     [
3885     'resist_fear',
3886     {
3887     name => 'resist fear %',
3888     type => 'int'
3889     }
3890     ],
3891     [
3892     'resist_deplete',
3893     {
3894     name => 'resist depletion %',
3895     type => 'int'
3896     }
3897     ],
3898     [
3899     'resist_death',
3900     {
3901     name => 'resist death-attack %',
3902     type => 'int'
3903     }
3904     ],
3905     [
3906     'resist_chaos',
3907     {
3908     name => 'resist chaos %',
3909     type => 'int'
3910     }
3911     ],
3912     [
3913     'resist_blind',
3914     {
3915     name => 'resist blinding %',
3916     type => 'int'
3917     }
3918     ],
3919     [
3920     'resist_holyword',
3921     {
3922     name => 'resist holy power %',
3923     type => 'int'
3924     }
3925     ],
3926     [
3927     'resist_godpower',
3928     {
3929     name => 'resist godpower %',
3930     type => 'int'
3931     }
3932     ]
3933     ]
3934     ]
3935     ],
3936     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".'
3937     },
3938 root 1.49 'Map Script' => {
3939     attr => [
3940     [
3941     'connected',
3942     {
3943     desc => 'When the map script object is triggered, it will execute the perl script with the triggering object as $activator.',
3944     name => 'connection',
3945 root 1.50 type => 'string'
3946 root 1.49 }
3947     ],
3948     [
3949     'activate_on_push',
3950     {
3951     desc => 'Whether the teleporter should only be activated on push.',
3952     name => 'activate on push',
3953     type => 'bool'
3954     }
3955     ],
3956     [
3957     'activate_on_release',
3958     {
3959     desc => 'Whether the teleporter should only be activated on release.',
3960     name => 'activate on release',
3961     type => 'bool'
3962     }
3963     ],
3964     [
3965     'msg',
3966     {
3967     desc => 'This perl script will be executed each time the objetc is triggered.',
3968     end => 'endmsg',
3969     name => 'script',
3970     type => 'text'
3971     }
3972     ]
3973     ],
3974 root 1.57 desc => 'The map script object is a very special object that can react to connected events and executes a perl script in the msg slot.',
3975 root 1.49 ignore => [
3976     $IGNORE_LIST{system_object}
3977     ],
3978     name => 'Map Script',
3979 root 1.57 use => 'The perl script gets passed a $state value and $activator, $self, $originator objects and can use the set/get/find/timer functions to react to/trigger other objects. See http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/mapscript.pm for details.'
3980 root 1.49 },
3981 root 1.7 Marker => {
3982     attr => [
3983     [
3984     'no_pick',
3985     {
3986     type => 'fixed',
3987     value => 1
3988     }
3989     ],
3990     [
3991     'slaying',
3992     {
3993     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.',
3994     name => 'key string',
3995     type => 'string'
3996     }
3997     ],
3998     [
3999     'connected',
4000     {
4001     desc => 'When the detector is triggered, all objects with the same connection value get activated.',
4002     name => 'connection',
4003 root 1.50 type => 'string'
4004 root 1.7 }
4005     ],
4006     [
4007     'speed',
4008 root 1.4 {
4009 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.',
4010     name => 'marking speed',
4011     type => 'float'
4012 root 1.4 }
4013     ],
4014     [
4015 root 1.17 'speed_left',
4016     {
4017     desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
4018     name => 'speed left',
4019     type => 'float'
4020     }
4021     ],
4022     [
4023 root 1.7 'food',
4024     {
4025     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.',
4026     name => 'mark duration',
4027     type => 'int'
4028     }
4029     ],
4030     [
4031     'name',
4032     {
4033     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.',
4034     name => 'delete mark',
4035     type => 'string'
4036     }
4037     ],
4038     [
4039     'msg',
4040 root 1.4 {
4041 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.',
4042     end => 'endmsg',
4043     name => 'marking message',
4044     type => 'text'
4045 root 1.4 }
4046     ]
4047     ],
4048 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.',
4049     ignore => [
4050     $IGNORE_LIST{system_object}
4051     ],
4052 root 1.5 name => 'Marker',
4053 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.'
4054     },
4055     Misc => {
4056 root 1.7 attr => [
4057     [
4058 root 1.14 'move_block',
4059     {
4060     desc => 'Objects using these movement types cannot move over this space.',
4061     name => 'blocked movement',
4062 elmex 1.26 type => 'movement_type'
4063 root 1.14 }
4064     ],
4065     [
4066     'move_allow',
4067     {
4068     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
4069     name => 'allowed movement',
4070 elmex 1.26 type => 'movement_type'
4071 root 1.14 }
4072     ],
4073     [
4074     'move_slow',
4075 root 1.7 {
4076 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
4077     name => 'slowed movement',
4078 elmex 1.26 type => 'movement_type'
4079 root 1.14 }
4080     ],
4081     [
4082     'move_slow_penalty',
4083     {
4084     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)',
4085     name => 'slow movement penalty',
4086     type => 'int'
4087 root 1.7 }
4088     ],
4089     [
4090     'cursed',
4091     {
4092     desc => 'Curses can have various effects: On equipment and food, they generally harm the player in some way.',
4093     name => 'cursed',
4094     type => 'bool'
4095     }
4096     ],
4097     [
4098     'damned',
4099     {
4100     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.',
4101     name => 'damned',
4102     type => 'bool'
4103     }
4104     ],
4105     [
4106     'unique',
4107     {
4108     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
4109     name => 'unique item',
4110     type => 'bool'
4111     }
4112     ],
4113     [
4114     'startequip',
4115     {
4116     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4117     name => 'godgiven item',
4118     type => 'bool'
4119     }
4120     ],
4121     [
4122     'msg',
4123     {
4124     desc => 'This text may describe the object.',
4125     end => 'endmsg',
4126     name => 'description',
4127     type => 'text'
4128     }
4129     ]
4130     ],
4131 root 1.5 name => 'Misc'
4132 root 1.1 },
4133 root 1.3 Money => {
4134 root 1.7 attr => [
4135     [
4136     'race',
4137     {
4138     type => 'fixed',
4139     value => 'gold and jewels'
4140     }
4141     ]
4142     ],
4143 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.',
4144     ignore => [
4145     'unpaid'
4146 root 1.5 ],
4147     name => 'Money'
4148 root 1.3 },
4149     'Monster & NPC' => {
4150 root 1.7 attr => [
4151     [
4152     'alive',
4153     {
4154     type => 'fixed',
4155     value => 1
4156     }
4157     ],
4158     [
4159     'randomitems',
4160     {
4161     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>.',
4162     name => 'treasurelist',
4163     type => 'treasurelist'
4164     }
4165     ],
4166     [
4167 root 1.28 'treasure_env',
4168     {
4169     desc => 'Set this flag to move treasure items created into the environment (map) instead of putting them into the object.',
4170     name => 'treasure in env',
4171     type => 'bool'
4172     }
4173     ],
4174     [
4175 root 1.7 'level',
4176     {
4177     desc => 'A monster\'s <level> is the most important attribute. <level> affects the power of a monster in various ways.',
4178     name => 'level',
4179     type => 'int'
4180     }
4181     ],
4182     [
4183     'race',
4184     {
4185 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.',
4186 root 1.7 name => 'race',
4187     type => 'string'
4188     }
4189     ],
4190     [
4191     'exp',
4192     {
4193 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!',
4194 root 1.7 name => 'experience',
4195     type => 'int'
4196     }
4197     ],
4198     [
4199     'speed',
4200     {
4201     desc => 'The <speed> determines how fast a monster will both move and fight. High <speed> makes a monster considerably stronger.',
4202     name => 'speed',
4203     type => 'float'
4204     }
4205     ],
4206     [
4207 root 1.17 'speed_left',
4208     {
4209     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.',
4210     name => 'speed left',
4211     type => 'float'
4212     }
4213     ],
4214     [
4215 root 1.7 'other_arch',
4216     {
4217     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.',
4218     name => 'breed monster',
4219     type => 'string'
4220     }
4221     ],
4222     [
4223     'generator',
4224     {
4225     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.',
4226     name => 'multiply',
4227     type => 'bool'
4228     }
4229     ],
4230     [
4231     'use_content_on_gen',
4232     {
4233     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.',
4234     name => 'template generation',
4235     type => 'bool'
4236     }
4237     ],
4238     [
4239 root 1.14 'move_type',
4240 root 1.7 {
4241 root 1.14 desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
4242     name => 'movement type',
4243 elmex 1.26 type => 'movement_type'
4244 root 1.7 }
4245     ],
4246     [
4247     'undead',
4248     {
4249     desc => 'Several spells only affect undead monsters: turn undead, banish undead, holy word, etc.',
4250     name => 'undead',
4251     type => 'bool'
4252     }
4253     ],
4254     [
4255     'carrying',
4256     {
4257     desc => 'If a monster has something in the inventory, this value can be set to reflect the slowdown due to the carried weight.',
4258     name => 'carries weight',
4259     type => 'int'
4260     }
4261     ],
4262     [
4263 root 1.28 'precious',
4264     {
4265 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.',
4266 root 1.28 name => 'precious',
4267     type => 'bool'
4268     }
4269     ],
4270     [
4271 root 1.7 'msg',
4272     {
4273     end => 'endmsg',
4274     name => 'npc message',
4275     type => 'text'
4276     }
4277     ]
4278     ],
4279 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.',
4280     ignore => [
4281     'material',
4282     'name_pl',
4283     'nrof',
4284     'value',
4285     'unpaid'
4286     ],
4287 root 1.5 name => 'Monster & NPC',
4288 root 1.4 section => [
4289     [
4290     'melee',
4291 root 1.7 [
4292     [
4293     'attacktype',
4294     {
4295     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.',
4296     name => 'attacktype',
4297     type => 'bitmask',
4298     value => $BITMASK{attacktype}
4299     }
4300     ],
4301     [
4302     'dam',
4303     {
4304     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.',
4305     name => 'damage',
4306     type => 'int'
4307     }
4308     ],
4309     [
4310     'wc',
4311     {
4312     desc => 'Monsters of high <weapon class> are more likely to really hit their opponent. <weapon class> can be considered the "counterpiece" to <armour class>.',
4313     name => 'weapon class',
4314     type => 'int'
4315     }
4316     ],
4317     [
4318     'hp',
4319     {
4320     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>.',
4321     name => 'health points',
4322     type => 'int'
4323     }
4324     ],
4325     [
4326     'maxhp',
4327     {
4328     desc => '<max health> is the maximum amount of <health points> this monster can have.',
4329     name => 'max health',
4330     type => 'int'
4331     }
4332     ],
4333     [
4334     'ac',
4335     {
4336     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).',
4337     name => 'armour class',
4338     type => 'int'
4339     }
4340     ],
4341     [
4342     'Con',
4343     {
4344 root 1.8 desc => 'Monsters regenerate this many health points each 4 ticks. Hence, the healing rate is independent of <speed>.',
4345 root 1.7 name => 'healing rate',
4346     type => 'int'
4347     }
4348     ],
4349     [
4350     'reflect_missile',
4351     {
4352     desc => 'A monster with this flag has the ability to <reflect missiles>, all kinds of projectiles (e.g. arrows, bolts, boulders) will bounce off.',
4353     name => 'reflect missiles',
4354     type => 'bool'
4355     }
4356     ],
4357     [
4358     'hitback',
4359     {
4360     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.',
4361     name => 'hitback',
4362     type => 'bool'
4363     }
4364     ],
4365     [
4366     'one_hit',
4367     {
4368     desc => 'Monsters with <one hit only> dissapear after one successful hit to a player.',
4369     name => 'one hit only',
4370     type => 'bool'
4371     }
4372     ]
4373     ]
4374     ],
4375     [
4376     'spellcraft',
4377     [
4378     [
4379     'can_cast_spell',
4380     {
4381     desc => 'If <can cast spell> is disabled, the monster cannot cast any spell. Only wands/rods/etc can be used, given the appropriate abilities.',
4382     name => 'can cast spell',
4383     type => 'bool'
4384     }
4385     ],
4386     [
4387     'reflect_spell',
4388     {
4389     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.',
4390     name => 'reflect spells',
4391     type => 'bool'
4392     }
4393     ],
4394     [
4395     'sp',
4396     {
4397     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>.',
4398     name => 'spellpoints',
4399     type => 'int'
4400     }
4401     ],
4402     [
4403     'maxsp',
4404     {
4405     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.',
4406     name => 'max spellpoints',
4407     type => 'int'
4408     }
4409     ],
4410     [
4411     'Pow',
4412     {
4413 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.',
4414 root 1.7 name => 'spellpoint regen.',
4415     type => 'int'
4416     }
4417     ],
4418     [
4419     'path_attuned',
4420     {
4421     desc => 'Click on the <attuned paths> button to select spellpaths. The creature will get attuned to the specified spellpaths.',
4422     name => 'attuned paths',
4423     type => 'bitmask',
4424     value => $BITMASK{spellpath}
4425     }
4426     ],
4427     [
4428     'path_repelled',
4429     {
4430     desc => 'Click on the <repelled paths> button to select spellpaths. The creature will get repelled to the specified spellpaths.',
4431     name => 'repelled paths',
4432     type => 'bitmask',
4433     value => $BITMASK{spellpath}
4434     }
4435     ],
4436     [
4437     'path_denied',
4438     {
4439     desc => 'Click on the <denied paths> button to select spellpaths. The creature won\'t be able to cast spells of the specified paths.',
4440     name => 'denied paths',
4441     type => 'bitmask',
4442     value => $BITMASK{spellpath}
4443     }
4444     ]
4445     ]
4446     ],
4447     [
4448     'ability',
4449     [
4450     [
4451     'Int',
4452     {
4453     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.',
4454     name => 'detect hidden',
4455     type => 'int'
4456     }
4457     ],
4458     [
4459     'see_invisible',
4460     {
4461     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.',
4462     name => 'see invisible',
4463     type => 'bool'
4464     }
4465     ],
4466     [
4467     'can_see_in_dark',
4468     {
4469     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.',
4470     name => 'see in darkness',
4471     type => 'bool'
4472     }
4473     ],
4474     [
4475     'can_use_weapon',
4476     {
4477     desc => 'Monster is able to wield weapon type objects.',
4478     name => 'can use weapons',
4479     type => 'bool'
4480     }
4481     ],
4482     [
4483     'can_use_bow',
4484     {
4485     desc => 'Monster is able to use missile-weapon type objects.',
4486     name => 'can use bows',
4487     type => 'bool'
4488     }
4489     ],
4490     [
4491     'can_use_armour',
4492     {
4493     desc => 'Monster is able to wear protective equipment like brestplate armour, shields, helmets etc.',
4494     name => 'can use armour',
4495     type => 'bool'
4496     }
4497     ],
4498     [
4499     'can_use_ring',
4500     {
4501     desc => 'Monster is able to wear rings.',
4502     name => 'can use rings',
4503     type => 'bool'
4504     }
4505     ],
4506     [
4507     'can_use_wand',
4508     {
4509     desc => 'Monster is able to use wands and staves.',
4510     name => 'can use wands',
4511     type => 'bool'
4512     }
4513     ],
4514     [
4515     'can_use_rod',
4516     {
4517     desc => 'Monster is able to use rods.',
4518     name => 'can use rods',
4519     type => 'bool'
4520     }
4521     ],
4522     [
4523     'can_use_scroll',
4524     {
4525     desc => 'Monster is able to read scrolls.',
4526     name => 'can use scrolls',
4527     type => 'bool'
4528     }
4529     ],
4530     [
4531     'can_use_skill',
4532     {
4533     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>.',
4534     name => 'can use skills',
4535     type => 'bool'
4536     }
4537     ]
4538     ]
4539     ],
4540     [
4541     'behave',
4542     [
4543     [
4544     'monster',
4545     {
4546     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.',
4547     name => 'monster behaviour',
4548     type => 'bool'
4549     }
4550     ],
4551     [
4552     'unaggressive',
4553     {
4554     desc => '<unaggressive> monsters do not attack players unless attacked first.',
4555     name => 'unaggressive',
4556     type => 'bool'
4557     }
4558     ],
4559     [
4560     'friendly',
4561     {
4562     desc => '<friendly> monsters help the player, attacking any non-friendly monsters in range.',
4563     name => 'friendly',
4564     type => 'bool'
4565     }
4566     ],
4567     [
4568     'stand_still',
4569     {
4570 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.',
4571 root 1.7 name => 'stand still',
4572     type => 'bool'
4573     }
4574     ],
4575     [
4576     'sleep',
4577     {
4578     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.',
4579     name => 'asleep',
4580     type => 'bool'
4581     }
4582     ],
4583     [
4584     'will_apply',
4585     {
4586     desc => 'This entry defines which kinds of environment actions the creature is able to perform.',
4587     name => 'misc. actions',
4588     type => 'bitmask',
4589     value => $BITMASK{will_apply}
4590     }
4591     ],
4592     [
4593     'pick_up',
4594     {
4595     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.',
4596     name => 'pick up',
4597     type => 'bitmask',
4598     value => $BITMASK{pick_up}
4599     }
4600     ],
4601     [
4602     'Wis',
4603     {
4604     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.',
4605     name => 'sensing range',
4606     type => 'int'
4607     }
4608     ],
4609     [
4610 root 1.15 'attack_movement_bits_0_3',
4611 root 1.7 {
4612 root 1.15 desc => 'If this is set to default, the standard mode of movement will be used.',
4613 root 1.7 name => 'attack movement',
4614 root 1.15 type => 'list',
4615     value => $LIST{attack_movement_bits_0_3}
4616     }
4617     ],
4618     [
4619     'attack_movement_bits_4_7',
4620     {
4621     desc => 'This movement is not in effect when the monster has an enemy and should only be used for non agressive monsters.',
4622     name => 'normal movement',
4623     type => 'list',
4624     value => $LIST{attack_movement_bits_4_7}
4625 root 1.7 }
4626     ],
4627     [
4628     'run_away',
4629     {
4630     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.',
4631     name => 'run at % health',
4632     type => 'int'
4633     }
4634     ]
4635     ]
4636     ],
4637     [
4638     'resistance',
4639     [
4640     [
4641     'resist_physical',
4642     {
4643     name => 'resist physical %',
4644     type => 'int'
4645     }
4646     ],
4647     [
4648     'resist_magic',
4649     {
4650     name => 'resist magic %',
4651     type => 'int'
4652     }
4653     ],
4654     [
4655     'resist_fire',
4656     {
4657     name => 'resist fire %',
4658     type => 'int'
4659     }
4660     ],
4661     [
4662     'resist_electricity',
4663     {
4664     name => 'resist electricity %',
4665     type => 'int'
4666     }
4667     ],
4668     [
4669     'resist_cold',
4670     {
4671     name => 'resist cold %',
4672     type => 'int'
4673     }
4674     ],
4675     [
4676     'resist_confusion',
4677     {
4678     name => 'resist confusion %',
4679     type => 'int'
4680     }
4681     ],
4682     [
4683     'resist_acid',
4684     {
4685     name => 'resist acid %',
4686     type => 'int'
4687     }
4688     ],
4689     [
4690     'resist_drain',
4691     {
4692     name => 'resist draining %',
4693     type => 'int'
4694     }
4695     ],
4696     [
4697     'resist_weaponmagic',
4698     {
4699     name => 'resist weaponmagic %',
4700     type => 'int'
4701     }
4702     ],
4703     [
4704     'resist_ghosthit',
4705     {
4706     name => 'resist ghosthit %',
4707     type => 'int'
4708     }
4709     ],
4710     [
4711     'resist_poison',
4712     {
4713     name => 'resist poison %',
4714     type => 'int'
4715     }
4716     ],
4717     [
4718     'resist_slow',
4719     {
4720     name => 'resist slow %',
4721     type => 'int'
4722     }
4723     ],
4724     [
4725     'resist_paralyze',
4726     {
4727     name => 'resist paralyze %',
4728     type => 'int'
4729     }
4730     ],
4731     [
4732     'resist_fear',
4733     {
4734     name => 'resist fear %',
4735     type => 'int'
4736     }
4737     ],
4738     [
4739     'resist_deplete',
4740     {
4741     name => 'resist depletion %',
4742     type => 'int'
4743     }
4744     ],
4745     [
4746     'resist_death',
4747     {
4748     name => 'resist death-attack %',
4749     type => 'int'
4750     }
4751     ],
4752     [
4753     'resist_chaos',
4754     {
4755     name => 'resist chaos %',
4756     type => 'int'
4757     }
4758     ],
4759     [
4760     'resist_blind',
4761     {
4762     name => 'resist blinding %',
4763     type => 'int'
4764     }
4765     ],
4766     [
4767     'resist_holyword',
4768     {
4769     name => 'resist holy power %',
4770     type => 'int'
4771     }
4772     ],
4773     [
4774     'resist_godpower',
4775     {
4776     name => 'resist godpower %',
4777     type => 'int'
4778     }
4779     ]
4780     ]
4781     ]
4782     ],
4783     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. :-)'
4784     },
4785 root 1.9 'Monster (Grimreaper)' => {
4786     desc => 'A grimreaper is a monster that vanishes after it did some number of draining attacks.',
4787     ignore => [
4788     'material',
4789     'name_pl',
4790     'nrof',
4791     'value',
4792     'unpaid'
4793     ],
4794     import => [
4795 root 1.29 'Monster & NPC'
4796 root 1.9 ],
4797     name => 'Monster (Grimreaper)',
4798     section => [
4799     [
4800     'grimreaper',
4801     [
4802     [
4803     'value',
4804     {
4805     desc => 'The object vanishes after this number of draining attacks.',
4806     name => 'attacks',
4807     type => 'int'
4808     }
4809     ]
4810     ]
4811     ]
4812     ]
4813     },
4814 root 1.7 'Mood Floor' => {
4815     attr => [
4816     [
4817     'no_pick',
4818 root 1.4 {
4819 root 1.7 type => 'fixed',
4820     value => 1
4821 root 1.4 }
4822     ],
4823     [
4824 root 1.7 'last_sp',
4825     {
4826     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!',
4827     name => 'mood',
4828     type => 'list',
4829     value => $LIST{mood}
4830     }
4831     ],
4832     [
4833     'connected',
4834     {
4835     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!',
4836     name => 'connection',
4837 root 1.50 type => 'string'
4838 root 1.7 }
4839     ],
4840     [
4841     'no_magic',
4842     {
4843     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
4844     name => 'no spells',
4845     type => 'bool'
4846     }
4847     ],
4848     [
4849     'damned',
4850     {
4851     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
4852     name => 'no prayers',
4853     type => 'bool'
4854     }
4855     ]
4856     ],
4857     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.',
4858     ignore => [
4859     $IGNORE_LIST{system_object}
4860     ],
4861     name => 'Mood Floor',
4862     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.)'
4863     },
4864     Mover => {
4865     attr => [
4866     [
4867     'attacktype',
4868     {
4869     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.',
4870     name => 'forced movement',
4871     type => 'bool'
4872     }
4873     ],
4874     [
4875     'maxsp',
4876     {
4877     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.',
4878     name => 'freeze duration',
4879     type => 'int'
4880     }
4881     ],
4882     [
4883     'speed',
4884     {
4885     desc => 'The movement speed value determines how fast a chain of these movers will push a player along (default is -0.2).',
4886     name => 'movement speed',
4887     type => 'float'
4888     }
4889     ],
4890     [
4891 root 1.17 'speed_left',
4892     {
4893     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.',
4894     name => 'speed left',
4895     type => 'float'
4896     }
4897     ],
4898     [
4899 root 1.7 'sp',
4900     {
4901     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.',
4902     name => 'direction',
4903     type => 'list',
4904     value => $LIST{direction}
4905     }
4906     ],
4907     [
4908     'lifesave',
4909     {
4910 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.',
4911 root 1.7 name => 'gets used up',
4912     type => 'bool'
4913     }
4914     ],
4915     [
4916     'hp',
4917     {
4918     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).',
4919     name => 'number of uses',
4920     type => 'int'
4921     }
4922     ]
4923     ],
4924     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.',
4925     ignore => [
4926     $IGNORE_LIST{non_pickable}
4927     ],
4928     name => 'Mover',
4929     section => [
4930     [
4931     'targets',
4932     [
4933     [
4934     'level',
4935     {
4936     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.',
4937     name => 'move players',
4938     type => 'bool'
4939     }
4940     ],
4941     [
4942 root 1.14 'move_on',
4943 root 1.7 {
4944 root 1.14 desc => 'Which movement types activate the mover.',
4945     name => 'movement type',
4946     type => 'movement_type'
4947 root 1.7 }
4948     ]
4949     ]
4950     ]
4951     ],
4952     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).'
4953     },
4954     Pedestal => {
4955     attr => [
4956     [
4957     'no_pick',
4958 root 1.4 {
4959 root 1.7 type => 'fixed',
4960     value => 1
4961 root 1.4 }
4962     ],
4963     [
4964 root 1.7 'slaying',
4965 root 1.4 {
4966 root 1.56 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. If the string starts with \'match \', then it is interpreted as a match expression (e.g. \'match type=POTION\', or \'match type=SPELL in applied type=CONTAINER in inv in originator\'). For details, see http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm',
4967 root 1.7 name => 'match race',
4968     type => 'string'
4969 root 1.4 }
4970     ],
4971     [
4972 root 1.7 'connected',
4973 root 1.4 {
4974 root 1.7 desc => 'When the pedestal is triggered, all objects with the same connection value get activated.',
4975     name => 'connection',
4976 root 1.50 type => 'string'
4977 root 1.4 }
4978     ],
4979     [
4980 root 1.14 'move_on',
4981 root 1.4 {
4982 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
4983 root 1.58 name => 'movement on',
4984 elmex 1.26 type => 'movement_type'
4985 root 1.4 }
4986     ]
4987     ],
4988 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.',
4989     ignore => [
4990     $IGNORE_LIST{non_pickable}
4991     ],
4992 root 1.5 name => 'Pedestal',
4993 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.'
4994     },
4995     Pit => {
4996 root 1.7 attr => [
4997     [
4998     'no_pick',
4999     {
5000     type => 'fixed',
5001     value => 1
5002     }
5003     ],
5004     [
5005 root 1.42 'range',
5006     {
5007 root 1.44 desc => 'The radius of the square area that the pit will randomly put the player into (0 to 3, default 1).',
5008 root 1.43 name => 'spread radius',
5009 root 1.42 type => 'int'
5010     }
5011     ],
5012     [
5013 root 1.7 'connected',
5014     {
5015     desc => 'When a <connection> value is set, the pit can be opened/closed by activating the connection.',
5016     name => 'connection',
5017 root 1.50 type => 'string'
5018 root 1.7 }
5019     ],
5020     [
5021 elmex 1.21 'activate_on_push',
5022     {
5023     desc => 'Whether the teleporter should only be activated on push.',
5024 root 1.42 name => 'activate on push',
5025 elmex 1.21 type => 'bool'
5026     }
5027     ],
5028     [
5029     'activate_on_release',
5030     {
5031     desc => 'Whether the teleporter should only be activated on release.',
5032 root 1.42 name => 'activate on release',
5033 elmex 1.21 type => 'bool'
5034     }
5035     ],
5036     [
5037 root 1.7 'hp',
5038     {
5039     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!',
5040     name => 'destination X',
5041     type => 'int'
5042     }
5043     ],
5044     [
5045     'sp',
5046     {
5047     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!',
5048     name => 'destination Y',
5049     type => 'int'
5050     }
5051     ],
5052     [
5053     'wc',
5054     {
5055     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.',
5056     name => 'position state',
5057     type => 'int'
5058     }
5059     ],
5060     [
5061 root 1.14 'move_on',
5062 root 1.7 {
5063 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5064 root 1.58 name => 'movement on',
5065 elmex 1.26 type => 'movement_type'
5066 root 1.7 }
5067     ]
5068     ],
5069 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.',
5070 root 1.3 ignore => [
5071     $IGNORE_LIST{non_pickable}
5072     ],
5073 root 1.5 name => 'Pit',
5074 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.'
5075     },
5076     'Poison Food' => {
5077 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.',
5078     name => 'Poison Food'
5079 root 1.3 },
5080     Potion => {
5081 root 1.7 attr => [
5082     [
5083     'level',
5084     {
5085     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.',
5086     name => 'potion level',
5087     type => 'int'
5088     }
5089     ],
5090     [
5091     'sp',
5092     {
5093     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".',
5094     name => 'spell',
5095     type => 'spell'
5096     }
5097     ],
5098     [
5099     'attacktype',
5100     {
5101     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.',
5102     name => 'special effect',
5103     type => 'list',
5104     value => $LIST{potion_effect}
5105     }
5106     ],
5107     [
5108     'cursed',
5109     {
5110     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 >:)',
5111     name => 'cursed',
5112     type => 'bool'
5113     }
5114     ],
5115     [
5116     'startequip',
5117     {
5118     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5119     name => 'godgiven item',
5120     type => 'bool'
5121     }
5122     ]
5123     ],
5124 root 1.3 desc => 'The player can drink these and gain various kinds of benefits (/penalties) by doing so.',
5125 root 1.5 name => 'Potion',
5126 root 1.4 section => [
5127     [
5128     'stats',
5129 root 1.7 [
5130     [
5131     'Str',
5132     {
5133     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.',
5134     name => 'strength',
5135     type => 'int'
5136     }
5137     ],
5138     [
5139     'Dex',
5140     {
5141 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.',
5142 root 1.7 name => 'dexterity',
5143     type => 'int'
5144     }
5145     ],
5146     [
5147     'Con',
5148     {
5149 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.',
5150 root 1.7 name => 'constitution',
5151     type => 'int'
5152     }
5153     ],
5154     [
5155     'Int',
5156     {
5157 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.',
5158 root 1.7 name => 'intelligence',
5159     type => 'int'
5160     }
5161     ],
5162     [
5163     'Pow',
5164     {
5165 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.',
5166 root 1.7 name => 'power',
5167     type => 'int'
5168     }
5169     ],
5170     [
5171     'Wis',
5172     {
5173 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.',
5174 root 1.7 name => 'wisdom',
5175     type => 'int'
5176     }
5177     ],
5178     [
5179     'Cha',
5180     {
5181 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.',
5182 root 1.7 name => 'charisma',
5183     type => 'int'
5184     }
5185     ]
5186     ]
5187     ],
5188     [
5189     'resistance',
5190     [
5191     [
5192     'resist_physical',
5193     {
5194     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5195     name => 'resist physical %',
5196     type => 'int'
5197     }
5198     ],
5199     [
5200     'resist_magic',
5201     {
5202 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!',
5203 root 1.7 name => 'resist magic %',
5204     type => 'int'
5205     }
5206     ],
5207     [
5208     'resist_fire',
5209     {
5210 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!',
5211 root 1.7 name => 'resist fire %',
5212     type => 'int'
5213     }
5214     ],
5215     [
5216     'resist_electricity',
5217     {
5218 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!',
5219 root 1.7 name => 'resist electricity %',
5220     type => 'int'
5221     }
5222     ],
5223     [
5224     'resist_cold',
5225     {
5226 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!',
5227 root 1.7 name => 'resist cold %',
5228     type => 'int'
5229     }
5230     ],
5231     [
5232     'resist_acid',
5233     {
5234 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!',
5235 root 1.7 name => 'resist acid %',
5236     type => 'int'
5237     }
5238     ],
5239     [
5240     'resist_confusion',
5241     {
5242 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!',
5243 root 1.7 name => 'resist confusion %',
5244     type => 'int'
5245     }
5246     ],
5247     [
5248     'resist_weaponmagic',
5249     {
5250 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!',
5251 root 1.7 name => 'resist weaponmagic %',
5252     type => 'int'
5253     }
5254     ],
5255     [
5256 elmex 1.33 'resist_ghosthit',
5257 root 1.7 {
5258 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!',
5259     name => 'resist ghosthit %',
5260 root 1.7 type => 'int'
5261     }
5262     ],
5263     [
5264 elmex 1.33 'resist_slow',
5265 root 1.7 {
5266 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!',
5267     name => 'resist slow %',
5268 root 1.7 type => 'int'
5269     }
5270     ],
5271     [
5272 elmex 1.33 'resist_fear',
5273 root 1.7 {
5274 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!',
5275     name => 'resist fear %',
5276 root 1.7 type => 'int'
5277     }
5278     ],
5279     [
5280 elmex 1.33 'resist_death',
5281 root 1.7 {
5282 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!',
5283     name => 'resist death-attack %',
5284     type => 'int'
5285     }
5286     ],
5287     [
5288     'resist_chaos',
5289     {
5290     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5291     name => 'resist chaos %',
5292     type => 'int'
5293     }
5294     ],
5295     [
5296     'resist_blind',
5297     {
5298     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5299     name => 'resist blinding %',
5300     type => 'int'
5301     }
5302     ],
5303     [
5304     'resist_holyword',
5305     {
5306     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5307     name => 'resist holy power %',
5308     type => 'int'
5309     }
5310     ],
5311     [
5312     'resist_godpower',
5313     {
5314     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5315     name => 'resist godpower %',
5316     type => 'int'
5317     }
5318     ],
5319     [
5320     'resist_paralyze',
5321     {
5322     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5323     name => 'resist paralyze %',
5324     type => 'int'
5325     }
5326     ],
5327     [
5328     'resist_drain',
5329     {
5330     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5331     name => 'resist draining %',
5332     type => 'int'
5333     }
5334     ],
5335     [
5336     'resist_deplete',
5337     {
5338     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5339     name => 'resist depletion %',
5340     type => 'int'
5341     }
5342     ],
5343     [
5344     'resist_poison',
5345     {
5346     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5347     name => 'resist poison %',
5348 root 1.7 type => 'int'
5349     }
5350     ]
5351     ]
5352     ]
5353     ],
5354     use => 'One potion should never give multiple benefits at once.'
5355     },
5356     'Power Crystal' => {
5357     attr => [
5358     [
5359     'sp',
5360 root 1.4 {
5361 root 1.7 desc => '<initial mana> is the amount of spellpoints that the crystal holds when the map is loaded.',
5362     name => 'initial mana',
5363     type => 'int'
5364 root 1.4 }
5365     ],
5366     [
5367 root 1.7 'maxsp',
5368 root 1.4 {
5369 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.',
5370     name => 'mana capacity',
5371     type => 'int'
5372 root 1.4 }
5373     ]
5374     ],
5375 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.',
5376     name => 'Power Crystal'
5377 root 1.1 },
5378 root 1.3 Projectile => {
5379 root 1.7 attr => [
5380     [
5381     'attacktype',
5382     {
5383     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.',
5384     name => 'attacktype',
5385     type => 'bitmask',
5386     value => $BITMASK{attacktype}
5387     }
5388     ],
5389     [
5390     'race',
5391     {
5392     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>.',
5393     name => 'ammunition class',
5394     type => 'string'
5395     }
5396     ],
5397     [
5398     'slaying',
5399     {
5400     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.',
5401     name => 'slaying race',
5402     type => 'string'
5403     }
5404     ],
5405     [
5406     'dam',
5407     {
5408     desc => 'The projectile <damage> significantly affects the damage done. Damage can be further increased by the shooting weapon\'s attributes.',
5409     name => 'damage',
5410     type => 'int'
5411     }
5412     ],
5413     [
5414     'wc',
5415     {
5416     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.',
5417     name => 'weaponclass',
5418     type => 'int'
5419     }
5420     ],
5421     [
5422     'food',
5423     {
5424     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).',
5425     name => 'chance to break',
5426     type => 'int'
5427     }
5428     ],
5429     [
5430     'magic',
5431     {
5432     desc => 'Magic bonus increases chance to hit and damage a little bit.',
5433     name => 'magic bonus',
5434     type => 'int'
5435     }
5436     ],
5437     [
5438     'unique',
5439     {
5440     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5441     name => 'unique item',
5442     type => 'bool'
5443     }
5444     ],
5445     [
5446     'startequip',
5447     {
5448     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5449     name => 'godgiven item',
5450     type => 'bool'
5451     }
5452     ],
5453     [
5454     'no_drop',
5455     {
5456     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.',
5457     name => 'don\'t drop',
5458     type => 'bool'
5459     }
5460     ],
5461     [
5462     'msg',
5463     {
5464     desc => 'This text may describe the projectile. This could be nice for very special ones.',
5465     end => 'endmsg',
5466     name => 'description',
5467     type => 'text'
5468     }
5469     ]
5470     ],
5471     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.',
5472     name => 'Projectile',
5473     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.'
5474     },
5475     Ring => {
5476     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.',
5477     import => [
5478 root 1.29 'Amulet'
5479 root 1.7 ],
5480     name => 'Ring',
5481     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.'
5482     },
5483     Rod => {
5484     attr => [
5485     [
5486     'sp',
5487     {
5488     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!',
5489     name => 'spell',
5490     type => 'spell'
5491     }
5492     ],
5493     [
5494     'level',
5495     {
5496     desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should be set to something reasonable.',
5497     name => 'casting level',
5498     type => 'int'
5499     }
5500     ],
5501     [
5502     'hp',
5503     {
5504     desc => 'This value represents the initial amount of spellpoints in the rod. Naturally, this is quite unimportant.',
5505     name => 'initial spellpoints',
5506     type => 'int'
5507     }
5508     ],
5509     [
5510     'maxhp',
5511     {
5512     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.',
5513     name => 'max. spellpoints',
5514     type => 'int'
5515     }
5516     ],
5517     [
5518     'startequip',
5519     {
5520     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5521     name => 'godgiven item',
5522     type => 'bool'
5523     }
5524     ],
5525     [
5526     'msg',
5527     {
5528     desc => 'This text may contain a description of the rod.',
5529     end => 'endmsg',
5530     name => 'description',
5531     type => 'text'
5532     }
5533     ]
5534     ],
5535     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.',
5536     ignore => [
5537     'title'
5538     ],
5539     name => 'Rod',
5540     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>'
5541     },
5542     Rune => {
5543     attr => [
5544     [
5545     'no_pick',
5546     {
5547     type => 'fixed',
5548     value => 1
5549     }
5550     ],
5551     [
5552 root 1.14 'move_on',
5553 root 1.7 {
5554 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5555 root 1.58 name => 'movement on',
5556 elmex 1.26 type => 'movement_type'
5557 root 1.7 }
5558     ],
5559     [
5560     'level',
5561     {
5562     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.',
5563     name => 'rune level',
5564     type => 'int'
5565     }
5566     ],
5567     [
5568     'Cha',
5569     {
5570     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.',
5571     name => 'visibility',
5572     type => 'int'
5573     }
5574     ],
5575     [
5576     'hp',
5577     {
5578     desc => 'The rune will detonate <number of charges> times before disappearing.',
5579     name => 'number of charges',
5580     type => 'int'
5581     }
5582     ],
5583     [
5584     'dam',
5585     {
5586     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.',
5587     name => 'direct damage',
5588     type => 'int'
5589     }
5590     ],
5591     [
5592     'attacktype',
5593     {
5594     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.',
5595     name => 'attacktype',
5596     type => 'bitmask',
5597     value => $BITMASK{attacktype}
5598     }
5599     ],
5600     [
5601     'msg',
5602     {
5603     desc => 'When the rune detonates, this text is displayed to the victim. For especially powerful runes, create an appropriate thrilling description. ;)',
5604     end => 'endmsg',
5605     name => 'detonation text',
5606     type => 'text'
5607     }
5608     ]
5609 root 1.3 ],
5610     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.',
5611     ignore => [
5612     'no_pick',
5613     'title',
5614     'name_pl',
5615     'weight',
5616     'value',
5617     'material',
5618     'unpaid'
5619     ],
5620 root 1.5 name => 'Rune',
5621 root 1.4 section => [
5622     [
5623     'spellcraft',
5624 root 1.7 [
5625     [
5626     'sp',
5627     {
5628     desc => 'The selected <spell> defines the spell in the rune, if any. (Many runes do direct damage).',
5629     name => 'spell',
5630     type => 'spell'
5631     }
5632     ],
5633     [
5634     'slaying',
5635     {
5636     desc => 'Name of the spell in the rune, if any. <spell name> is optional, but if present, overrides the <spell> setting.',
5637     name => 'spell name',
5638     type => 'string'
5639     }
5640     ],
5641     [
5642     'other_arch',
5643     {
5644     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.',
5645     name => 'spell arch',
5646     type => 'string'
5647     }
5648     ],
5649     [
5650     'maxsp',
5651     {
5652     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.',
5653     name => 'direction',
5654     type => 'list',
5655     value => $LIST{direction}
5656     }
5657     ],
5658     [
5659     'race',
5660     {
5661     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.',
5662     name => 'summon monster',
5663     type => 'string'
5664     }
5665     ],
5666     [
5667     'maxhp',
5668     {
5669     desc => 'This should only be set to a summoning rune. It will then summon that many creatures of the kind <summon monster>.',
5670     name => 'summon amount',
5671     type => 'int'
5672     }
5673     ]
5674     ]
5675 root 1.4 ]
5676     ],
5677 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.'
5678     },
5679 root 1.37 'Safe ground' => {
5680 elmex 1.23 attr => [
5681     [
5682 root 1.35 'move_block',
5683     {
5684     desc => 'Objects using these movement types cannot move over this space.',
5685     name => 'blocked movement',
5686     type => 'movement_type'
5687     }
5688     ],
5689     [
5690     'move_allow',
5691     {
5692     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
5693     name => 'allowed movement',
5694     type => 'movement_type'
5695     }
5696     ],
5697     [
5698     'move_slow',
5699     {
5700     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
5701     name => 'slowed movement',
5702     type => 'movement_type'
5703     }
5704     ],
5705     [
5706     'move_slow_penalty',
5707     {
5708     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)',
5709     name => 'slow movement penalty',
5710     type => 'int'
5711     }
5712     ],
5713     [
5714 elmex 1.23 'no_pick',
5715     {
5716     type => 'fixed',
5717     value => 1
5718     }
5719     ]
5720     ],
5721 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.',
5722 elmex 1.23 ignore => [
5723     $IGNORE_LIST{non_pickable}
5724     ],
5725 root 1.37 name => 'Safe ground',
5726 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.'
5727 elmex 1.23 },
5728 root 1.3 Savebed => {
5729 root 1.7 attr => [
5730     [
5731     'no_pick',
5732     {
5733     type => 'fixed',
5734     value => 1
5735     }
5736     ],
5737     [
5738     'no_magic',
5739     {
5740     type => 'fixed',
5741     value => 1
5742     }
5743     ],
5744     [
5745     'damned',
5746     {
5747     type => 'fixed',
5748     value => 1
5749     }
5750     ]
5751     ],
5752 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.',
5753     ignore => [
5754     $IGNORE_LIST{non_pickable}
5755     ],
5756 root 1.5 name => 'Savebed',
5757 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>'
5758 root 1.3 },
5759     Scroll => {
5760 root 1.7 attr => [
5761     [
5762     'level',
5763     {
5764     desc => 'The spell of the scroll will be casted at this level. This value should always be set, at least to 1.',
5765     name => 'casting level',
5766     type => 'int'
5767     }
5768     ],
5769     [
5770     'sp',
5771     {
5772     desc => 'When a player/monster applies this scroll, the selected <spell> will be casted (once). This should work for any given spell.',
5773     name => 'spell',
5774     type => 'spell'
5775     }
5776     ],
5777     [
5778     'startequip',
5779     {
5780     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5781     name => 'godgiven item',
5782     type => 'bool'
5783     }
5784     ]
5785     ],
5786 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.',
5787     ignore => [
5788     'title'
5789     ],
5790 root 1.5 name => 'Scroll',
5791 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.'
5792     },
5793     Shield => {
5794 root 1.7 attr => [
5795     [
5796     'magic',
5797     {
5798     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.',
5799     name => 'magic bonus',
5800     type => 'int'
5801     }
5802     ]
5803     ],
5804 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.',
5805     import => [
5806 root 1.29 'Amulet'
5807 root 1.3 ],
5808 root 1.5 name => 'Shield',
5809 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.'
5810     },
5811     'Shooting Weapon' => {
5812 root 1.7 attr => [
5813     [
5814     'race',
5815     {
5816     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.',
5817     name => 'ammunition class',
5818     type => 'string'
5819     }
5820     ],
5821     [
5822     'sp',
5823     {
5824     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).',
5825     name => 'shooting speed',
5826     type => 'int'
5827     }
5828     ],
5829     [
5830     'dam',
5831     {
5832     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.',
5833     name => 'base damage',
5834     type => 'int'
5835     }
5836     ],
5837     [
5838     'wc',
5839     {
5840     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.',
5841     name => 'weaponclass',
5842     type => 'int'
5843     }
5844     ],
5845     [
5846     'item_power',
5847     {
5848 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>.',
5849 root 1.7 name => 'item power',
5850     type => 'int'
5851     }
5852     ],
5853     [
5854     'no_strength',
5855     {
5856     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.',
5857     name => 'ignore strength',
5858     type => 'bool'
5859     }
5860     ],
5861     [
5862     'damned',
5863     {
5864     desc => 'A damned shooting weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
5865     name => 'damnation',
5866     type => 'bool'
5867     }
5868     ],
5869     [
5870     'cursed',
5871     {
5872     desc => 'A cursed shooting weapon cannot be unwielded unless the curse is removed.',
5873     name => 'curse',
5874     type => 'bool'
5875     }
5876     ],
5877     [
5878     'unique',
5879     {
5880     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5881     name => 'unique item',
5882     type => 'bool'
5883     }
5884     ],
5885     [
5886     'startequip',
5887     {
5888     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5889     name => 'godgiven item',
5890     type => 'bool'
5891     }
5892     ],
5893     [
5894     'msg',
5895     {
5896     desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
5897     end => 'endmsg',
5898     name => 'description',
5899     type => 'text'
5900     }
5901     ]
5902     ],
5903 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.',
5904 root 1.5 name => 'Shooting Weapon',
5905 root 1.4 section => [
5906     [
5907     'stats',
5908 root 1.7 [
5909     [
5910     'Str',
5911     {
5912     desc => 'The player\'s strentgh will rise/fall by the given value while wearing this shooting weapon.',
5913     name => 'strength',
5914     type => 'int'
5915     }
5916     ],
5917     [
5918     'Dex',
5919     {
5920     desc => 'The player\'s dexterity will rise/fall by the given value while wearing this shooting weapon.',
5921     name => 'dexterity',
5922     type => 'int'
5923     }
5924     ],
5925     [
5926     'Con',
5927     {
5928     desc => 'The player\'s constitution will rise/fall by the given value while wearing this shooting weapon.',
5929     name => 'constitution',
5930     type => 'int'
5931     }
5932     ],
5933     [
5934     'Int',
5935     {
5936     desc => 'The player\'s intelligence will rise/fall by the given value while wearing this shooting weapon.',
5937     name => 'intelligence',
5938     type => 'int'
5939     }
5940     ],
5941     [
5942     'Pow',
5943     {
5944     desc => 'The player\'s power will rise/fall by the given value while wearing this shooting weapon.',
5945     name => 'power',
5946     type => 'int'
5947     }
5948     ],
5949     [
5950     'Wis',
5951     {
5952     desc => 'The player\'s wisdom will rise/fall by the given value while wearing this shooting weapon.',
5953     name => 'wisdom',
5954     type => 'int'
5955     }
5956     ],
5957     [
5958     'Cha',
5959     {
5960     desc => 'The player\'s charisma will rise/fall by the given value while wearing this shooting weapon.',
5961     name => 'charisma',
5962     type => 'int'
5963     }
5964     ]
5965     ]
5966     ],
5967     [
5968     'bonus',
5969     [
5970     [
5971     'luck',
5972     {
5973     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.',
5974     name => 'luck bonus',
5975     type => 'int'
5976     }
5977     ],
5978     [
5979     'magic',
5980     {
5981     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.',
5982     name => 'magic bonus',
5983     type => 'int'
5984     }
5985     ]
5986     ]
5987     ]
5988     ],
5989 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.'
5990 root 1.7 },
5991     'Shop Floor' => {
5992     attr => [
5993     [
5994     'is_floor',
5995     {
5996     type => 'fixed',
5997     value => 1
5998     }
5999     ],
6000     [
6001     'no_pick',
6002     {
6003     type => 'fixed',
6004     value => 1
6005     }
6006     ],
6007     [
6008     'no_magic',
6009     {
6010     type => 'fixed',
6011     value => 1
6012     }
6013     ],
6014     [
6015     'auto_apply',
6016 root 1.4 {
6017 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.',
6018     name => 'generate goods',
6019     type => 'bool'
6020 root 1.4 }
6021     ],
6022     [
6023 root 1.7 'randomitems',
6024     {
6025     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.',
6026     name => 'treasurelist',
6027     type => 'treasurelist'
6028     }
6029     ],
6030     [
6031     'exp',
6032     {
6033     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.',
6034     name => 'quality level',
6035     type => 'int'
6036     }
6037     ],
6038     [
6039     'damned',
6040 root 1.4 {
6041 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.)',
6042     name => 'no prayers',
6043     type => 'bool'
6044 root 1.4 }
6045     ]
6046     ],
6047 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).',
6048     ignore => [
6049     $IGNORE_LIST{non_pickable}
6050     ],
6051 root 1.5 name => 'Shop Floor',
6052 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.'
6053     },
6054 elmex 1.27 'Shop Inventory' => {
6055     attr => [
6056     [
6057     'shop_coords',
6058     {
6059     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.',
6060     name => 'shop rectangle',
6061     type => 'string'
6062     }
6063     ]
6064     ],
6065     desc => 'The purpose of a sign is to display the contents of a shop.',
6066     ignore => [
6067     $IGNORE_LIST{non_pickable}
6068     ],
6069     name => 'Shop Inventory',
6070     use => 'Use these signs to present the player a list of the items in the shop'
6071     },
6072 root 1.3 'Shop Mat' => {
6073 root 1.7 attr => [
6074     [
6075     'no_pick',
6076     {
6077     type => 'fixed',
6078     value => 1
6079     }
6080     ],
6081     [
6082 root 1.14 'move_on',
6083 root 1.7 {
6084 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6085 root 1.58 name => 'movement on',
6086 elmex 1.26 type => 'movement_type'
6087 root 1.7 }
6088     ]
6089     ],
6090 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).',
6091     ignore => [
6092     $IGNORE_LIST{non_pickable}
6093     ],
6094 root 1.5 name => 'Shop Mat',
6095 root 1.3 use => 'As stated above, always place TWO shop mats into your shop. Not more and not less than that.'
6096     },
6097     'Sign & MagicMouth' => {
6098 root 1.7 attr => [
6099     [
6100     'connected',
6101     {
6102     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.',
6103     name => 'connection',
6104 root 1.50 type => 'string'
6105 root 1.7 }
6106     ],
6107     [
6108 elmex 1.21 'activate_on_push',
6109     {
6110     desc => 'Whether the teleporter should only be activated on push.',
6111 root 1.42 name => 'activate on push',
6112 elmex 1.21 type => 'bool'
6113     }
6114     ],
6115     [
6116     'activate_on_release',
6117     {
6118     desc => 'Whether the teleporter should only be activated on release.',
6119 root 1.42 name => 'activate on release',
6120 elmex 1.21 type => 'bool'
6121     }
6122     ],
6123     [
6124 root 1.14 'move_on',
6125 root 1.7 {
6126 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6127 root 1.58 name => 'movement on',
6128 elmex 1.26 type => 'movement_type'
6129 root 1.7 }
6130     ],
6131     [
6132     'food',
6133     {
6134     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).',
6135     name => 'counter',
6136     type => 'int'
6137     }
6138     ],
6139     [
6140     'msg',
6141     {
6142     desc => 'This text will be displayed to the player.',
6143     end => 'endmsg',
6144     name => 'message',
6145     type => 'text'
6146     }
6147     ]
6148     ],
6149     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).',
6150     ignore => [
6151     $IGNORE_LIST{non_pickable}
6152     ],
6153     name => 'Sign & MagicMouth',
6154     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.'
6155     },
6156     Skill => {
6157     attr => [
6158     [
6159     'invisible',
6160     {
6161     type => 'fixed',
6162     value => 1
6163     }
6164     ],
6165     [
6166     'no_drop',
6167     {
6168     type => 'fixed',
6169     value => 1
6170     }
6171     ],
6172     [
6173     'skill',
6174     {
6175     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.',
6176     name => 'skill name',
6177     type => 'string'
6178     }
6179     ],
6180     [
6181     'expmul',
6182     {
6183     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.',
6184     name => 'exp multiplier',
6185     type => 'float'
6186     }
6187     ],
6188     [
6189     'subtype',
6190     {
6191 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.',
6192 root 1.7 name => 'skill type',
6193     type => 'list',
6194     value => $LIST{skill_type}
6195     }
6196     ],
6197     [
6198     'level',
6199     {
6200     name => 'level',
6201     type => 'int'
6202     }
6203     ],
6204     [
6205     'exp',
6206     {
6207     name => 'experience',
6208     type => 'int'
6209     }
6210     ],
6211     [
6212     'can_use_skill',
6213     {
6214     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.',
6215     name => 'is native skill',
6216     type => 'bool'
6217     }
6218     ]
6219 root 1.3 ],
6220     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.',
6221     ignore => [
6222     $IGNORE_LIST{system_object}
6223     ],
6224 root 1.5 name => 'Skill',
6225 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>'
6226     },
6227     'Skill Scroll' => {
6228 root 1.7 attr => [
6229     [
6230     'race',
6231     {
6232     type => 'fixed',
6233     value => 'scrolls'
6234     }
6235     ],
6236     [
6237     'skill',
6238     {
6239     desc => 'The <skill name> matches the skill object that can be learned from this scroll.',
6240     name => 'skill name',
6241     type => 'string'
6242     }
6243     ]
6244     ],
6245 root 1.3 desc => 'By reading a skill scroll, a player has a chance to learn the contained skill.',
6246 root 1.5 name => 'Skill Scroll',
6247 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.'
6248     },
6249 elmex 1.33 'Skill Tool' => {
6250     attr => [
6251     [
6252     'skill',
6253     {
6254     desc => 'This field describes which skill the player will be able to use wearing this item.',
6255     name => 'skill name',
6256     type => 'string'
6257     }
6258     ]
6259     ],
6260     desc => 'Wearing a skill tool will give the player the ability to use a skill.',
6261     name => 'Skill Tool',
6262     section => [
6263     [
6264     'stats',
6265     [
6266     [
6267     'Str',
6268     {
6269     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.',
6270     name => 'strength',
6271     type => 'int'
6272     }
6273     ],
6274     [
6275     'Dex',
6276     {
6277     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.',
6278     name => 'dexterity',
6279     type => 'int'
6280     }
6281     ],
6282     [
6283     'Con',
6284     {
6285     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.',
6286     name => 'constitution',
6287     type => 'int'
6288     }
6289     ],
6290     [
6291     'Int',
6292     {
6293     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.',
6294     name => 'intelligence',
6295     type => 'int'
6296     }
6297     ],
6298     [
6299     'Pow',
6300     {
6301     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.',
6302     name => 'power',
6303     type => 'int'
6304     }
6305     ],
6306     [
6307     'Wis',
6308     {
6309     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.',
6310     name => 'wisdom',
6311     type => 'int'
6312     }
6313     ],
6314     [
6315     'Cha',
6316     {
6317     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.',
6318     name => 'charisma',
6319     type => 'int'
6320     }
6321     ]
6322     ]
6323     ],
6324     [
6325     'resistance',
6326     [
6327     [
6328     'resist_physical',
6329     {
6330     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6331     name => 'resist physical %',
6332     type => 'int'
6333     }
6334     ],
6335     [
6336     'resist_magic',
6337     {
6338     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6339     name => 'resist magic %',
6340     type => 'int'
6341     }
6342     ],
6343     [
6344     'resist_fire',
6345     {
6346     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6347     name => 'resist fire %',
6348     type => 'int'
6349     }
6350     ],
6351     [
6352     'resist_electricity',
6353     {
6354     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6355     name => 'resist electricity %',
6356     type => 'int'
6357     }
6358     ],
6359     [
6360     'resist_cold',
6361     {
6362     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6363     name => 'resist cold %',
6364     type => 'int'
6365     }
6366     ],
6367     [
6368     'resist_acid',
6369     {
6370     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6371     name => 'resist acid %',
6372     type => 'int'
6373     }
6374     ],
6375     [
6376     'resist_confusion',
6377     {
6378     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6379     name => 'resist confusion %',
6380     type => 'int'
6381     }
6382     ],
6383     [
6384     'resist_weaponmagic',
6385     {
6386     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6387     name => 'resist weaponmagic %',
6388     type => 'int'
6389     }
6390     ],
6391     [
6392     'resist_ghosthit',
6393     {
6394     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6395     name => 'resist ghosthit %',
6396     type => 'int'
6397     }
6398     ],
6399     [
6400     'resist_slow',
6401     {
6402     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6403     name => 'resist slow %',
6404     type => 'int'
6405     }
6406     ],
6407     [
6408     'resist_fear',
6409     {
6410     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6411     name => 'resist fear %',
6412     type => 'int'
6413     }
6414     ],
6415     [
6416     'resist_death',
6417     {
6418     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6419     name => 'resist death-attack %',
6420     type => 'int'
6421     }
6422     ],
6423     [
6424     'resist_chaos',
6425     {
6426     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6427     name => 'resist chaos %',
6428     type => 'int'
6429     }
6430     ],
6431     [
6432     'resist_blind',
6433     {
6434     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6435     name => 'resist blinding %',
6436     type => 'int'
6437     }
6438     ],
6439     [
6440     'resist_holyword',
6441     {
6442     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6443     name => 'resist holy power %',
6444     type => 'int'
6445     }
6446     ],
6447     [
6448     'resist_godpower',
6449     {
6450     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6451     name => 'resist godpower %',
6452     type => 'int'
6453     }
6454     ],
6455     [
6456     'resist_paralyze',
6457     {
6458     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6459     name => 'resist paralyze %',
6460     type => 'int'
6461     }
6462     ],
6463     [
6464     'resist_drain',
6465     {
6466     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6467     name => 'resist draining %',
6468     type => 'int'
6469     }
6470     ],
6471     [
6472     'resist_deplete',
6473     {
6474     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6475     name => 'resist depletion %',
6476     type => 'int'
6477     }
6478     ],
6479     [
6480     'resist_poison',
6481     {
6482     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6483     name => 'resist poison %',
6484     type => 'int'
6485     }
6486     ]
6487     ]
6488     ]
6489     ],
6490     use => 'Feel free to assign resistancies and stats to a skill tools or change the skill that is given.'
6491     },
6492 root 1.3 'Special Key' => {
6493 root 1.7 attr => [
6494     [
6495     'slaying',
6496     {
6497     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.',
6498     name => 'key string',
6499     type => 'string'
6500     }
6501     ],
6502     [
6503     'material',
6504     {
6505     desc => 'For Special Keys, material should always be unset or set to Adamantite. This prevents the key from getting burned or otherwise destroyed.',
6506     name => 'material',
6507     type => 'bitmask',
6508     value => $BITMASK{material}
6509     }
6510     ],
6511     [
6512     'unique',
6513     {
6514     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.',
6515     name => 'unique item',
6516     type => 'bool'
6517     }
6518     ],
6519     [
6520     'startequip',
6521     {
6522     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6523     name => 'godgiven item',
6524     type => 'bool'
6525     }
6526     ],
6527     [
6528     'msg',
6529     {
6530     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.',
6531     end => 'endmsg',
6532     name => 'description',
6533     type => 'text'
6534     }
6535     ]
6536     ],
6537 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.',
6538     ignore => [
6539     'material'
6540     ],
6541 root 1.5 name => 'Special Key',
6542 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".'
6543     },
6544     Spell => {
6545 root 1.7 attr => [
6546     [
6547     'no_drop',
6548     {
6549     type => 'fixed',
6550     value => 1
6551     }
6552     ],
6553     [
6554     'invisible',
6555     {
6556     type => 'fixed',
6557     value => 1
6558     }
6559     ],
6560     [
6561     'skill',
6562     {
6563     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.',
6564     name => 'skill name',
6565     type => 'string'
6566     }
6567     ],
6568     [
6569     'subtype',
6570     {
6571     desc => 'The <spell type> defines the basic type of spell. Some of these types are of a more generic nature than others.',
6572     name => 'spell type',
6573     type => 'list',
6574     value => $LIST{spell_type}
6575     }
6576     ],
6577     [
6578     'level',
6579     {
6580     name => 'spell level',
6581     type => 'int'
6582     }
6583     ],
6584     [
6585     'casting_time',
6586     {
6587     name => 'casting time',
6588     type => 'int'
6589     }
6590     ],
6591     [
6592     'duration',
6593     {
6594     name => 'duration',
6595     type => 'int'
6596     }
6597     ],
6598     [
6599     'other_arch',
6600     {
6601     name => 'create object',
6602     type => 'string'
6603     }
6604     ],
6605     [
6606     'sp',
6607     {
6608     name => 'cost spellpoints',
6609     type => 'int'
6610     }
6611     ],
6612     [
6613     'grace',
6614     {
6615     name => 'cost grace',
6616     type => 'int'
6617     }
6618     ],
6619     [
6620     'maxsp',
6621     {
6622     name => 'double cost per level',
6623     type => 'int'
6624     }
6625     ]
6626     ],
6627 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.',
6628     ignore => [
6629     $IGNORE_LIST{system_object}
6630     ],
6631 root 1.5 name => 'Spell',
6632 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.'
6633     },
6634     Spellbook => {
6635 root 1.7 attr => [
6636     [
6637     'skill',
6638     {
6639     type => 'fixed',
6640     value => 'literacy'
6641     }
6642     ],
6643     [
6644     'randomitems',
6645     {
6646     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.',
6647     name => 'treasurelist',
6648     type => 'treasurelist'
6649     }
6650     ],
6651     [
6652     'startequip',
6653     {
6654     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6655     name => 'godgiven item',
6656     type => 'bool'
6657     }
6658     ],
6659     [
6660     'msg',
6661     {
6662     desc => 'This text may contain a nice description of the spellbook\'s cover or something.',
6663     end => 'endmsg',
6664     name => 'description',
6665     type => 'text'
6666     }
6667     ]
6668     ],
6669 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.',
6670 root 1.5 name => 'Spellbook',
6671 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.'
6672     },
6673     Spinner => {
6674 root 1.7 attr => [
6675     [
6676     'sp',
6677     {
6678     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.',
6679     name => 'direction number',
6680     type => 'int'
6681     }
6682     ],
6683     [
6684 root 1.14 'move_on',
6685 root 1.7 {
6686 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6687 root 1.58 name => 'movement on',
6688 elmex 1.26 type => 'movement_type'
6689 root 1.7 }
6690     ]
6691     ],
6692 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.',
6693     ignore => [
6694     $IGNORE_LIST{non_pickable}
6695     ],
6696 root 1.5 name => 'Spinner',
6697 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.'
6698     },
6699     Swamp => {
6700 root 1.7 attr => [
6701     [
6702     'is_floor',
6703     {
6704     type => 'fixed',
6705     value => 1
6706     }
6707     ],
6708     [
6709     'is_wooded',
6710     {
6711     type => 'fixed',
6712     value => 1
6713     }
6714     ],
6715     [
6716     'speed',
6717     {
6718     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.',
6719     name => 'drowning speed',
6720     type => 'float'
6721     }
6722     ],
6723     [
6724 root 1.17 'speed_left',
6725     {
6726     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.',
6727     name => 'speed left',
6728     type => 'float'
6729     }
6730     ],
6731     [
6732 root 1.14 'move_on',
6733     {
6734     desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6735 root 1.58 name => 'movement on',
6736 elmex 1.26 type => 'movement_type'
6737 root 1.14 }
6738     ],
6739     [
6740     'move_block',
6741 root 1.7 {
6742 root 1.14 desc => 'Objects using these movement types cannot move over this space.',
6743     name => 'blocked movement',
6744 elmex 1.26 type => 'movement_type'
6745 root 1.14 }
6746     ],
6747     [
6748     'move_allow',
6749     {
6750     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6751     name => 'allowed movement',
6752 elmex 1.26 type => 'movement_type'
6753 root 1.14 }
6754     ],
6755     [
6756     'move_slow',
6757     {
6758     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6759     name => 'slowed movement',
6760 elmex 1.26 type => 'movement_type'
6761 root 1.14 }
6762     ],
6763     [
6764     'move_slow_penalty',
6765     {
6766     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)',
6767     name => 'slow movement penalty',
6768 root 1.7 type => 'int'
6769     }
6770     ],
6771     [
6772     'no_magic',
6773     {
6774     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
6775     name => 'no spells',
6776     type => 'bool'
6777     }
6778     ],
6779     [
6780     'damned',
6781     {
6782     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
6783     name => 'no prayers',
6784     type => 'bool'
6785     }
6786     ]
6787     ],
6788 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.',
6789     ignore => [
6790     $IGNORE_LIST{non_pickable}
6791 root 1.5 ],
6792     name => 'Swamp'
6793 root 1.3 },
6794     Teleporter => {
6795 root 1.7 attr => [
6796     [
6797     'slaying',
6798     {
6799     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.',
6800     name => 'exit path',
6801     type => 'string'
6802     }
6803     ],
6804     [
6805     'hp',
6806     {
6807     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.',
6808     name => 'destination X',
6809     type => 'int'
6810     }
6811     ],
6812     [
6813     'sp',
6814     {
6815     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.',
6816     name => 'destination Y',
6817     type => 'int'
6818     }
6819     ],
6820     [
6821     'connected',
6822     {
6823     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.',
6824     name => 'connection',
6825 root 1.50 type => 'string'
6826 root 1.7 }
6827     ],
6828     [
6829 elmex 1.21 'activate_on_push',
6830     {
6831     desc => 'Whether the teleporter should only be activated on push.',
6832 root 1.42 name => 'activate on push',
6833 elmex 1.21 type => 'bool'
6834     }
6835     ],
6836     [
6837     'activate_on_release',
6838     {
6839     desc => 'Whether the teleporter should only be activated on release.',
6840 root 1.42 name => 'activate on release',
6841 elmex 1.21 type => 'bool'
6842     }
6843     ],
6844     [
6845 root 1.7 'speed',
6846     {
6847     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!',
6848     name => 'activation speed',
6849     type => 'float'
6850     }
6851 root 1.17 ],
6852     [
6853     'speed_left',
6854     {
6855     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.',
6856     name => 'speed left',
6857     type => 'float'
6858     }
6859 root 1.7 ]
6860     ],
6861 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.',
6862     ignore => [
6863     $IGNORE_LIST{non_pickable}
6864     ],
6865 root 1.5 name => 'Teleporter',
6866 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.'
6867     },
6868 root 1.8 'Timed Gate' => {
6869     attr => [
6870     [
6871     'no_pick',
6872     {
6873     type => 'fixed',
6874     value => 1
6875     }
6876     ],
6877     [
6878     'connected',
6879     {
6880     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.',
6881     name => 'connection',
6882 root 1.50 type => 'string'
6883 root 1.8 }
6884     ],
6885     [
6886 elmex 1.21 'activate_on_push',
6887     {
6888     desc => 'Whether the teleporter should only be activated on push.',
6889 root 1.42 name => 'activate on push',
6890 elmex 1.21 type => 'bool'
6891     }
6892     ],
6893     [
6894     'activate_on_release',
6895     {
6896     desc => 'Whether the teleporter should only be activated on release.',
6897 root 1.42 name => 'activate on release',
6898 elmex 1.21 type => 'bool'
6899     }
6900     ],
6901     [
6902 root 1.8 'wc',
6903     {
6904     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.',
6905     name => 'position state',
6906     type => 'int'
6907     }
6908     ],
6909     [
6910 root 1.14 'move_block',
6911     {
6912     desc => 'Objects using these movement types cannot move over this space.',
6913     name => 'blocked movement',
6914 elmex 1.26 type => 'movement_type'
6915 root 1.14 }
6916     ],
6917     [
6918     'move_allow',
6919     {
6920     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6921     name => 'allowed movement',
6922 elmex 1.26 type => 'movement_type'
6923 root 1.14 }
6924     ],
6925     [
6926     'move_slow',
6927 root 1.8 {
6928 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6929     name => 'slowed movement',
6930 elmex 1.26 type => 'movement_type'
6931 root 1.14 }
6932     ],
6933     [
6934     'move_slow_penalty',
6935     {
6936     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)',
6937     name => 'slow movement penalty',
6938     type => 'int'
6939 root 1.8 }
6940     ],
6941     [
6942     'no_magic',
6943     {
6944     desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
6945     name => 'restrict spells',
6946     type => 'bool'
6947     }
6948     ],
6949     [
6950     'damned',
6951     {
6952     desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
6953     name => 'restrict prayers',
6954     type => 'bool'
6955     }
6956     ],
6957     [
6958     'hp',
6959     {
6960     desc => 'Defines the duration the gate remains closed. This only takes effect if the gate is not connected.',
6961     name => 'open duration',
6962     type => 'int'
6963     }
6964     ]
6965     ],
6966 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.',
6967 root 1.8 ignore => [
6968     $IGNORE_LIST{non_pickable}
6969     ],
6970     name => 'Timed Gate',
6971     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".'
6972     },
6973 elmex 1.51 Torch => {
6974     attr => [
6975     [
6976 elmex 1.59 'is_lightable',
6977     {
6978     desc => 'This flag controls whether the torch can be lit up again using a lighter or whether it can only be used once, in which case they can be enabled by simply applying them without any special tools.',
6979     name => 'reignitable',
6980     type => 'bool'
6981     }
6982     ],
6983     [
6984 elmex 1.51 'food',
6985     {
6986     desc => 'This field specifies the burning duration of the torch.',
6987     name => 'burning duration',
6988     type => 'int'
6989     }
6990     ],
6991     [
6992     'range',
6993     {
6994     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.',
6995     name => 'enabled glow radius',
6996     type => 'int'
6997     }
6998 elmex 1.52 ],
6999     [
7000     'level',
7001     {
7002     desc => 'If this field specyfies the cursed effect\'s level. If it is 0 no cursed effect will be generate. See also the "cursed" flag.',
7003     name => 'level',
7004     type => 'int'
7005     }
7006     ],
7007     [
7008     'cursed',
7009     {
7010     desc => 'Cursed torches, which have a level above 0, explode if the player applies them.',
7011     name => 'cursed',
7012     type => 'bool'
7013     }
7014 elmex 1.51 ]
7015     ],
7016 elmex 1.59 desc => 'Torches are a special kind of Lamp that offer the option of lighting them up without using a lighter (These torches are usually called \'pyrophor torches\'. See also the \'reignitable\' setting). The other kind of torches, that are reignitable, can be put out and put on again using a lighter.',
7017 elmex 1.51 name => 'Torch'
7018     },
7019 root 1.3 Trap => {
7020 root 1.7 attr => [
7021     [
7022     'no_pick',
7023     {
7024     type => 'fixed',
7025     value => 1
7026     }
7027     ],
7028     [
7029 root 1.14 'move_on',
7030 root 1.7 {
7031 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
7032 root 1.58 name => 'movement on',
7033 elmex 1.26 type => 'movement_type'
7034 root 1.7 }
7035     ],
7036     [
7037     'level',
7038     {
7039     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.',
7040     name => 'trap level',
7041     type => 'int'
7042     }
7043     ],
7044     [
7045     'Cha',
7046     {
7047     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.',
7048     name => 'visibility',
7049     type => 'int'
7050     }
7051     ],
7052     [
7053     'hp',
7054     {
7055     desc => 'The trap will detonate <number of charges> times before disappearing.',
7056     name => 'number of charges',
7057     type => 'int'
7058     }
7059     ],
7060     [
7061     'dam',
7062     {
7063     desc => '<direct damage> specifies how much damage is done by the trap. This should be set in reasonable relation to the trap\'s level.',
7064     name => 'direct damage',
7065     type => 'int'
7066     }
7067     ],
7068     [
7069     'attacktype',
7070     {
7071     desc => 'This attribute defines what attacktype to use for direct damage when the trap detonates.',
7072     name => 'attacktype',
7073     type => 'bitmask',
7074     value => $BITMASK{attacktype}
7075     }
7076     ],
7077     [
7078     'connected',
7079     {
7080     desc => 'When the trap is detonated, all objects with the same connection value get activated.',
7081     name => 'connection',
7082 root 1.50 type => 'string'
7083 root 1.7 }
7084     ],
7085     [
7086     'msg',
7087     {
7088     desc => 'When the trap detonates, this text is displayed to the victim. For especially powerful or complex traps, create an appropriate and thrilling description. ;)',
7089     end => 'endmsg',
7090     name => 'detonation text',
7091     type => 'text'
7092     }
7093     ]
7094     ],
7095 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.',
7096     ignore => [
7097     'no_pick',
7098     'title',
7099     'name_pl',
7100     'weight',
7101     'value',
7102     'material',
7103     'unpaid'
7104     ],
7105 root 1.5 name => 'Trap',
7106 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.'
7107     },
7108     Trapdoor => {
7109 root 1.7 attr => [
7110     [
7111     'no_pick',
7112     {
7113     type => 'fixed',
7114     value => 1
7115     }
7116     ],
7117     [
7118 root 1.14 'move_on',
7119 root 1.7 {
7120 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
7121 root 1.58 name => 'movement on',
7122 elmex 1.26 type => 'movement_type'
7123 root 1.7 }
7124     ],
7125     [
7126     'weight',
7127     {
7128     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.',
7129     name => 'hold weight',
7130     type => 'int'
7131     }
7132     ],
7133     [
7134     'hp',
7135     {
7136     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!',
7137     name => 'destination X',
7138     type => 'int'
7139     }
7140     ],
7141     [
7142     'sp',
7143     {
7144     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!',
7145     name => 'destination Y',
7146     type => 'int'
7147     }
7148     ]
7149     ],
7150 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.',
7151     ignore => [
7152     $IGNORE_LIST{non_pickable}
7153     ],
7154 root 1.5 name => 'Trapdoor',
7155 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.'
7156     },
7157     Treasure => {
7158 root 1.7 attr => [
7159     [
7160     'randomitems',
7161     {
7162     desc => 'This entry determines what kind of treasure will appear. Look into /crossfire/share/crossfire/treasures for details about existing treasurelists.',
7163     name => 'treasurelist',
7164     type => 'treasurelist'
7165     }
7166     ],
7167     [
7168     'auto_apply',
7169     {
7170     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.',
7171     name => 'auto-generate',
7172     type => 'bool'
7173     }
7174     ],
7175     [
7176     'hp',
7177     {
7178     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.',
7179     name => 'create number',
7180     type => 'int'
7181     }
7182     ],
7183     [
7184     'exp',
7185     {
7186     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).',
7187     name => 'quality level',
7188     type => 'int'
7189     }
7190     ]
7191     ],
7192 root 1.3 desc => 'A treasure-object turns into certain randomitems when the map is loaded into the game.',
7193     ignore => [
7194     'nrof',
7195     'title',
7196     'name_pl',
7197     'weight',
7198     'value',
7199     'material'
7200     ],
7201 root 1.5 name => 'Treasure',
7202 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.'
7203     },
7204     'Trigger Marker' => {
7205 root 1.7 attr => [
7206     [
7207     'no_pick',
7208     {
7209     type => 'fixed',
7210     value => 1
7211     }
7212     ],
7213     [
7214     'slaying',
7215     {
7216     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.',
7217     name => 'key string',
7218     type => 'string'
7219     }
7220     ],
7221     [
7222     'connected',
7223     {
7224     desc => 'Unlike a regular marker this is the connection that triggers this marker to activate.',
7225     name => 'connection',
7226 root 1.50 type => 'string'
7227 root 1.7 }
7228     ],
7229     [
7230     'food',
7231     {
7232     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.',
7233     name => 'mark duration',
7234     type => 'int'
7235     }
7236     ],
7237     [
7238     'name',
7239     {
7240     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.',
7241     name => 'delete mark',
7242     type => 'string'
7243     }
7244     ],
7245     [
7246     'msg',
7247     {
7248     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.',
7249     end => 'endmsg',
7250     name => 'marking message',
7251     type => 'text'
7252     }
7253     ]
7254     ],
7255 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.',
7256     ignore => [
7257     $IGNORE_LIST{system_object}
7258     ],
7259 root 1.5 name => 'Trigger Marker',
7260 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.'
7261     },
7262     Wall => {
7263 root 1.7 attr => [
7264     [
7265 root 1.14 'move_block',
7266     {
7267     desc => 'Objects using these movement types cannot move over this space.',
7268     name => 'blocked movement',
7269 elmex 1.26 type => 'movement_type'
7270 root 1.14 }
7271     ],
7272     [
7273     'move_allow',
7274     {
7275     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
7276     name => 'allowed movement',
7277 elmex 1.26 type => 'movement_type'
7278 root 1.14 }
7279     ],
7280     [
7281     'move_slow',
7282 root 1.7 {
7283 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
7284     name => 'slowed movement',
7285 elmex 1.26 type => 'movement_type'
7286 root 1.14 }
7287     ],
7288     [
7289     'move_slow_penalty',
7290     {
7291     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)',
7292     name => 'slow movement penalty',
7293     type => 'int'
7294 root 1.7 }
7295     ],
7296     [
7297     'can_roll',
7298     {
7299     desc => 'If set, the object is able to "roll", so it can be pushed around. This setting is used for boulders and barrels.',
7300     name => 'moveable',
7301     type => 'bool'
7302     }
7303     ],
7304     [
7305     'no_magic',
7306     {
7307     desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
7308     name => 'restrict spells',
7309     type => 'bool'
7310     }
7311     ],
7312     [
7313     'damned',
7314     {
7315     desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
7316     name => 'restrict prayers',
7317     type => 'bool'
7318     }
7319     ]
7320     ],
7321 root 1.3 desc => 'Walls usually block passage and sight.',
7322     ignore => [
7323     'nrof',
7324     'title',
7325     'name_pl',
7326     'value',
7327     'unpaid'
7328     ],
7329 root 1.19 name => 'Wall'
7330 root 1.3 },
7331     'Wand & Staff' => {
7332 root 1.7 attr => [
7333     [
7334     'sp',
7335     {
7336     desc => 'The <spell> specifies the contained spell.',
7337     name => 'spell',
7338     type => 'spell'
7339     }
7340     ],
7341     [
7342     'level',
7343     {
7344     desc => 'The <casting level> of the wand determines it\'s power. An average level for wands in shops is about 10.',
7345     name => 'casting level',
7346     type => 'int'
7347     }
7348     ],
7349     [
7350     'food',
7351     {
7352     desc => 'The wand can be used <number of charges> times before it is used up. It can be recharged with scrolls of charging.',
7353     name => 'number of charges',
7354     type => 'int'
7355     }
7356     ],
7357     [
7358     'startequip',
7359     {
7360     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
7361     name => 'godgiven item',
7362     type => 'bool'
7363     }
7364     ],
7365     [
7366     'msg',
7367     {
7368     desc => 'This text may contain a description of the wand.',
7369     end => 'endmsg',
7370     name => 'description',
7371     type => 'text'
7372     }
7373     ]
7374     ],
7375 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.',
7376 root 1.5 name => 'Wand & Staff',
7377 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.'
7378 root 1.3 },
7379     'Weak Wall' => {
7380 root 1.7 attr => [
7381     [
7382     'alive',
7383     {
7384     type => 'fixed',
7385     value => 1
7386     }
7387     ],
7388     [
7389     'no_pick',
7390     {
7391     type => 'fixed',
7392     value => 1
7393     }
7394     ],
7395     [
7396     'tear_down',
7397     {
7398     type => 'fixed',
7399     value => 1
7400     }
7401     ],
7402     [
7403     'race',
7404     {
7405     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.',
7406     name => 'race',
7407     type => 'string'
7408     }
7409     ],
7410     [
7411     'level',
7412     {
7413     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.',
7414     name => 'level',
7415     type => 'int'
7416     }
7417     ],
7418     [
7419     'hp',
7420     {
7421     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.',
7422     name => 'health points',
7423     type => 'int'
7424     }
7425     ],
7426     [
7427     'maxhp',
7428     {
7429     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.',
7430     name => 'max health',
7431     type => 'int'
7432     }
7433     ],
7434     [
7435     'ac',
7436     {
7437     desc => 'Weak walls of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
7438     name => 'armour class',
7439     type => 'int'
7440     }
7441     ]
7442     ],
7443 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.',
7444     ignore => [
7445     $IGNORE_LIST{non_pickable}
7446     ],
7447 root 1.5 name => 'Weak Wall',
7448 root 1.4 section => [
7449     [
7450     'resistance',
7451 root 1.7 [
7452     [
7453     'resist_physical',
7454     {
7455     name => 'resist physical %',
7456     type => 'int'
7457     }
7458     ],
7459     [
7460     'resist_magic',
7461     {
7462     name => 'resist magic %',
7463     type => 'int'
7464     }
7465     ],
7466     [
7467     'resist_fire',
7468     {
7469     name => 'resist fire %',
7470     type => 'int'
7471     }
7472     ],
7473     [
7474     'resist_electricity',
7475     {
7476     name => 'resist electricity %',
7477     type => 'int'
7478     }
7479     ],
7480     [
7481     'resist_cold',
7482     {
7483     name => 'resist cold %',
7484     type => 'int'
7485     }
7486     ],
7487     [
7488     'resist_confusion',
7489     {
7490     name => 'resist confusion %',
7491     type => 'int'
7492     }
7493     ],
7494     [
7495     'resist_acid',
7496     {
7497     name => 'resist acid %',
7498     type => 'int'
7499     }
7500     ],
7501     [
7502     'resist_drain',
7503     {
7504     name => 'resist draining %',
7505     type => 'int'
7506     }
7507     ],
7508     [
7509     'resist_weaponmagic',
7510     {
7511     name => 'resist weaponmagic %',
7512     type => 'int'
7513     }
7514     ],
7515     [
7516     'resist_ghosthit',
7517     {
7518     name => 'resist ghosthit %',
7519     type => 'int'
7520     }
7521     ],
7522     [
7523     'resist_poison',
7524     {
7525     name => 'resist poison %',
7526     type => 'int'
7527     }
7528     ],
7529     [
7530     'resist_slow',
7531     {
7532     name => 'resist slow %',
7533     type => 'int'
7534     }
7535     ],
7536     [
7537     'resist_paralyze',
7538     {
7539     name => 'resist paralyze %',
7540     type => 'int'
7541     }
7542     ],
7543     [
7544     'resist_fear',
7545     {
7546     name => 'resist fear %',
7547     type => 'int'
7548     }
7549     ],
7550     [
7551     'resist_deplete',
7552     {
7553     name => 'resist depletion %',
7554     type => 'int'
7555     }
7556     ],
7557     [
7558     'resist_death',
7559     {
7560     name => 'resist death-attack %',
7561     type => 'int'
7562     }
7563     ],
7564     [
7565     'resist_chaos',
7566     {
7567     name => 'resist chaos %',
7568     type => 'int'
7569     }
7570     ],
7571     [
7572     'resist_blind',
7573     {
7574     name => 'resist blinding %',
7575     type => 'int'
7576     }
7577     ],
7578     [
7579     'resist_holyword',
7580     {
7581     name => 'resist holy power %',
7582     type => 'int'
7583     }
7584     ],
7585     [
7586     'resist_godpower',
7587     {
7588     name => 'resist godpower %',
7589     type => 'int'
7590     }
7591     ]
7592     ]
7593 root 1.4 ]
7594     ],
7595 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.'
7596     },
7597     Weapon => {
7598 root 1.7 attr => [
7599     [
7600     'attacktype',
7601     {
7602     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.',
7603     name => 'attacktype',
7604     type => 'bitmask',
7605     value => $BITMASK{attacktype}
7606     }
7607     ],
7608     [
7609     'weapontype',
7610     {
7611     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.',
7612     name => 'weapontype',
7613     type => 'list',
7614     value => $LIST{weapon_type}
7615     }
7616     ],
7617     [
7618     'skill',
7619     {
7620     desc => 'Matching <skill name> of the skill that is required to use this weapon.',
7621     name => 'skill name',
7622     type => 'string'
7623     }
7624     ],
7625     [
7626     'dam',
7627     {
7628     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.',
7629     name => 'damage',
7630     type => 'int'
7631     }
7632     ],
7633     [
7634     'slaying',
7635     {
7636     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.',
7637     name => 'slaying race',
7638     type => 'string'
7639     }
7640     ],
7641     [
7642     'last_sp',
7643     {
7644     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.',
7645     name => 'weapon speed',
7646     type => 'int'
7647     }
7648     ],
7649     [
7650     'wc',
7651     {
7652     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.',
7653     name => 'weapon class',
7654     type => 'int'
7655     }
7656     ],
7657     [
7658     'magic',
7659     {
7660     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.',
7661     name => 'magic bonus',
7662     type => 'int'
7663     }
7664     ],
7665     [
7666     'item_power',
7667     {
7668 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>.',
7669 root 1.7 name => 'item power',
7670     type => 'int'
7671     }
7672     ],
7673     [
7674     'damned',
7675     {
7676     desc => 'A damned weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
7677     name => 'damnation',
7678     type => 'bool'
7679     }
7680     ],
7681     [
7682     'cursed',
7683     {
7684     desc => 'A cursed weapon cannot be unwielded unless the curse is removed.',
7685     name => 'curse',
7686     type => 'bool'
7687     }
7688     ],
7689     [
7690     'lifesave',
7691     {
7692 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!',
7693 root 1.7 name => 'save life',
7694     type => 'bool'
7695     }
7696     ],
7697     [
7698     'unique',
7699     {
7700     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
7701     name => 'unique item',
7702     type => 'bool'
7703     }
7704     ],
7705     [
7706     'startequip',
7707     {
7708     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
7709     name => 'godgiven item',
7710     type => 'bool'
7711     }
7712     ],
7713     [
7714     'msg',
7715     {
7716     desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
7717     end => 'endmsg',
7718     name => 'description',
7719     type => 'text'
7720     }
7721     ]
7722     ],
7723 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.',
7724 root 1.5 name => 'Weapon',
7725 root 1.4 section => [
7726     [
7727 elmex 1.33 'stats',
7728     [
7729     [
7730     'Str',
7731     {
7732     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.',
7733     name => 'strength',
7734     type => 'int'
7735     }
7736     ],
7737     [
7738     'Dex',
7739     {
7740     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.',
7741     name => 'dexterity',
7742     type => 'int'
7743     }
7744     ],
7745     [
7746     'Con',
7747     {
7748     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.',
7749     name => 'constitution',
7750     type => 'int'
7751     }
7752     ],
7753     [
7754     'Int',
7755     {
7756     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.',
7757     name => 'intelligence',
7758     type => 'int'
7759     }
7760     ],
7761     [
7762     'Pow',
7763     {
7764     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.',
7765     name => 'power',
7766     type => 'int'
7767     }
7768     ],
7769     [
7770     'Wis',
7771     {
7772     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.',
7773     name => 'wisdom',
7774     type => 'int'
7775     }
7776     ],
7777     [
7778     'Cha',
7779     {
7780     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.',
7781     name => 'charisma',
7782     type => 'int'
7783     }
7784     ]
7785     ]
7786     ],
7787     [
7788 root 1.4 'resistance',
7789 root 1.7 [
7790     [
7791     'resist_physical',
7792     {
7793 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!',
7794 root 1.7 name => 'resist physical %',
7795     type => 'int'
7796     }
7797     ],
7798     [
7799     'resist_magic',
7800     {
7801 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!',
7802 root 1.7 name => 'resist magic %',
7803     type => 'int'
7804     }
7805     ],
7806     [
7807     'resist_fire',
7808     {
7809 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!',
7810 root 1.7 name => 'resist fire %',
7811     type => 'int'
7812     }
7813     ],
7814     [
7815     'resist_electricity',
7816     {
7817 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!',
7818 root 1.7 name => 'resist electricity %',
7819     type => 'int'
7820     }
7821     ],
7822     [
7823     'resist_cold',
7824     {
7825 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!',
7826 root 1.7 name => 'resist cold %',
7827     type => 'int'
7828     }
7829     ],
7830     [
7831     'resist_acid',
7832     {
7833 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!',
7834 root 1.7 name => 'resist acid %',
7835     type => 'int'
7836     }
7837     ],
7838     [
7839 elmex 1.33 'resist_confusion',
7840 root 1.7 {
7841 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!',
7842     name => 'resist confusion %',
7843 root 1.7 type => 'int'
7844     }
7845     ],
7846     [
7847     'resist_weaponmagic',
7848     {
7849 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!',
7850 root 1.7 name => 'resist weaponmagic %',
7851     type => 'int'
7852     }
7853     ],
7854     [
7855     'resist_ghosthit',
7856     {
7857 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!',
7858 root 1.7 name => 'resist ghosthit %',
7859     type => 'int'
7860     }
7861     ],
7862     [
7863     'resist_slow',
7864     {
7865 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!',
7866 root 1.7 name => 'resist slow %',
7867     type => 'int'
7868     }
7869     ],
7870     [
7871     'resist_fear',
7872     {
7873 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!',
7874 root 1.7 name => 'resist fear %',
7875     type => 'int'
7876     }
7877     ],
7878     [
7879     'resist_death',
7880     {
7881 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!',
7882 root 1.7 name => 'resist death-attack %',
7883     type => 'int'
7884     }
7885     ],
7886     [
7887     'resist_chaos',
7888     {
7889 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!',
7890 root 1.7 name => 'resist chaos %',
7891     type => 'int'
7892     }
7893     ],
7894     [
7895     'resist_blind',
7896     {
7897 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!',
7898 root 1.7 name => 'resist blinding %',
7899     type => 'int'
7900     }
7901     ],
7902     [
7903     'resist_holyword',
7904     {
7905 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!',
7906 root 1.7 name => 'resist holy power %',
7907     type => 'int'
7908     }
7909     ],
7910     [
7911 elmex 1.33 'resist_godpower',
7912 root 1.7 {
7913 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!',
7914     name => 'resist godpower %',
7915 root 1.7 type => 'int'
7916     }
7917     ],
7918     [
7919 elmex 1.33 'resist_paralyze',
7920 root 1.7 {
7921 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!',
7922     name => 'resist paralyze %',
7923 root 1.7 type => 'int'
7924     }
7925     ],
7926     [
7927 elmex 1.33 'resist_drain',
7928 root 1.7 {
7929 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!',
7930     name => 'resist draining %',
7931 root 1.7 type => 'int'
7932     }
7933     ],
7934     [
7935 elmex 1.33 'resist_deplete',
7936 root 1.7 {
7937 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!',
7938     name => 'resist depletion %',
7939 root 1.7 type => 'int'
7940     }
7941     ],
7942     [
7943 elmex 1.33 'resist_poison',
7944 root 1.7 {
7945 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!',
7946     name => 'resist poison %',
7947 root 1.7 type => 'int'
7948     }
7949     ]
7950     ]
7951 root 1.4 ],
7952     [
7953     'misc',
7954 root 1.7 [
7955     [
7956     'luck',
7957     {
7958     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.',
7959     name => 'luck bonus',
7960     type => 'int'
7961     }
7962     ],
7963     [
7964     'hp',
7965     {
7966     desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
7967     name => 'health regen.',
7968     type => 'int'
7969     }
7970     ],
7971     [
7972     'sp',
7973     {
7974     desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
7975     name => 'mana regen.',
7976     type => 'int'
7977     }
7978     ],
7979     [
7980     'grace',
7981     {
7982     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!!',
7983     name => 'grace regen.',
7984     type => 'int'
7985     }
7986     ],
7987     [
7988     'food',
7989     {
7990     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.',
7991     name => 'food bonus',
7992     type => 'int'
7993     }
7994     ],
7995     [
7996     'xrays',
7997     {
7998 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.',
7999 root 1.7 name => 'xray vision',
8000     type => 'bool'
8001     }
8002     ],
8003     [
8004     'stealth',
8005     {
8006     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)',
8007     name => 'stealth',
8008     type => 'bool'
8009     }
8010     ],
8011     [
8012     'reflect_spell',
8013     {
8014     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!',
8015     name => 'reflect spells',
8016     type => 'bool'
8017     }
8018     ],
8019     [
8020     'reflect_missile',
8021     {
8022     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.',
8023     name => 'reflect missiles',
8024     type => 'bool'
8025     }
8026     ],
8027     [
8028     'path_attuned',
8029     {
8030     desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this weapon.',
8031     name => 'attuned paths',
8032     type => 'bitmask',
8033     value => $BITMASK{spellpath}
8034     }
8035     ],
8036     [
8037     'path_repelled',
8038     {
8039     desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this weapon.',
8040     name => 'repelled paths',
8041     type => 'bitmask',
8042     value => $BITMASK{spellpath}
8043     }
8044     ],
8045     [
8046     'path_denied',
8047     {
8048     desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this weapon.',
8049     name => 'denied paths',
8050     type => 'bitmask',
8051     value => $BITMASK{spellpath}
8052     }
8053     ]
8054     ]
8055 root 1.4 ]
8056     ],
8057 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.'
8058 root 1.1 }
8059     );
8060    
8061 root 1.3 our %ATTR = (
8062     3 => $TYPE{Rod},
8063     4 => $TYPE{Treasure},
8064     5 => $TYPE{Potion},
8065     6 => $TYPE{Food},
8066     7 => $TYPE{'Poison Food'},
8067     8 => $TYPE{Book},
8068     9 => $TYPE{Clock},
8069     13 => $TYPE{Projectile},
8070     14 => $TYPE{'Shooting Weapon'},
8071     15 => $TYPE{Weapon},
8072     16 => $TYPE{'Brestplate Armour'},
8073     17 => $TYPE{Pedestal},
8074     18 => $TYPE{Altar},
8075 root 1.57 19 => $TYPE{'Item Match'},
8076 root 1.3 20 => $TYPE{'Locked Door'},
8077     21 => $TYPE{'Special Key'},
8078 root 1.9 23 => $TYPE{Door},
8079     24 => $TYPE{Key},
8080 root 1.8 26 => $TYPE{'Timed Gate'},
8081 root 1.3 27 => $TYPE{'Handle Trigger'},
8082 root 1.9 28 => $TYPE{'Monster (Grimreaper)'},
8083 root 1.3 29 => $TYPE{'Magic Ear'},
8084 root 1.9 30 => $TYPE{'Button Trigger'},
8085 root 1.3 31 => $TYPE{'Altar Trigger'},
8086     33 => $TYPE{Shield},
8087     34 => $TYPE{Helmet},
8088     35 => $TYPE{Horn},
8089     36 => $TYPE{Money},
8090 root 1.9 37 => $TYPE{'Class Changer'},
8091 root 1.3 39 => $TYPE{Amulet},
8092     40 => $TYPE{Mover},
8093     41 => $TYPE{Teleporter},
8094     42 => $TYPE{Creator},
8095     43 => $TYPE{Skill},
8096     51 => $TYPE{Detector},
8097     52 => $TYPE{'Trigger Marker'},
8098     55 => $TYPE{Marker},
8099     56 => $TYPE{'Holy Altar'},
8100     58 => $TYPE{Battleground},
8101     60 => $TYPE{Jewel},
8102     62 => $TYPE{'Magic Wall'},
8103     64 => $TYPE{'Inventory Checker'},
8104     65 => $TYPE{'Mood Floor'},
8105     66 => $TYPE{Exit},
8106     67 => $TYPE{'Floor (Encounter)'},
8107     68 => $TYPE{'Shop Floor'},
8108     69 => $TYPE{'Shop Mat'},
8109     70 => $TYPE{Ring},
8110     72 => $TYPE{Flesh},
8111     73 => $TYPE{Inorganic},
8112 elmex 1.33 74 => $TYPE{'Skill Tool'},
8113 elmex 1.51 81 => $TYPE{Torch},
8114     82 => $TYPE{Lamp},
8115 root 1.3 83 => $TYPE{Duplicator},
8116     85 => $TYPE{Spellbook},
8117     87 => $TYPE{Cloak},
8118     88 => $TYPE{'Hazard Floor'},
8119     90 => $TYPE{Spinner},
8120     91 => $TYPE{Gate},
8121     92 => $TYPE{Button},
8122     93 => $TYPE{Handle},
8123     94 => $TYPE{Pit},
8124     95 => $TYPE{Trapdoor},
8125     98 => $TYPE{'Sign & MagicMouth'},
8126     99 => $TYPE{Boots},
8127     100 => $TYPE{Gloves},
8128     101 => $TYPE{Spell},
8129     103 => $TYPE{Converter},
8130     104 => $TYPE{Bracers},
8131     106 => $TYPE{Savebed},
8132     109 => $TYPE{'Wand & Staff'},
8133 root 1.54 110 => $TYPE{Inscribable},
8134 root 1.3 111 => $TYPE{Scroll},
8135     112 => $TYPE{Director},
8136     113 => $TYPE{Girdle},
8137 root 1.10 116 => $TYPE{'Event Connector'},
8138 root 1.3 122 => $TYPE{Container},
8139     130 => $TYPE{'Skill Scroll'},
8140     138 => $TYPE{Swamp},
8141 elmex 1.27 150 => $TYPE{'Shop Inventory'},
8142 root 1.3 154 => $TYPE{Rune},
8143     155 => $TYPE{Trap},
8144     156 => $TYPE{'Power Crystal'},
8145 root 1.8 158 => $TYPE{Disease},
8146 elmex 1.23 163 => $TYPE{'Item Transformer'},
8147 root 1.49 164 => $TYPE{'Map Script'},
8148 root 1.45 165 => $TYPE{'Safe ground'},
8149     999 => $TYPE{Ability}
8150 root 1.1 );
8151    
8152 root 1.3 our %TYPENAME = (
8153     0 => '*NONE*',
8154     1 => 'PLAYER',
8155 root 1.9 2 => 'TRANSPORT',
8156 root 1.3 3 => 'ROD',
8157     4 => 'TREASURE',
8158     5 => 'POTION',
8159     6 => 'FOOD',
8160     7 => 'POISON',
8161     8 => 'BOOK',
8162     9 => 'CLOCK',
8163     12 => 'LIGHTNING',
8164     13 => 'ARROW',
8165     14 => 'BOW',
8166     15 => 'WEAPON',
8167     16 => 'ARMOUR',
8168     17 => 'PEDESTAL',
8169     18 => 'ALTAR',
8170     20 => 'LOCKED_DOOR',
8171     21 => 'SPECIAL_KEY',
8172     22 => 'MAP',
8173     23 => 'DOOR',
8174     24 => 'KEY',
8175     26 => 'TIMED_GATE',
8176     27 => 'TRIGGER',
8177     28 => 'GRIMREAPER',
8178     29 => 'MAGIC_EAR',
8179     30 => 'TRIGGER_BUTTON',
8180     31 => 'TRIGGER_ALTAR',
8181     32 => 'TRIGGER_PEDESTAL',
8182     33 => 'SHIELD',
8183     34 => 'HELMET',
8184     35 => 'HORN',
8185     36 => 'MONEY',
8186     37 => 'CLASS',
8187     38 => 'GRAVESTONE',
8188     39 => 'AMULET',
8189     40 => 'PLAYERMOVER',
8190     41 => 'TELEPORTER',
8191     42 => 'CREATOR',
8192     43 => 'SKILL',
8193     44 => 'EXPERIENCE',
8194     45 => 'EARTHWALL',
8195     46 => 'GOLEM',
8196     48 => 'THROWN_OBJ',
8197     49 => 'BLINDNESS',
8198     50 => 'GOD',
8199     51 => 'DETECTOR',
8200     52 => 'TRIGGER_MARKER',
8201     53 => 'DEAD_OBJECT',
8202     54 => 'DRINK',
8203     55 => 'MARKER',
8204     56 => 'HOLY_ALTAR',
8205     57 => 'PLAYER_CHANGER',
8206     58 => 'BATTLEGROUND',
8207     59 => 'PEACEMAKER',
8208     60 => 'GEM',
8209     62 => 'FIREWALL',
8210     63 => 'ANVIL',
8211     64 => 'CHECK_INV',
8212     65 => 'MOOD_FLOOR',
8213     66 => 'EXIT',
8214     67 => 'ENCOUNTER',
8215     68 => 'SHOP_FLOOR',
8216     69 => 'SHOP_MAT',
8217     70 => 'RING',
8218     71 => 'FLOOR',
8219     72 => 'FLESH',
8220     73 => 'INORGANIC',
8221     74 => 'SKILL_TOOL',
8222     75 => 'LIGHTER',
8223     76 => 'TRAP_PART',
8224     77 => 'WALL',
8225     78 => 'LIGHT_SOURCE',
8226     79 => 'MISC_OBJECT',
8227     80 => 'MONSTER',
8228     81 => 'SPAWN_GENERATOR',
8229     82 => 'LAMP',
8230     83 => 'DUPLICATOR',
8231     84 => 'TOOL',
8232     85 => 'SPELLBOOK',
8233     86 => 'BUILDFAC',
8234     87 => 'CLOAK',
8235     90 => 'SPINNER',
8236     91 => 'GATE',
8237     92 => 'BUTTON',
8238     93 => 'CF_HANDLE',
8239     94 => 'HOLE',
8240     95 => 'TRAPDOOR',
8241     98 => 'SIGN',
8242     99 => 'BOOTS',
8243     100 => 'GLOVES',
8244     101 => 'SPELL',
8245     102 => 'SPELL_EFFECT',
8246     103 => 'CONVERTER',
8247     104 => 'BRACERS',
8248     105 => 'POISONING',
8249     106 => 'SAVEBED',
8250     107 => 'POISONCLOUD',
8251     108 => 'FIREHOLES',
8252     109 => 'WAND',
8253 root 1.54 110 => 'INSCRIBABLE',
8254 root 1.3 111 => 'SCROLL',
8255     112 => 'DIRECTOR',
8256     113 => 'GIRDLE',
8257     114 => 'FORCE',
8258     115 => 'POTION_EFFECT',
8259 root 1.11 116 => 'EVENT_CONNECTOR',
8260 root 1.3 121 => 'CLOSE_CON',
8261     122 => 'CONTAINER',
8262     123 => 'ARMOUR_IMPROVER',
8263     124 => 'WEAPON_IMPROVER',
8264     130 => 'SKILLSCROLL',
8265     138 => 'DEEP_SWAMP',
8266     139 => 'IDENTIFY_ALTAR',
8267     150 => 'MENU',
8268     154 => 'RUNE',
8269     155 => 'TRAP',
8270     156 => 'POWER_CRYSTAL',
8271     157 => 'CORPSE',
8272     158 => 'DISEASE',
8273     159 => 'SYMPTOM',
8274     160 => 'BUILDER',
8275 root 1.9 161 => 'MATERIAL',
8276     162 => 'GPS',
8277     163 => 'ITEM_TRANSFORMER',
8278     164 => 'QUEST'
8279 root 1.1 );
8280    
8281     our %SPELL = (
8282 root 1.3 0 => 'magic bullet',
8283     1 => 'small fireball',
8284     2 => 'medium fireball',
8285     3 => 'large fireball',
8286     4 => 'burning hands',
8287     5 => 'small lightning',
8288     6 => 'large lightning',
8289     7 => 'magic missile',
8290     8 => 'create bomb',
8291     9 => 'summon golem',
8292     10 => 'summon fire elemental',
8293     11 => 'summon earth elemental',
8294     12 => 'summon water elemental',
8295     13 => 'summon air elemental',
8296     14 => 'dimension door',
8297     15 => 'create earth wall',
8298     16 => 'paralyze',
8299     17 => 'icestorm',
8300     18 => 'magic mapping',
8301     19 => 'turn undead',
8302     20 => 'fear',
8303     21 => 'poison cloud',
8304     22 => 'wonder',
8305     23 => 'destruction',
8306     24 => 'perceive self',
8307     25 => 'word of recall',
8308     26 => 'invisible',
8309     27 => 'invisible to undead',
8310     28 => 'probe',
8311     29 => 'large bullet',
8312     30 => 'improved invisibility',
8313     31 => 'holy word',
8314     32 => 'minor healing',
8315     33 => 'medium healing',
8316     34 => 'major healing',
8317     35 => 'heal',
8318     36 => 'create food',
8319     37 => 'earth to dust',
8320     38 => 'armour',
8321     39 => 'strength',
8322     40 => 'dexterity',
8323     41 => 'constitution',
8324     42 => 'charisma',
8325     43 => 'create fire wall',
8326     44 => 'create frost wall',
8327     45 => 'protection from cold',
8328     46 => 'protection from electricity',
8329     47 => 'protection from fire',
8330     48 => 'protection from poison',
8331     49 => 'protection from slow',
8332     50 => 'protection from paralysis',
8333     51 => 'protection from draining',
8334     52 => 'protection from magic',
8335     53 => 'protection from attack',
8336     54 => 'levitate',
8337     55 => 'small speedball',
8338     56 => 'large speedball',
8339     57 => 'hellfire',
8340     58 => 'dragonbreath',
8341     59 => 'large icestorm',
8342     60 => 'charging',
8343     61 => 'polymorph',
8344     62 => 'cancellation',
8345     63 => 'confusion',
8346     64 => 'mass confusion',
8347     65 => 'summon pet monster',
8348     66 => 'slow',
8349     67 => 'regenerate spellpoints',
8350     68 => 'cure poison',
8351     69 => 'protection from confusion',
8352     70 => 'protection from cancellation',
8353     71 => 'protection from depletion',
8354     72 => 'alchemy',
8355     73 => 'remove curse',
8356     74 => 'remove damnation',
8357     75 => 'identify',
8358     76 => 'detect magic',
8359     77 => 'detect monster',
8360     78 => 'detect evil',
8361     79 => 'detect curse',
8362     80 => 'heroism',
8363     81 => 'aggravation',
8364     82 => 'firebolt',
8365     83 => 'frostbolt',
8366     84 => 'shockwave',
8367     85 => 'color spray',
8368     86 => 'haste',
8369     87 => 'face of death',
8370     88 => 'ball lightning',
8371     89 => 'meteor swarm',
8372     90 => 'comet',
8373     91 => 'mystic fist',
8374     92 => 'raise dead',
8375     93 => 'resurrection',
8376     94 => 'reincarnation',
8377     95 => 'immunity to cold',
8378     96 => 'immunity to electricity',
8379     97 => 'immunity to fire',
8380     98 => 'immunity to poison',
8381     99 => 'immunity to slow',
8382     100 => 'immunity to paralysis',
8383     101 => 'immunity to draining',
8384     102 => 'immunity to magic',
8385     103 => 'immunity to attack',
8386     104 => 'invulnerability',
8387     105 => 'defense',
8388     106 => 'rune of fire',
8389     107 => 'rune of frost',
8390     108 => 'rune of shocking',
8391     109 => 'rune of blasting',
8392     110 => 'rune of death',
8393     111 => 'marking rune',
8394     112 => 'build director',
8395     113 => 'create pool of chaos',
8396     114 => 'build bullet wall',
8397     115 => 'build lightning wall',
8398     116 => 'build fireball wall',
8399     117 => 'magic rune',
8400     118 => 'rune of magic drain',
8401     119 => 'antimagic rune',
8402     120 => 'rune of transferrence',
8403     121 => 'transferrence',
8404     122 => 'magic drain',
8405     123 => 'counterspell',
8406     124 => 'disarm',
8407     125 => 'cure confusion',
8408     126 => 'restoration',
8409     127 => 'summon evil monster',
8410     128 => 'counterwall',
8411     129 => 'cause light wounds',
8412     130 => 'cause medium wounds',
8413     131 => 'cause serious wounds',
8414     132 => 'charm monsters',
8415     133 => 'banishment',
8416     134 => 'create missile',
8417     135 => 'show invisible',
8418     136 => 'xray',
8419     137 => 'pacify',
8420     138 => 'summon fog',
8421     139 => 'steambolt',
8422     140 => 'command undead',
8423     141 => 'holy orb',
8424     142 => 'summon avatar',
8425     143 => 'holy possession',
8426     144 => 'bless',
8427     145 => 'curse',
8428     146 => 'regeneration',
8429     147 => 'consecrate',
8430     148 => 'summon cult monsters',
8431     149 => 'cause critical wounds',
8432     150 => 'holy wrath',
8433     151 => 'retributive strike',
8434     152 => 'finger of death',
8435     153 => 'insect plague',
8436     154 => 'call holy servant',
8437     155 => 'wall of thorns',
8438     156 => 'staff to snake',
8439     157 => 'light',
8440     158 => 'darkness',
8441     159 => 'nightfall',
8442     160 => 'daylight',
8443     161 => 'sunspear',
8444     162 => 'faery fire',
8445     163 => 'cure blindness',
8446     164 => 'dark vision',
8447     165 => 'bullet swarm',
8448     166 => 'bullet storm',
8449     167 => 'cause many wounds',
8450     168 => 'small snowstorm',
8451     169 => 'medium snowstorm',
8452     170 => 'large snowstorm',
8453     171 => 'cure disease',
8454     172 => 'cause red death',
8455     173 => 'cause flu',
8456     174 => 'cause black death',
8457     175 => 'cause leprosy',
8458     176 => 'cause smallpox',
8459     177 => 'cause white death',
8460     178 => 'cause anthrax',
8461     179 => 'cause typhoid',
8462     180 => 'mana blast',
8463     181 => 'small manaball',
8464     182 => 'medium manaball',
8465     183 => 'large manaball',
8466     184 => 'mana bolt',
8467     185 => 'dancing sword',
8468     186 => 'animate weapon',
8469     187 => 'cause cold',
8470     188 => 'divine shock',
8471     189 => 'windstorm',
8472     190 => 'sanctuary',
8473     191 => 'peace',
8474     192 => 'spiderweb',
8475     193 => 'conflict',
8476     194 => 'rage',
8477     195 => 'forked lightning',
8478     196 => 'poison fog',
8479     197 => 'flaming aura',
8480     198 => 'vitriol',
8481     199 => 'vitriol splash',
8482     200 => 'ironwood skin',
8483     201 => 'wrathful eye',
8484     202 => 'town portal',
8485     203 => 'missile swarm',
8486     204 => 'cause rabies',
8487     205 => 'glyph'
8488 root 1.1 );
8489    
8490    
8491     =head1 AUTHOR
8492    
8493     Marc Lehmann <schmorp.de>
8494     http://home.schmorp.de/
8495    
8496     The source files are part of the CFJavaEditor.
8497    
8498     =cut
8499    
8500     1