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Revision: 1.6
Committed: Thu Mar 9 19:09:48 2006 UTC (18 years, 2 months ago) by root
Branch: MAIN
Changes since 1.5: +138 -69 lines
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File Contents

# User Rev Content
1 root 1.1 =head1 NAME
2    
3     Crossfire::Data - various data structures useful for understanding archs and objects
4    
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 1.4 package Crossfire::Data;
20    
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     8 => 'Adamantite'
57     },
58     pick_up => {
59     0 => 'Nothing',
60     1 => 'Wealth',
61     2 => 'Food',
62     3 => 'Weapons',
63     4 => 'Armour',
64     5 => 'Inverse',
65     6 => 'All'
66     },
67     spellpath => {
68     0 => 'Protection',
69     1 => 'Fire',
70     2 => 'Frost',
71     3 => 'Electricity',
72     4 => 'Missiles',
73     5 => 'Self',
74     6 => 'Summoning',
75     7 => 'Abjuration',
76     8 => 'Restoration',
77     9 => 'Detonation',
78     10 => 'Mind',
79     11 => 'Creation',
80     12 => 'Teleportation',
81     13 => 'Information',
82     14 => 'Transmutation',
83     15 => 'Transferrence',
84     16 => 'Turning',
85     17 => 'Wounding',
86     18 => 'Death',
87     19 => 'Light'
88     },
89     will_apply => {
90     0 => 'Apply Handles',
91     1 => 'Open Chests',
92     2 => 'Break Walls',
93     3 => 'Open Doors'
94     }
95     );
96    
97     our %LIST = (
98     direction => {
99     0 => '<none>',
100     1 => 'north',
101     2 => 'northeast',
102     3 => 'east',
103     4 => 'southeast',
104     5 => 'south',
105     6 => 'southwest',
106     7 => 'west',
107     8 => 'northwest'
108     },
109     mood => {
110     0 => 'furious',
111     1 => 'angry',
112     2 => 'calm',
113     3 => 'sleep',
114     4 => 'charm'
115 root 1.1 },
116 root 1.3 potion_effect => {
117     0 => '<none>',
118     65536 => 'life restoration',
119     1048576 => 'improvement'
120 root 1.1 },
121 root 1.3 skill_type => {
122     1 => 'lockpicking',
123     2 => 'hiding',
124     3 => 'smithery',
125     4 => 'bowyer',
126     5 => 'jeweler',
127     6 => 'alchemy',
128     7 => 'stealing',
129     8 => 'literacy',
130     9 => 'bargaining',
131     10 => 'jumping',
132     11 => 'detect magic',
133     12 => 'oratory',
134     13 => 'singing',
135     14 => 'detect curse',
136     15 => 'find traps',
137     16 => 'mediatation',
138     17 => 'punching',
139     18 => 'flame touch',
140     19 => 'karate',
141     20 => 'climbing',
142     21 => 'woodsman',
143     22 => 'inscription',
144     23 => 'one handed weapons',
145     24 => 'missile weapons',
146     25 => 'throwing',
147     26 => 'use magic item',
148     27 => 'disarm traps',
149     28 => 'set traps',
150     29 => 'thaumaturgy',
151     30 => 'praying',
152     31 => 'clawing',
153     32 => 'levitation',
154     33 => 'summoning',
155     34 => 'pyromancy',
156     35 => 'evocation',
157     36 => 'sorcery',
158     37 => 'two handed weapons'
159 root 1.1 },
160 root 1.3 spell_type => {
161     1 => 'raise dead',
162     2 => 'rune',
163     3 => 'make mark',
164     4 => 'bolt',
165     5 => 'bullet',
166     6 => 'explosion',
167     7 => 'cone',
168     8 => 'bomb',
169     9 => 'wonder',
170     10 => 'smite',
171     11 => 'magic missile',
172     12 => 'summon golem',
173     13 => 'dimension door',
174     14 => 'magic mapping',
175     15 => 'magic wall',
176     16 => 'destruction',
177     17 => 'perceive self',
178     18 => 'word of recall',
179     19 => 'invisible',
180     20 => 'probe',
181     21 => 'healing',
182     22 => 'create food',
183     23 => 'earth to dust',
184     24 => 'change ability',
185     25 => 'bless',
186     26 => 'curse',
187     27 => 'summon monster',
188     28 => 'recharge',
189     29 => 'polymorph',
190     30 => 'alchemy',
191     31 => 'remove curse',
192     32 => 'identify',
193     33 => 'detection',
194     34 => 'mood change',
195     35 => 'moving ball',
196     36 => 'swarm',
197     37 => 'charge mana',
198     38 => 'dispel rune',
199     39 => 'create missile',
200     40 => 'consecrate',
201     41 => 'animate weapon',
202     42 => 'light',
203     43 => 'change map light',
204     44 => 'faery fire',
205     45 => 'disease',
206     46 => 'aura',
207     47 => 'town portal'
208 root 1.1 },
209 root 1.3 weapon_type => {
210     0 => '<unknown>',
211     1 => 'sword',
212     2 => 'arrows',
213     3 => 'axe',
214     4 => 'katana',
215     5 => 'knife, dagger',
216     6 => 'whip, chain',
217     7 => 'hammer, flail',
218     8 => 'club, stick'
219     }
220     );
221    
222     our %IGNORE_LIST = (
223     non_pickable => [
224     'value',
225     'nrof',
226     'weight',
227     'name_pl',
228     'material',
229     'no_pick',
230     'unpaid',
231     'title',
232     'identified'
233     ],
234     system_object => [
235     'value',
236     'nrof',
237     'weight',
238     'name_pl',
239     'material',
240     'no_pick',
241     'unpaid',
242     'title',
243     'glow_radius',
244     'identified',
245     'blocksview',
246     'invisible'
247     ]
248     );
249    
250     our %DEFAULT_ATTR = (
251     attr => {
252 root 1.4 blocksview => {
253     desc => 'If an item is set to block view, players (and monsters) cannot see byond it unless they cross it or manage to stand ontop.',
254     name => 'block view',
255     type => 'bool'
256     },
257     face => {
258     desc => 'The image-name defines what image is displayed for this object in-game.',
259     name => 'image',
260     type => 'string'
261     },
262     glow_radius => {
263     desc => 'If <glow radius> is set to a value greater zero, the object appears lit up on dark maps. <glow radius> can be a value between 0 and 4, the higher, the more light does the object emmit.',
264     name => 'glow radius',
265     type => 'int'
266     },
267     identified => {
268     desc => 'If an item is identified, the player has full knowledge about it.',
269     name => 'identified',
270     type => 'bool'
271     },
272     invisible => {
273     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.',
274     name => 'invisible',
275     type => 'bool'
276     },
277     material => {
278     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.',
279     name => 'material',
280     type => 'bitmask',
281     value => $BITMASK{material}
282     },
283     name => {
284     desc => 'This is the name of the object, displayed to the player.',
285     name => 'name',
286     type => 'string'
287     },
288     name_pl => {
289     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.',
290     name => 'plural name',
291     type => 'string'
292     },
293     no_pick => {
294     desc => 'If set, the object cannot be picked up (Neither by players nor monsters).',
295     name => 'non-pickable',
296     type => 'bool'
297     },
298     nrof => {
299     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.',
300     name => 'number',
301     type => 'int'
302     },
303     title => {
304     desc => 'This is the object\'s title. Once an object is identified the title is attached to the name. Typical titels are "of mostrai", "of xray vision" etc.',
305     name => 'title',
306     type => 'string'
307     },
308     unpaid => {
309     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.',
310     name => 'unpaid',
311     type => 'bool'
312     },
313     value => {
314     desc => 'Adds a certain value to the object: It will be worth that many times the default value from it\'s archetype (E.g. "value = 3" means three times worth the default value). Value for buying/selling will be further modified by various factors. Hence, testing values in-game is usually inevitable.',
315     name => 'value',
316     type => 'int'
317     },
318     weight => {
319     desc => 'This value defines the object\'s weight in gramm (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 ;) ).',
320     name => 'weight',
321     type => 'int'
322 root 1.1 }
323 root 1.3 }
324     );
325    
326     our %TYPE = (
327     Ability => {
328     attr => {
329 root 1.4 attacktype => {
330     desc => 'This flag specifies wether 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.',
331     name => 'is magical',
332     type => 'bool',
333     value => [
334     0,
335     2
336     ]
337     },
338     hp => {
339     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.',
340     name => 'long range spell',
341     type => 'nz_spell'
342     },
343     invisible => {
344 root 1.6 type => 'fixed',
345     value => 1
346 root 1.4 },
347     maxsp => {
348     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".',
349     name => 'importance',
350     type => 'int'
351     },
352     no_drop => {
353 root 1.6 type => 'fixed',
354     value => 1
355 root 1.4 },
356     sp => {
357     desc => 'The monster will use the specified <short range spell> when the player is within 6-square radius (of the monster\'s head).',
358     name => 'short range spell',
359     type => 'spell'
360 root 1.1 }
361 root 1.3 },
362     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;.',
363     ignore => [
364     $IGNORE_LIST{system_object}
365     ],
366 root 1.5 name => 'Ability',
367 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?'
368     },
369     Altar => {
370     attr => {
371 root 1.4 connected => {
372     desc => 'If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.',
373     name => 'connection',
374     type => 'int'
375     },
376     food => {
377     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.',
378     name => 'drop amount',
379     type => 'int'
380     },
381     msg => {
382     desc => 'This text will be displayed to the player in the exact moment when the altar is activated.',
383     end => 'endmsg',
384     name => 'message',
385     type => 'text'
386     },
387     no_pick => {
388 root 1.6 type => 'fixed',
389     value => 1
390 root 1.4 },
391     slaying => {
392     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. Remember to put a note somewhere, telling the player what he is expected to drop on the altar. (Often this is put in the altar\'s name: E.g. "drop 100 platinums")',
393     name => 'match item name',
394     type => 'string'
395     },
396     sp => {
397     desc => 'When activated, the selected <spell> will be casted (once, on the player). This should work for any given spell. The altar will work infinitly in this way. Don\'t set both <spell> and <connection> for one altar.',
398     name => 'spell',
399     type => 'spell'
400     },
401     walk_on => {
402 root 1.6 type => 'fixed',
403     value => 1
404 root 1.1 }
405 root 1.3 },
406     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 dissapears.',
407     ignore => [
408     $IGNORE_LIST{non_pickable}
409 root 1.5 ],
410     name => 'Altar'
411 root 1.3 },
412     'Altar Trigger' => {
413     attr => {
414 root 1.4 connected => {
415     desc => 'If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.',
416     name => 'connection',
417     type => 'int'
418     },
419     exp => {
420     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.',
421     name => 'reset time',
422     type => 'int'
423     },
424     food => {
425     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.',
426     name => 'drop amount',
427     type => 'int'
428     },
429     last_sp => {
430     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.',
431     name => 'ignore reset',
432     type => 'bool'
433     },
434     msg => {
435     desc => 'This text will be displayed to the player in the exact moment when the altar is activated.',
436     end => 'endmsg',
437     name => 'message',
438     type => 'text'
439     },
440     no_pick => {
441 root 1.6 type => 'fixed',
442     value => 1
443 root 1.4 },
444     slaying => {
445     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. Remember to put a note somewhere, telling the player what he is expected to drop on the altar. (Often this is put in the altar\'s name: E.g. "drop 100 platinums")',
446     name => 'match item name',
447     type => 'string'
448     },
449     sp => {
450     desc => 'When activated, this <spell> will be casted (once, on the player). This should work for any given spell. The altar will work infinitly in this way. Don\'t set both <spell> and <connection> for one altar.',
451     name => 'spell',
452     type => 'spell'
453     },
454     walk_on => {
455 root 1.6 type => 'fixed',
456     value => 1
457 root 1.1 }
458 root 1.3 },
459     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 infinitly.',
460     ignore => [
461     $IGNORE_LIST{non_pickable}
462     ],
463 root 1.5 name => 'Altar Trigger',
464 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. =)'
465     },
466     Amulet => {
467     attr => {
468 root 1.4 ac => {
469     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.',
470     name => 'armour class',
471     type => 'int'
472     },
473     applied => {
474     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.',
475     name => 'is applied',
476     type => 'bool'
477     },
478     cursed => {
479     desc => 'A cursed piece of equipment cannot be unwielded unless the curse is removed.',
480     name => 'curse',
481     type => 'bool'
482     },
483     damned => {
484     desc => 'A damned piece of equipment cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
485     name => 'damnation',
486     type => 'bool'
487     },
488     item_power => {
489     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 CF server will calculate a provisional value at runtime, but this is never going to be an accurate measurement of <item power>.',
490     name => 'item power',
491     type => 'int'
492     },
493     lifesave => {
494     desc => 'An item with this flag enabled will save the players life for one time: When the player is wearing this item and his healthpoints reach zero, the item dissapears, replenishing half of the player\'s health. An item with <save life> should not have any decent additional bonuses!',
495     name => 'save life',
496     type => 'bool'
497 root 1.3 },
498 root 1.4 msg => {
499     desc => 'This text describes the item\'s "story". Every decent artifact should have such a description.',
500     end => 'endmsg',
501     name => 'description',
502     type => 'text'
503     },
504     startequip => {
505     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
506     name => 'godgiven item',
507     type => 'bool'
508 root 1.3 },
509 root 1.4 unique => {
510     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
511     name => 'unique item',
512     type => 'bool'
513 root 1.3 },
514 root 1.4 wc => {
515     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.',
516     name => 'weapon class',
517     type => 'int'
518 root 1.1 }
519 root 1.3 },
520     desc => 'Wearing an amulet, the object\'s stats will directly be inherited to the player. Amulets are usually meant for protection and defense.',
521 root 1.5 name => 'Amulet',
522 root 1.4 section => [
523     [
524     'resistance',
525     {
526     resist_acid => {
527     desc => 'This adds acid resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
528     name => 'resist acid %',
529     type => 'int'
530     },
531     resist_blind => {
532     desc => 'This adds blinding resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
533     name => 'resist blinding %',
534     type => 'int'
535     },
536     resist_chaos => {
537     desc => 'This adds chaos resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact. Note that chaos is not a stand-alone attacktype. Chaos "contains" a combination of other attacktypes.',
538     name => 'resist chaos %',
539     type => 'int'
540     },
541     resist_cold => {
542     desc => 'This adds fire resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
543     name => 'resist cold %',
544     type => 'int'
545     },
546     resist_confusion => {
547     desc => 'This adds confusion resistance to the item. The number is a percent-value in the range 0-100. Confusion resistance is not very effective unless the value comes close to 100 (= perfect immunity).',
548     name => 'resist confusion %',
549     type => 'int'
550     },
551     resist_death => {
552     desc => 'This adds death-attack resistance to the item. The number is a percent-value in the range 0-100. Death-attack resistance is little effective unless the value is 100 (= perfect immunity). Generally, resistance to death-attack is not supposed to be available to players!',
553     name => 'resist death-attack %',
554     type => 'int'
555     },
556     resist_deplete => {
557     desc => 'This adds depletion resistance to the item. The number is a percent-value in the range 0-100. Depletion resistance is little effective unless the value is 100 (= perfect immunity).',
558     name => 'resist depletion %',
559     type => 'int'
560     },
561     resist_drain => {
562     desc => 'This adds draining resistance to the item. The number is a percent-value in the range 0-100. Draining resistance is little effective unless the value is 100 (= perfect immunity).',
563     name => 'resist draining %',
564     type => 'int'
565     },
566     resist_electricity => {
567     desc => 'This adds electricity resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
568     name => 'resist electricity %',
569     type => 'int'
570     },
571     resist_fear => {
572     desc => 'This adds fear resistance to the item. The number is a percent-value in the range 0-100. Resistance to fear is pretty useless.',
573     name => 'resist fear %',
574     type => 'int'
575     },
576     resist_fire => {
577     desc => 'This adds fire resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
578     name => 'resist fire %',
579     type => 'int'
580     },
581     resist_ghosthit => {
582     desc => 'This adds ghosthit resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
583     name => 'resist ghosthit %',
584     type => 'int'
585     },
586     resist_holyword => {
587     desc => 'This adds holy power resistance to the item. The number is a percent-value in the range 0-100. Holy power is the attacktype that holyword-type spells use to hurt undead creatures. This kind of resistance is only reasonable for undead players (wraith or devourer cult). Generally, resistance to holy word should not be available for players.',
588     name => 'resist holy power %',
589     type => 'int'
590     },
591     resist_magic => {
592     desc => 'This adds magic resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
593     name => 'resist magic %',
594     type => 'int'
595     },
596     resist_paralyze => {
597     desc => 'This adds paralyze resistance to the item. The number is a percent-value in the range 0-100. Paralyze resistance is little effective unless the value is 100 (= perfect immunity).',
598     name => 'resist paralyze %',
599     type => 'int'
600     },
601     resist_physical => {
602     desc => 'This adds physical resistance to the item (= armour value). The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
603     name => 'resist physical %',
604     type => 'int'
605     },
606     resist_poison => {
607     desc => 'This adds poison resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
608     name => 'resist poison %',
609     type => 'int'
610     },
611     resist_slow => {
612     desc => 'This adds fear resistance to the item. The number is a percent-value in the range 0-100. Resistance to fear is pretty useless.',
613     name => 'resist slow %',
614     type => 'int'
615     },
616     resist_weaponmagic => {
617     desc => 'This adds weaponmagic resistance to the item. The number is a percent-value in the range 0-100. Weaponmagic resistance generally should not exist on equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell) are not meant to be easily resisted.',
618     name => 'resist weaponmagic %',
619     type => 'int'
620     }
621     }
622     ],
623     [
624     'stats',
625     {
626     Cha => {
627     desc => 'The player\'s charisma will rise/fall by the given value while wearing this piece of equipment.',
628     name => 'charisma',
629     type => 'int'
630     },
631     Con => {
632     desc => 'The player\'s constitution will rise/fall by the given value while wearing this piece of equipment.',
633     name => 'constitution',
634     type => 'int'
635     },
636     Dex => {
637     desc => 'The player\'s dexterity will rise/fall by the given value while wearing this piece of equipment.',
638     name => 'dexterity',
639     type => 'int'
640     },
641     Int => {
642     desc => 'The player\'s intelligence will rise/fall by the given value while wearing this piece of equipment.',
643     name => 'intelligence',
644     type => 'int'
645     },
646     Pow => {
647     desc => 'The player\'s power will rise/fall by the given value while wearing this piece of equipment.',
648     name => 'power',
649     type => 'int'
650     },
651     Str => {
652     desc => 'The player\'s strentgh will rise/fall by the given value while wearing this piece of equipment.',
653     name => 'strength',
654     type => 'int'
655     },
656     Wis => {
657     desc => 'The player\'s wisdom will rise/fall by the given value while wearing this piece of equipment.',
658     name => 'wisdom',
659     type => 'int'
660     }
661     }
662     ],
663     [
664     'misc',
665     {
666     flying => {
667     desc => 'As soon as the player applies a piece of equipment with <levitate> set, the player will start to float in the air.',
668     name => 'levitate',
669     type => 'bool'
670     },
671     food => {
672     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.',
673     name => 'food bonus',
674     type => 'int'
675     },
676     grace => {
677     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!!',
678     name => 'grace regen.',
679     type => 'int'
680     },
681     hp => {
682     desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
683     name => 'health regen.',
684     type => 'int'
685     },
686     luck => {
687     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.',
688     name => 'luck bonus',
689     type => 'int'
690     },
691     path_attuned => {
692     desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this item.',
693     name => 'attuned paths',
694     type => 'bitmask',
695     value => $BITMASK{spellpath}
696     },
697     path_denied => {
698     desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this item.',
699     name => 'denied paths',
700     type => 'bitmask',
701     value => $BITMASK{spellpath}
702     },
703     path_repelled => {
704     desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this item.',
705     name => 'repelled paths',
706     type => 'bitmask',
707     value => $BITMASK{spellpath}
708     },
709     reflect_missile => {
710     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.',
711     name => 'reflect missiles',
712     type => 'bool'
713     },
714     reflect_spell => {
715     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!',
716     name => 'reflect spells',
717     type => 'bool'
718     },
719     sp => {
720     desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
721     name => 'mana regen.',
722     type => 'int'
723     },
724     stealth => {
725     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)',
726     name => 'stealth',
727     type => 'bool'
728     },
729     xrays => {
730     desc => 'Xray vision allows the player to see through obstacles in a two-square-wide radius. This is extremely helpful and desireable, so don\'t give it away for cheap on equipment.',
731     name => 'xray vision',
732     type => 'bool'
733     }
734     }
735     ]
736     ],
737 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.'
738     },
739     Battleground => {
740     attr => {
741 root 1.4 hp => {
742     desc => 'The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.',
743     name => 'destination X',
744     type => 'int'
745     },
746     is_floor => {
747 root 1.6 type => 'fixed',
748     value => 1
749 root 1.4 },
750     no_pick => {
751 root 1.6 type => 'fixed',
752     value => 1
753 root 1.4 },
754     sp => {
755     desc => 'The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.',
756     name => 'destination Y',
757     type => 'int'
758 root 1.1 }
759 root 1.3 },
760     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.',
761     ignore => [
762     $IGNORE_LIST{non_pickable}
763     ],
764 root 1.5 name => 'Battleground',
765 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.)'
766     },
767     Book => {
768     attr => {
769 root 1.4 level => {
770     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.',
771     name => 'literacy level',
772     type => 'int'
773     },
774     msg => {
775     desc => 'This is the text that appears "written" in the book.',
776     end => 'endmsg',
777     name => 'book content',
778     type => 'text'
779     },
780     startequip => {
781     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
782     name => 'godgiven item',
783     type => 'bool'
784     },
785     unique => {
786     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
787     name => 'unique item',
788     type => 'bool'
789 root 1.1 }
790 root 1.3 },
791 root 1.5 desc => 'Applying a book, the containing message is displayed to the player.',
792     name => 'Book'
793 root 1.1 },
794 root 1.3 Boots => {
795     attr => {
796 root 1.4 exp => {
797     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.',
798     name => 'speed bonus',
799     type => 'int'
800     },
801     magic => {
802     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>.',
803     name => 'magic bonus',
804     type => 'int'
805 root 1.1 }
806 root 1.3 },
807     desc => 'Wearing boots, the object\'s stats will directly be inherited to the player. Usually enhancing his speed, or granting some minor protection bonus.',
808     import => [
809     $TYPE{Amulet}
810     ],
811 root 1.5 name => 'Boots',
812 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.'
813     },
814     Bracers => {
815     attr => {
816 root 1.4 magic => {
817     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.',
818     name => 'magic bonus',
819     type => 'int'
820 root 1.1 }
821 root 1.3 },
822     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.',
823     import => [
824     $TYPE{Amulet}
825     ],
826 root 1.5 name => 'Bracers',
827 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.'
828     },
829     'Brestplate Armour' => {
830     attr => {
831 root 1.4 last_heal => {
832     desc => 'This poses a penalty to spell regeneration speed, for wearing the armour. The bigger the spellpoint penalty, the worse.',
833     name => 'spellpoint penalty',
834     type => 'int'
835     },
836     last_sp => {
837     desc => 'Slowdown penalty reduces the player\'s walking speed when wearing the armour. Bigger values are worse - zero is best.',
838     name => 'slowdown penalty',
839     type => 'int'
840     },
841     magic => {
842     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.',
843     name => 'magic bonus',
844     type => 'int'
845 root 1.1 }
846 root 1.3 },
847     desc => 'Wearing an armour, the object\'s stats will directly be inherited to the player. Usually enhancing his defense.',
848     import => [
849     $TYPE{Amulet}
850     ],
851 root 1.5 name => 'Brestplate Armour',
852 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.'
853     },
854     Button => {
855     attr => {
856 root 1.4 connected => {
857     desc => 'Every time the button is pressed or released, all objects with the same <connection> value are activated.',
858     name => 'connection',
859     type => 'int'
860     },
861     msg => {
862     desc => 'This text may describe the item. You can use this message to explain the button\'s purpose to the player.',
863     end => 'endmsg',
864     name => 'description',
865     type => 'text'
866     },
867     no_pick => {
868 root 1.6 type => 'fixed',
869     value => 1
870 root 1.4 },
871     walk_off => {
872 root 1.6 type => 'fixed',
873     value => 1
874 root 1.4 },
875     walk_on => {
876 root 1.6 type => 'fixed',
877     value => 1
878 root 1.4 },
879     weight => {
880     desc => 'The button is pressed (triggered), as soon as <press weigh> gram are placed ontop of it.',
881     name => 'press weight',
882     type => 'string'
883 root 1.1 }
884 root 1.3 },
885     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.',
886     ignore => [
887     $IGNORE_LIST{non_pickable}
888 root 1.5 ],
889     name => 'Button'
890 root 1.3 },
891     Cloak => {
892     attr => {
893 root 1.4 magic => {
894     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>.',
895     name => 'magic bonus',
896     type => 'int'
897 root 1.1 }
898 root 1.3 },
899     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.',
900     import => [
901     $TYPE{Amulet}
902     ],
903 root 1.5 name => 'Cloak',
904 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.'
905     },
906     Clock => {
907     attr => {
908 root 1.4 msg => {
909     desc => 'This text may describe the item',
910     end => 'endmsg',
911     name => 'description',
912     type => 'text'
913 root 1.1 }
914 root 1.3 },
915 root 1.5 desc => 'Applying a clock, the time is displayed to the player.',
916     name => 'Clock'
917 root 1.1 },
918 root 1.3 Container => {
919     attr => {
920 root 1.4 Str => {
921     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.',
922     name => 'reduce weight %',
923     type => 'int'
924     },
925     container => {
926     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.',
927     name => 'maximum weight',
928     type => 'int'
929     },
930     is_cauldron => {
931     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.',
932     name => 'alchemy cauldron',
933     type => 'bool'
934     },
935     msg => {
936     desc => 'This text may contain a description of the container.',
937     end => 'endmsg',
938     name => 'description',
939     type => 'text'
940     },
941     other_arch => {
942     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.',
943     name => 'animation arch',
944     type => 'string'
945     },
946     race => {
947     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.',
948     name => 'container class',
949     type => 'string'
950     },
951     slaying => {
952     desc => 'If <key string> is set, only players with a special key of matching <key string> are able to open the container.',
953     name => 'key string',
954     type => 'string'
955     },
956     startequip => {
957     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
958     name => 'godgiven item',
959     type => 'bool'
960     },
961     unique => {
962     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.',
963     name => 'unique item',
964     type => 'bool'
965 root 1.1 }
966 root 1.3 },
967     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.',
968 root 1.5 name => 'Container',
969 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>'
970     },
971     Converter => {
972     attr => {
973 root 1.4 food => {
974     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>.',
975     name => 'cost number',
976     type => 'int'
977     },
978     msg => {
979     desc => 'This text may contain a description of the converter.',
980     end => 'endmsg',
981     name => 'description',
982     type => 'text'
983     },
984     no_pick => {
985 root 1.6 type => 'fixed',
986     value => 1
987 root 1.4 },
988     other_arch => {
989     desc => '<receive arch> is the name of the archetype to convert into.',
990     name => 'receive arch',
991     type => 'string'
992     },
993     slaying => {
994     desc => '<cost arch> is the name of the archetype the player has to put on the converter, as payment.',
995     name => 'cost arch',
996     type => 'string'
997     },
998     sp => {
999     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>.',
1000     name => 'receive number',
1001     type => 'int'
1002 root 1.1 }
1003 root 1.3 },
1004     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.',
1005     ignore => [
1006     'value',
1007     'nrof',
1008     'name_pl',
1009     'no_pick',
1010     'unpaid',
1011     'title'
1012     ],
1013 root 1.5 name => 'Converter',
1014 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.'
1015     },
1016     Creator => {
1017     attr => {
1018 root 1.4 connected => {
1019     desc => 'Whenever the connection value is activated, the creator gets triggered.',
1020     name => 'connection',
1021     type => 'int'
1022     },
1023     hp => {
1024     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).',
1025     name => 'number of uses',
1026     type => 'int'
1027     },
1028     level => {
1029     desc => 'The created object will be of that level. If zero/unset, the standard level of the archetype is used.',
1030     name => 'level of creation',
1031     type => 'int'
1032     },
1033     lifesave => {
1034     desc => 'If <infinit uses> is set, the creator will work infinitly, regardless of the value in <number of uses>.',
1035     name => 'infinit uses',
1036     type => 'bool'
1037     },
1038     no_pick => {
1039 root 1.6 type => 'fixed',
1040     value => 1
1041 root 1.4 },
1042     other_arch => {
1043     desc => 'This string defines the object that will be created. You can choose any of the existing arches.',
1044     name => 'create arch',
1045     type => 'string'
1046     },
1047     slaying => {
1048     desc => 'The created object will bear the name specified in <name creation>. If nothing is set, the standard name of the archetype is used.',
1049     name => 'name of creation',
1050     type => 'string'
1051 root 1.1 }
1052 root 1.3 },
1053     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.',
1054     ignore => [
1055     $IGNORE_LIST{system_object}
1056     ],
1057 root 1.5 name => 'Creator',
1058 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.'
1059     },
1060     Detector => {
1061     attr => {
1062 root 1.4 connected => {
1063     desc => 'When the detector is triggered, all objects with the same connection value get activated.',
1064     name => 'connection',
1065     type => 'int'
1066     },
1067     no_pick => {
1068 root 1.6 type => 'fixed',
1069     value => 1
1070 root 1.4 },
1071     slaying => {
1072     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.',
1073     name => 'match name',
1074     type => 'string'
1075     },
1076     speed => {
1077     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.',
1078     name => 'detection speed',
1079     type => 'float'
1080 root 1.1 }
1081 root 1.3 },
1082     desc => 'Detectors work quite much like inv. checkers/pedestals: If the detector finds a specific object, it toggles its connected value. <br><br> What is "unique" about them, compared to inv. checkers/ pedestals? - First, detectors check their square for a match periodically, not instantly. Second, detectors check directly for object names. Third, detectors do not check the inventory of players/monsters.',
1083     ignore => [
1084     $IGNORE_LIST{system_object}
1085     ],
1086 root 1.5 name => 'Detector',
1087 root 1.3 use => 'There is one major speciality about detectors: You can detect spells blown over a detector! To detect a lighting bolt for example, set "slaying ligthing" and "speed 1.0". In combination with spellcasting walls, this can be very useful for map-mechanisms.'
1088     },
1089     Director => {
1090     attr => {
1091 root 1.4 fly_on => {
1092 root 1.6 type => 'fixed',
1093     value => 1
1094 root 1.4 },
1095     sp => {
1096     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).',
1097     name => 'direction',
1098     type => 'list',
1099     value => $LIST{direction}
1100     },
1101     walk_on => {
1102 root 1.6 type => 'fixed',
1103     value => 1
1104 root 1.1 }
1105 root 1.3 },
1106     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.',
1107     ignore => [
1108     $IGNORE_LIST{non_pickable}
1109     ],
1110 root 1.5 name => 'Director',
1111 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.'
1112     },
1113     Disease => {
1114     attr => {
1115 root 1.4 ac => {
1116     desc => 'Every time the disease "moves" the severity of the symptoms are increased by <progressiveness>/100. (severity = 1 + (accumlated progression)/100)',
1117     name => 'progressiveness',
1118     type => 'int'
1119 root 1.3 },
1120 root 1.4 invisible => {
1121 root 1.6 type => 'fixed',
1122     value => 1
1123 root 1.3 },
1124 root 1.4 level => {
1125     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.',
1126     name => 'plaque level',
1127     type => 'int'
1128 root 1.3 },
1129 root 1.4 msg => {
1130     desc => 'This text is displayed to the player every time the symptoms strike.',
1131     end => 'endmsg',
1132     name => 'message',
1133     type => 'text'
1134     },
1135     race => {
1136     desc => 'The disease will only infect creatures of the specified <race>. "<race> *" means every creature can be infected.',
1137     name => 'infect race',
1138     type => 'string'
1139 root 1.1 }
1140 root 1.3 },
1141     desc => 'Diseases are an intersting form of spellcraft in Crossfire. 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.',
1142     ignore => [
1143     $IGNORE_LIST{system_object}
1144     ],
1145 root 1.5 name => 'Disease',
1146 root 1.4 section => [
1147     [
1148     'spreading',
1149     {
1150     last_grace => {
1151     desc => 'The <attenuation> value reduces the diseases\' <infectiosness> everytime it infects someone new. This limits how many generations a disease can propagate.',
1152     name => 'attenuation',
1153     type => 'int'
1154     },
1155     magic => {
1156     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.',
1157     name => 'infection range',
1158     type => 'int'
1159     },
1160     maxgrace => {
1161     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.',
1162     name => 'curing duration',
1163     type => 'int'
1164     },
1165     maxhp => {
1166     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).',
1167     name => 'persistence',
1168     type => 'int'
1169     },
1170     speed => {
1171     desc => 'The <speed> of the disease determines how fast the disease will "move", thus how fast the symptoms strike the host.',
1172     name => 'moving speed',
1173     type => 'float'
1174     },
1175     wc => {
1176     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.',
1177     name => 'infectiosness',
1178     type => 'int'
1179     }
1180     }
1181     ],
1182     [
1183     'symptoms',
1184     {
1185     attacktype => {
1186     desc => 'The disease will attack the host with the given <attacktype>. Godpower attacktype is commonly used for "unresistable" diseases.',
1187     name => 'attacktype',
1188     type => 'bitmask',
1189     value => $BITMASK{attacktype}
1190     },
1191     dam => {
1192     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.',
1193     name => 'damage',
1194     type => 'int'
1195     },
1196     exp => {
1197     desc => 'When the player manages to cure this disease (with a curing spell), he is awarded with <exp. for curing> experience.',
1198     name => 'exp. for curing',
1199     type => 'int'
1200     },
1201     hp => {
1202     desc => 'This value increases the player\'s healing rate. Negative values decrease it.',
1203     name => 'health regen.',
1204     type => 'int'
1205     },
1206     last_eat => {
1207     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.',
1208     name => 'food depletion',
1209     type => 'int'
1210     },
1211     last_sp => {
1212     desc => 'If set, the disease imposes a <slowdown penalty> while being infected. The player\'s speed is reduced by <slowdown penalty> % of normal value.',
1213     name => 'slowdown penalty',
1214     type => 'int'
1215     },
1216     maxsp => {
1217     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.',
1218     name => 'mana depletion',
1219     type => 'int'
1220     },
1221     other_arch => {
1222     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.',
1223     name => 'create arch',
1224     type => 'string'
1225     },
1226     sp => {
1227     desc => 'This value increases the player\'s rate of mana regeneration. Negative values decrease it.',
1228     name => 'mana regen.',
1229     type => 'int'
1230     }
1231     }
1232     ],
1233     [
1234     'disability',
1235     {
1236     Cha => {
1237     desc => 'The player\'s charisma will rise by the given value while being infected. (Negative values make charisma fall)',
1238     name => 'charisma',
1239     type => 'int'
1240     },
1241     Con => {
1242     desc => 'The player\'s constitution will rise by the given value while being infected. (Negative values make constitution fall)',
1243     name => 'constitution',
1244     type => 'int'
1245     },
1246     Dex => {
1247     desc => 'The player\'s dexterity will rise by the given value while being infected. (Negative values make dexterity fall)',
1248     name => 'dexterity',
1249     type => 'int'
1250     },
1251     Int => {
1252     desc => 'The player\'s intelligence will rise by the given value while being infected. (Negative values make intelligence fall)',
1253     name => 'intelligence',
1254     type => 'int'
1255     },
1256     Pow => {
1257     desc => 'The player\'s power will rise by the given value while being infected. (Negative values make power fall)',
1258     name => 'power',
1259     type => 'int'
1260     },
1261     Str => {
1262     desc => 'The player\'s strength will rise by the given value while being infected. (Negative values make strength fall)',
1263     name => 'strength',
1264     type => 'int'
1265     },
1266     Wis => {
1267     desc => 'The player\'s wisdom will rise by the given value while being infected. (Negative values make wisdom fall)',
1268     name => 'wisdom',
1269     type => 'int'
1270     }
1271     }
1272     ]
1273     ],
1274 root 1.3 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.'
1275     },
1276     Duplicator => {
1277     attr => {
1278 root 1.4 connected => {
1279     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!',
1280     name => 'connection',
1281     type => 'int'
1282     },
1283     level => {
1284     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.',
1285     name => 'multiply factor',
1286     type => 'int'
1287     },
1288     other_arch => {
1289     desc => 'Only objects of matching archtype, lying ontop of the dublicator will be dublicated, multiplied or removed. All other objects will be ignored.',
1290     name => 'target arch',
1291     type => 'string'
1292 root 1.1 }
1293 root 1.3 },
1294     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.',
1295     ignore => [
1296     $IGNORE_LIST{system_object}
1297     ],
1298 root 1.5 name => 'Duplicator',
1299 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%.'
1300     },
1301     Exit => {
1302     attr => {
1303 root 1.4 fly_on => {
1304     desc => 'If set, the player will apply the exit by "flying into it". Flying means the player is levitating. E.g. wearing levitation boots.',
1305     name => 'apply by flying',
1306     type => 'bool'
1307     },
1308     hp => {
1309     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.',
1310     name => 'destination X',
1311     type => 'int'
1312     },
1313     msg => {
1314     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. =)',
1315     end => 'endmsg',
1316     name => 'exit message',
1317     type => 'text'
1318     },
1319     slaying => {
1320     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".',
1321     name => 'exit path',
1322     type => 'string'
1323     },
1324     sp => {
1325     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.',
1326     name => 'destination Y',
1327     type => 'int'
1328     },
1329     unique => {
1330     desc => 'This flag defines the destined map as "personal unique map". If set, there will be a seperate version of that map for every player out there. This feature is used for the permanent apartments (in Scorn/Nuernberg/Caterham...). It should not be used for anything else than apartments, since Crossfire is a *multi*player game. In such a permanent apartment don\'t forget to set the unique-flag for all floor tiles too (see floors). An exit pointing outside of a personal unique map must have the "unique destination"-flag unset.',
1331     name => 'unique destination',
1332     type => 'bool'
1333     },
1334     walk_on => {
1335     desc => 'If set, the player will apply the exit by just walking into it. This must be set for the invisible exits for example. If unset, the player has to step onto the exit and press \'a\' to get transferred.',
1336     name => 'apply by walking',
1337     type => 'bool'
1338 root 1.1 }
1339 root 1.3 },
1340     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.',
1341     ignore => [
1342     $IGNORE_LIST{non_pickable}
1343     ],
1344 root 1.5 name => 'Exit',
1345 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.'
1346     },
1347     Flesh => {
1348     attr => {
1349 root 1.4 food => {
1350     desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
1351     name => 'foodpoints',
1352     type => 'int'
1353     },
1354     level => {
1355     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.',
1356     name => 'flesh level',
1357     type => 'int'
1358 root 1.3 },
1359 root 1.4 msg => {
1360     desc => 'This text may describe the item.',
1361     end => 'endmsg',
1362     name => 'description',
1363     type => 'text'
1364     },
1365     startequip => {
1366     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1367     name => 'godgiven item',
1368     type => 'bool'
1369 root 1.1 }
1370 root 1.3 },
1371     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 cathegories. 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.',
1372 root 1.5 name => 'Flesh',
1373 root 1.4 section => [
1374     [
1375     'resistance',
1376     {
1377     resist_acid => {
1378     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.',
1379     name => 'resist acid %',
1380     type => 'int'
1381     },
1382     resist_blind => {
1383     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.',
1384     name => 'resist blinding %',
1385     type => 'int'
1386     },
1387     resist_chaos => {
1388     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.',
1389     name => 'resist chaos %',
1390     type => 'int'
1391     },
1392     resist_cold => {
1393     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.',
1394     name => 'resist cold %',
1395     type => 'int'
1396     },
1397     resist_confusion => {
1398     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.',
1399     name => 'resist confusion %',
1400     type => 'int'
1401     },
1402     resist_death => {
1403     desc => 'RResistances 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.',
1404     name => 'resist death-attack %',
1405     type => 'int'
1406     },
1407     resist_deplete => {
1408     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.',
1409     name => 'resist depletion %',
1410     type => 'int'
1411     },
1412     resist_drain => {
1413     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.',
1414     name => 'resist draining %',
1415     type => 'int'
1416     },
1417     resist_electricity => {
1418     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.',
1419     name => 'resist electricity %',
1420     type => 'int'
1421     },
1422     resist_fear => {
1423     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.',
1424     name => 'resist fear %',
1425     type => 'int'
1426     },
1427     resist_fire => {
1428     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.',
1429     name => 'resist fire %',
1430     type => 'int'
1431     },
1432     resist_ghosthit => {
1433     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.',
1434     name => 'resist ghosthit %',
1435     type => 'int'
1436     },
1437     resist_magic => {
1438     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.',
1439     name => 'resist magic %',
1440     type => 'int'
1441     },
1442     resist_paralyze => {
1443     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.',
1444     name => 'resist paralyze %',
1445     type => 'int'
1446     },
1447     resist_physical => {
1448     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.',
1449     name => 'resist physical %',
1450     type => 'int'
1451     },
1452     resist_poison => {
1453     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.',
1454     name => 'resist poison %',
1455     type => 'int'
1456     },
1457     resist_slow => {
1458     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.',
1459     name => 'resist slow %',
1460     type => 'int'
1461     },
1462     resist_weaponmagic => {
1463     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.',
1464     name => 'resist weaponmagic %',
1465     type => 'int'
1466     }
1467     }
1468     ]
1469     ],
1470 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.'
1471     },
1472     Floor => {
1473     attr => {
1474 root 1.4 damned => {
1475     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
1476     name => 'no prayers',
1477     type => 'bool'
1478     },
1479     is_floor => {
1480 root 1.6 type => 'fixed',
1481     value => 1
1482 root 1.4 },
1483     msg => {
1484     desc => 'This text may describe the object.',
1485     end => 'endmsg',
1486     name => 'description',
1487     type => 'text'
1488     },
1489     no_magic => {
1490     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
1491     name => 'no spells',
1492     type => 'bool'
1493     },
1494     no_pass => {
1495     desc => 'If set, the object cannot be passed by players nor monsters.',
1496     name => 'blocking passage',
1497     type => 'bool'
1498     },
1499     no_pick => {
1500 root 1.6 type => 'fixed',
1501     value => 1
1502 root 1.3 },
1503 root 1.4 unique => {
1504     desc => 'Unique floor means that any items dropped on that spot will be saved byond map reset. For permanent apartments, all floor tiles must be set <unique map>.',
1505     name => 'unique map',
1506     type => 'bool'
1507 root 1.1 }
1508 root 1.3 },
1509     desc => 'Floor is a very basic thing whithout too much functionality. It\'s a floor - you stand on it.',
1510     ignore => [
1511     $IGNORE_LIST{non_pickable}
1512     ],
1513 root 1.5 name => 'Floor',
1514 root 1.3 required => {
1515     alive => 0,
1516     is_floor => 1
1517 root 1.4 },
1518     section => [
1519     [
1520     'terrain',
1521     {
1522     is_hilly => {
1523     desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
1524     name => 'hilly terrain',
1525     type => 'bool'
1526     },
1527     is_wooded => {
1528     desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
1529     name => 'wooded terrain',
1530     type => 'bool'
1531     },
1532     slow_move => {
1533     desc => 'If <slow movement> is set to a value greater zero, all creatures moving over this spot will be slower than normal. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 7 - spider web (sticky as hell)',
1534     name => 'slow movement',
1535     type => 'int'
1536     }
1537     }
1538     ]
1539     ]
1540 root 1.3 },
1541     'Floor (Encounter)' => {
1542     attr => {
1543 root 1.4 damned => {
1544     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
1545     name => 'no prayers',
1546     type => 'bool'
1547     },
1548     is_floor => {
1549 root 1.6 type => 'fixed',
1550     value => 1
1551 root 1.4 },
1552     msg => {
1553     desc => 'This text may describe the object.',
1554     end => 'endmsg',
1555     name => 'description',
1556     type => 'text'
1557     },
1558     no_magic => {
1559     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
1560     name => 'no spells',
1561     type => 'bool'
1562     },
1563     no_pass => {
1564     desc => 'If set, the object cannot be passed by players nor monsters.',
1565     name => 'blocking passage',
1566     type => 'bool'
1567     },
1568     no_pick => {
1569 root 1.6 type => 'fixed',
1570     value => 1
1571 root 1.3 },
1572 root 1.4 unique => {
1573     desc => 'Unique floor means that any items dropped on that spot will be saved byond map reset. For permanent apartments, all floor tiles must be set <unique map>.',
1574     name => 'unique map',
1575     type => 'bool'
1576 root 1.1 }
1577 root 1.3 },
1578     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.',
1579     ignore => [
1580     $IGNORE_LIST{non_pickable}
1581 root 1.4 ],
1582 root 1.5 name => 'Floor (Encounter)',
1583 root 1.4 section => [
1584     [
1585     'terrain',
1586     {
1587     is_hilly => {
1588     desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
1589     name => 'hilly terrain',
1590     type => 'bool'
1591     },
1592     is_wooded => {
1593     desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
1594     name => 'wooded terrain',
1595     type => 'bool'
1596     },
1597     slow_move => {
1598     desc => 'If <slow movement> is set to a value greater zero, all creatures moving over this spot will be slower than normal. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 7 - spider web (sticky as hell)',
1599     name => 'slow movement',
1600     type => 'int'
1601     }
1602     }
1603     ]
1604 root 1.3 ]
1605     },
1606     Food => {
1607     attr => {
1608 root 1.4 food => {
1609     desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
1610     name => 'foodpoints',
1611     type => 'int'
1612     },
1613     startequip => {
1614     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1615     name => 'godgiven item',
1616     type => 'bool'
1617 root 1.1 }
1618 root 1.3 },
1619 root 1.5 desc => 'By eating/drinking food-objects, the player can fill his stomache and gain a little health.',
1620     name => 'Food'
1621 root 1.1 },
1622 root 1.3 Gate => {
1623     attr => {
1624 root 1.4 connected => {
1625     desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
1626     name => 'connection',
1627     type => 'int'
1628     },
1629     damned => {
1630     desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
1631     name => 'restrict prayers',
1632     type => 'bool'
1633     },
1634     no_magic => {
1635     desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
1636     name => 'restrict spells',
1637     type => 'bool'
1638     },
1639     no_pass => {
1640     desc => 'For open gates, <blocking passage> should be unset. For closed gates it must be set.',
1641     name => 'blocking passage',
1642     type => 'bool'
1643     },
1644     no_pick => {
1645 root 1.6 type => 'fixed',
1646     value => 1
1647 root 1.4 },
1648     wc => {
1649     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.',
1650     name => 'position state',
1651     type => 'int'
1652 root 1.1 }
1653 root 1.3 },
1654     desc => 'Gates play an important role in Crossfire. 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.',
1655     ignore => [
1656     $IGNORE_LIST{non_pickable}
1657     ],
1658 root 1.5 name => 'Gate',
1659 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".'
1660     },
1661     Girdle => {
1662     attr => {
1663 root 1.4 magic => {
1664     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.',
1665     name => 'magic bonus',
1666     type => 'int'
1667 root 1.1 }
1668 root 1.3 },
1669     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.',
1670     import => [
1671     $TYPE{Amulet}
1672     ],
1673 root 1.5 name => 'Girdle',
1674 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.'
1675     },
1676     Gloves => {
1677     attr => {
1678 root 1.4 magic => {
1679     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.',
1680     name => 'magic bonus',
1681     type => 'int'
1682 root 1.1 }
1683 root 1.3 },
1684     desc => 'Wearing gloves, the object\'s stats will directly be inherited to the player. Gloves can add defense or damage bonuses.',
1685     import => [
1686     $TYPE{Amulet}
1687     ],
1688 root 1.5 name => 'Gloves',
1689 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.'
1690     },
1691     Handle => {
1692     attr => {
1693 root 1.4 connected => {
1694     desc => 'Every time the handle is applied, all objects with the same <connection> value are activated.',
1695     name => 'connection',
1696     type => 'int'
1697     },
1698     msg => {
1699     desc => 'This text may describe the item. You can use this message to explain the handle\'s purpose to the player.',
1700     end => 'endmsg',
1701     name => 'description',
1702     type => 'text'
1703     },
1704     no_pick => {
1705 root 1.6 type => 'fixed',
1706     value => 1
1707 root 1.1 }
1708 root 1.3 },
1709     desc => 'A handle can be applied by players and (certain) monsters. Every time it is applied, the &lt;connection&gt; value is triggered.',
1710     ignore => [
1711     $IGNORE_LIST{non_pickable}
1712     ],
1713 root 1.5 name => 'Handle',
1714 root 1.3 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.'
1715     },
1716     'Handle Trigger' => {
1717     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.',
1718     ignore => [
1719     $IGNORE_LIST{non_pickable}
1720     ],
1721     import => [
1722     $TYPE{Handle}
1723     ],
1724 root 1.5 name => 'Handle Trigger',
1725 root 1.3 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.'
1726     },
1727     'Hazard Floor' => {
1728     attr => {
1729 root 1.4 attacktype => {
1730     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.',
1731     name => 'attacktype',
1732     type => 'bitmask',
1733     value => $BITMASK{attacktype}
1734     },
1735     dam => {
1736     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.',
1737     name => 'base damage',
1738     type => 'int'
1739     },
1740     damned => {
1741     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
1742     name => 'no prayers',
1743     type => 'bool'
1744     },
1745     is_floor => {
1746 root 1.6 type => 'fixed',
1747     value => 1
1748 root 1.4 },
1749     level => {
1750     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.',
1751     name => 'attack level',
1752     type => 'int'
1753     },
1754     lifesave => {
1755 root 1.6 type => 'fixed',
1756     value => 1
1757 root 1.4 },
1758     no_magic => {
1759     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
1760     name => 'no spells',
1761     type => 'bool'
1762     },
1763     no_pick => {
1764 root 1.6 type => 'fixed',
1765     value => 1
1766 root 1.4 },
1767     unique => {
1768     desc => 'Unique floor means that any items dropped on that spot will be saved byond map reset. For permanent apartments, all floor tiles must be set <unique map>.',
1769     name => 'unique map',
1770     type => 'bool'
1771     },
1772     walk_on => {
1773 root 1.6 type => 'fixed',
1774     value => 1
1775 root 1.3 },
1776 root 1.4 wc => {
1777     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.',
1778     name => 'weaponclass',
1779     type => 'int'
1780 root 1.1 }
1781 root 1.3 },
1782     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.',
1783     ignore => [
1784     $IGNORE_LIST{non_pickable}
1785     ],
1786 root 1.5 name => 'Hazard Floor',
1787 root 1.3 required => {
1788     is_floor => 1
1789     },
1790 root 1.4 section => [
1791     [
1792     'terrain',
1793     {
1794     is_hilly => {
1795     desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
1796     name => 'hilly terrain',
1797     type => 'bool'
1798     },
1799     is_wooded => {
1800     desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
1801     name => 'wooded terrain',
1802     type => 'bool'
1803     },
1804     slow_move => {
1805     desc => 'If <slow movement> is set to a value greater zero, all creatures moving over this spot will be slower than normal. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 7 - spider web (sticky as hell)',
1806     name => 'slow movement',
1807     type => 'int'
1808     }
1809     }
1810     ]
1811     ],
1812 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.'
1813     },
1814     Helmet => {
1815     attr => {
1816 root 1.4 magic => {
1817     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>.',
1818     name => 'magic bonus',
1819     type => 'int'
1820 root 1.1 }
1821 root 1.3 },
1822     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.',
1823     import => [
1824     $TYPE{Amulet}
1825     ],
1826 root 1.5 name => 'Helmet',
1827 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.'
1828     },
1829     'Holy Altar' => {
1830     attr => {
1831 root 1.4 level => {
1832     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> 100. Some characters might need those altars, they would be very unhappy to see them re-consecrated to another cult.',
1833     name => 'reconsecrate level',
1834     type => 'int'
1835     },
1836     no_pick => {
1837 root 1.6 type => 'fixed',
1838     value => 1
1839 root 1.4 },
1840     other_arch => {
1841     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.',
1842     name => 'god name',
1843     type => 'string'
1844 root 1.1 }
1845 root 1.3 },
1846     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.',
1847     ignore => [
1848     $IGNORE_LIST{non_pickable}
1849 root 1.5 ],
1850     name => 'Holy Altar'
1851 root 1.3 },
1852     Horn => {
1853     attr => {
1854 root 1.4 hp => {
1855     desc => 'This value represents the initial amount of spellpoints in the horn. Naturally, this is quite unimportant.',
1856     name => 'initial spellpoints',
1857     type => 'int'
1858     },
1859     level => {
1860     desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should not be set too high.',
1861     name => 'casting level',
1862     type => 'int'
1863     },
1864     maxhp => {
1865     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.',
1866     name => 'max. spellpoints',
1867     type => 'int'
1868     },
1869     msg => {
1870     desc => 'This text may contain a description of the horn.',
1871     end => 'endmsg',
1872     name => 'description',
1873     type => 'text'
1874     },
1875     sp => {
1876     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!',
1877     name => 'spell',
1878     type => 'spell'
1879     },
1880     startequip => {
1881     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1882     name => 'godgiven item',
1883     type => 'bool'
1884 root 1.1 }
1885 root 1.3 },
1886     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.',
1887     ignore => [
1888     'title'
1889     ],
1890 root 1.5 name => 'Horn',
1891 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.'
1892     },
1893     Inorganic => {
1894     attr => {
1895 root 1.4 is_dust => {
1896     name => 'is dust',
1897     type => 'bool'
1898 root 1.1 }
1899 root 1.3 },
1900 root 1.4 desc => 'Inorganic materials are generally used as ingredients for alchemical receipes. By themselves, they have no special functionalities.',
1901 root 1.5 name => 'Inorganic',
1902 root 1.4 section => [
1903     [
1904     'resistance',
1905     {
1906     resist_acid => {
1907     name => 'resist acid %',
1908     type => 'int'
1909     },
1910     resist_chaos => {
1911     name => 'resist chaos %',
1912     type => 'int'
1913     },
1914     resist_cold => {
1915     name => 'resist cold %',
1916     type => 'int'
1917     },
1918     resist_death => {
1919     name => 'resist death-attack %',
1920     type => 'int'
1921     },
1922     resist_electricity => {
1923     name => 'resist electricity %',
1924     type => 'int'
1925     },
1926     resist_fire => {
1927     name => 'resist fire %',
1928     type => 'int'
1929     },
1930     resist_ghosthit => {
1931     name => 'resist ghosthit %',
1932     type => 'int'
1933     },
1934     resist_holyword => {
1935     name => 'resist holy power %',
1936     type => 'int'
1937     },
1938     resist_magic => {
1939     name => 'resist magic %',
1940     type => 'int'
1941     },
1942     resist_physical => {
1943     name => 'resist physical %',
1944     type => 'int'
1945     },
1946     resist_poison => {
1947     name => 'resist poison %',
1948     type => 'int'
1949     },
1950     resist_weaponmagic => {
1951     name => 'resist weaponmagic %',
1952     type => 'int'
1953     }
1954     }
1955     ]
1956     ]
1957 root 1.1 },
1958 root 1.3 'Inventory Checker' => {
1959     attr => {
1960 root 1.4 connected => {
1961     desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
1962     name => 'connection',
1963     type => 'int'
1964     },
1965     hp => {
1966     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. ;)',
1967     name => 'match type',
1968     type => 'int'
1969     },
1970     last_heal => {
1971     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!',
1972     name => 'remove match',
1973     type => 'bool'
1974     },
1975     last_sp => {
1976     desc => 'Enabled means having that object is a match. Disabled means not having that object is a match.',
1977     name => 'match = having',
1978     type => 'bool'
1979     },
1980     no_pass => {
1981     desc => 'If set, only players meeting the match criteria can pass through that space. If unset (default), the inventory checker acts like a trigger/button.',
1982     name => 'blocking passage',
1983     type => 'bool'
1984     },
1985     no_pick => {
1986 root 1.6 type => 'fixed',
1987     value => 1
1988 root 1.4 },
1989     race => {
1990     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>.',
1991     name => 'match arch name',
1992     type => 'string'
1993     },
1994     slaying => {
1995     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.',
1996     name => 'match key string',
1997     type => 'string'
1998 root 1.1 }
1999 root 1.3 },
2000     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 (-&gt; "no_pass"). <br><br> As you can see, inv. checkers are quite powerful, holding a great variety of possibilities.',
2001     ignore => [
2002     $IGNORE_LIST{system_object}
2003     ],
2004 root 1.5 name => 'Inventory Checker',
2005 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.'
2006     },
2007     Jewel => {
2008     attr => {
2009 root 1.4 msg => {
2010     desc => 'This text may describe the object.',
2011     end => 'endmsg',
2012     name => 'description',
2013     type => 'text'
2014     },
2015     race => {
2016 root 1.6 type => 'fixed',
2017     value => 'gold and jewels'
2018 root 1.1 }
2019 root 1.3 },
2020 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.',
2021     name => 'Jewel'
2022 root 1.1 },
2023 root 1.3 'Locked Door' => {
2024     attr => {
2025 root 1.4 damned => {
2026     desc => 'Restricting the use of prayers to pass this door. This should be set in most cases.',
2027     name => 'restrict prayers',
2028     type => 'bool'
2029     },
2030     msg => {
2031     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.',
2032     end => 'endmsg',
2033     name => 'lock message',
2034     type => 'text'
2035     },
2036     no_magic => {
2037     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).',
2038     name => 'restrict spells',
2039     type => 'bool'
2040     },
2041     no_pass => {
2042 root 1.6 type => 'fixed',
2043     value => 1
2044 root 1.4 },
2045     no_pick => {
2046 root 1.6 type => 'fixed',
2047     value => 1
2048 root 1.4 },
2049     slaying => {
2050     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 CF mapset. DONT EVER USE the default string "set_individual_value".',
2051     name => 'key string',
2052     type => 'string'
2053 root 1.1 }
2054 root 1.3 },
2055     desc => 'A locked door can be opened only when carrying the appropriate special key.',
2056     ignore => [
2057     $IGNORE_LIST{non_pickable}
2058     ],
2059 root 1.5 name => 'Locked Door',
2060 root 1.3 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).'
2061     },
2062     'Magic Ear' => {
2063     attr => {
2064 root 1.4 connected => {
2065     desc => 'The Magic_ear will trigger all objects with the same connection value, every time it is activated.',
2066     name => 'connection',
2067     type => 'int'
2068     },
2069     msg => {
2070     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!',
2071     end => 'endmsg',
2072     name => 'keyword-matching',
2073     type => 'text'
2074     },
2075     no_pick => {
2076 root 1.6 type => 'fixed',
2077     value => 1
2078 root 1.1 }
2079 root 1.3 },
2080     desc => 'Magic_ears trigger a connected value when the player speaks a specific keyword.',
2081     ignore => [
2082     $IGNORE_LIST{system_object}
2083     ],
2084 root 1.5 name => 'Magic Ear',
2085 root 1.3 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.'
2086     },
2087     'Magic Wall' => {
2088     attr => {
2089 root 1.4 connected => {
2090     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.',
2091     name => 'connection',
2092     type => 'int'
2093     },
2094     dam => {
2095     desc => 'The magic wall will cast this <spell>.',
2096     name => 'spell',
2097     type => 'spell'
2098     },
2099     level => {
2100     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.',
2101     name => 'spell level',
2102     type => 'int'
2103 root 1.3 },
2104 root 1.4 no_pass => {
2105     desc => 'If set, the object cannot be passed by players nor monsters.',
2106     name => 'blocking passage',
2107     type => 'bool'
2108 root 1.3 },
2109 root 1.4 sp => {
2110     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.',
2111     name => 'direction',
2112     type => 'list',
2113     value => $LIST{direction}
2114     },
2115     speed => {
2116     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".',
2117     name => 'casting speed',
2118     type => 'float'
2119 root 1.1 }
2120 root 1.3 },
2121     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.',
2122     ignore => [
2123     $IGNORE_LIST{non_pickable}
2124     ],
2125 root 1.5 name => 'Magic Wall',
2126 root 1.4 section => [
2127     [
2128     'destroyable',
2129     {
2130     ac => {
2131     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>.',
2132     name => 'armour class',
2133     type => 'int'
2134     },
2135     alive => {
2136     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.',
2137     name => 'is destroyable',
2138     type => 'bool'
2139     },
2140     hp => {
2141     desc => 'The more <hitpoints> the wall has, the longer it takes to be destroyed.',
2142     name => 'hitpoints',
2143     type => 'int'
2144     },
2145     maxhp => {
2146     desc => '<max hitpoints> are the maximum amount of hitpoints the wall can have. This only makes sense if the wall can regain health.',
2147     name => 'max hitpoints',
2148     type => 'int'
2149     }
2150     }
2151     ],
2152     [
2153     'resistance',
2154     {
2155     resist_acid => {
2156     name => 'resist acid %',
2157     type => 'int'
2158     },
2159     resist_blind => {
2160     name => 'resist blinding %',
2161     type => 'int'
2162     },
2163     resist_chaos => {
2164     name => 'resist chaos %',
2165     type => 'int'
2166     },
2167     resist_cold => {
2168     name => 'resist cold %',
2169     type => 'int'
2170     },
2171     resist_confusion => {
2172     name => 'resist confusion %',
2173     type => 'int'
2174     },
2175     resist_death => {
2176     name => 'resist death-attack %',
2177     type => 'int'
2178     },
2179     resist_deplete => {
2180     name => 'resist depletion %',
2181     type => 'int'
2182     },
2183     resist_drain => {
2184     name => 'resist draining %',
2185     type => 'int'
2186     },
2187     resist_electricity => {
2188     name => 'resist electricity %',
2189     type => 'int'
2190     },
2191     resist_fear => {
2192     name => 'resist fear %',
2193     type => 'int'
2194     },
2195     resist_fire => {
2196     name => 'resist fire %',
2197     type => 'int'
2198     },
2199     resist_ghosthit => {
2200     name => 'resist ghosthit %',
2201     type => 'int'
2202     },
2203     resist_godpower => {
2204     name => 'resist godpower %',
2205     type => 'int'
2206     },
2207     resist_holyword => {
2208     name => 'resist holy power %',
2209     type => 'int'
2210     },
2211     resist_magic => {
2212     name => 'resist magic %',
2213     type => 'int'
2214     },
2215     resist_paralyze => {
2216     name => 'resist paralyze %',
2217     type => 'int'
2218     },
2219     resist_physical => {
2220     name => 'resist physical %',
2221     type => 'int'
2222     },
2223     resist_poison => {
2224     name => 'resist poison %',
2225     type => 'int'
2226     },
2227     resist_slow => {
2228     name => 'resist slow %',
2229     type => 'int'
2230     },
2231     resist_turn_undead => {
2232     name => 'resist turn undead %',
2233     type => 'int'
2234     },
2235     resist_weaponmagic => {
2236     name => 'resist weaponmagic %',
2237     type => 'int'
2238     }
2239     }
2240     ]
2241     ],
2242 root 1.3 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".'
2243     },
2244     Marker => {
2245     attr => {
2246 root 1.4 connected => {
2247     desc => 'When the detector is triggered, all objects with the same connection value get activated.',
2248     name => 'connection',
2249     type => 'int'
2250     },
2251     food => {
2252     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.',
2253     name => 'mark duration',
2254     type => 'int'
2255     },
2256     msg => {
2257     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.',
2258     end => 'endmsg',
2259     name => 'marking message',
2260     type => 'text'
2261     },
2262     name => {
2263     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.',
2264     name => 'delete mark',
2265     type => 'string'
2266     },
2267     no_pick => {
2268 root 1.6 type => 'fixed',
2269     value => 1
2270 root 1.4 },
2271     slaying => {
2272     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.',
2273     name => 'key string',
2274     type => 'string'
2275     },
2276     speed => {
2277     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.',
2278     name => 'marking speed',
2279     type => 'float'
2280 root 1.1 }
2281 root 1.3 },
2282     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.',
2283     ignore => [
2284     $IGNORE_LIST{system_object}
2285     ],
2286 root 1.5 name => 'Marker',
2287 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.'
2288     },
2289     Misc => {
2290     attr => {
2291 root 1.4 cursed => {
2292     desc => 'Curses can have various effects: On equipment and food, they generally harm the player in some way.',
2293     name => 'cursed',
2294     type => 'bool'
2295     },
2296     damned => {
2297     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.',
2298     name => 'damned',
2299     type => 'bool'
2300     },
2301     msg => {
2302     desc => 'This text may describe the object.',
2303     end => 'endmsg',
2304     name => 'description',
2305     type => 'text'
2306     },
2307     no_pass => {
2308     desc => 'If set, the object cannot be passed by players nor monsters.',
2309     name => 'blocking passage',
2310     type => 'bool'
2311     },
2312     startequip => {
2313     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2314     name => 'godgiven item',
2315     type => 'bool'
2316     },
2317     unique => {
2318     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
2319     name => 'unique item',
2320     type => 'bool'
2321 root 1.1 }
2322 root 1.5 },
2323     name => 'Misc'
2324 root 1.1 },
2325 root 1.3 Money => {
2326     attr => {
2327 root 1.4 race => {
2328 root 1.6 type => 'fixed',
2329     value => 'gold and jewels'
2330 root 1.1 }
2331 root 1.3 },
2332     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.',
2333     ignore => [
2334     'unpaid'
2335 root 1.5 ],
2336     name => 'Money'
2337 root 1.3 },
2338     'Monster & NPC' => {
2339     attr => {
2340 root 1.4 alive => {
2341 root 1.6 type => 'fixed',
2342     value => 1
2343 root 1.4 },
2344     carrying => {
2345     desc => 'If a monster has something in the inventory, this value can be set to reflect the slowdown due to the carried weight.',
2346     name => 'carries weight',
2347     type => 'int'
2348     },
2349     exp => {
2350     desc => 'When a player kills this monster, he will get exactly this amount of <experience>. The experience will flow into the skill-cathegory 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!',
2351     name => 'experience',
2352     type => 'int'
2353     },
2354     flying => {
2355     desc => 'Flying monsters won\'t get slowed down in rough terrain and they won\'t be affected by movers.',
2356     name => 'flying',
2357     type => 'bool'
2358     },
2359     generator => {
2360     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.',
2361     name => 'multiply',
2362     type => 'bool'
2363 root 1.3 },
2364 root 1.4 level => {
2365     desc => 'A monster\'s <level> is the most important attribute. <level> affects the power of a monster in various ways.',
2366     name => 'level',
2367     type => 'int'
2368 root 1.3 },
2369 root 1.4 msg => {
2370     end => 'endmsg',
2371     name => 'npc message',
2372     type => 'text'
2373     },
2374     other_arch => {
2375     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.',
2376     name => 'breed monster',
2377     type => 'string'
2378 root 1.3 },
2379 root 1.4 race => {
2380     desc => 'Every monster should have a race set to cathegorize 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.',
2381     name => 'race',
2382     type => 'string'
2383 root 1.3 },
2384 root 1.4 randomitems => {
2385     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>.',
2386     name => 'treasurelist',
2387     type => 'treasurelist'
2388     },
2389     speed => {
2390     desc => 'The <speed> determines how fast a monster will both move and fight. High <speed> makes a monster considerably stronger.',
2391     name => 'speed',
2392     type => 'float'
2393     },
2394     undead => {
2395     desc => 'Several spells only affect undead monsters: turn undead, banish undead, holy word, etc.',
2396     name => 'undead',
2397     type => 'bool'
2398 root 1.3 },
2399 root 1.4 use_content_on_gen => {
2400     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.',
2401     name => 'template generation',
2402     type => 'bool'
2403 root 1.1 }
2404 root 1.3 },
2405     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.',
2406     ignore => [
2407     'material',
2408     'name_pl',
2409     'nrof',
2410     'value',
2411     'unpaid'
2412     ],
2413 root 1.5 name => 'Monster & NPC',
2414 root 1.3 required => {
2415     alive => 1,
2416     is_floor => 0,
2417     tear_down => 0
2418     },
2419 root 1.4 section => [
2420     [
2421     'melee',
2422     {
2423     Con => {
2424     desc => 'Monsters regenerate this many hit points each move. Each time the monster has a move, it gets <healing rate> health points back. Hence, <movement speed> has great effect on the monster\'s healing rate as well.',
2425     name => 'healing rate',
2426     type => 'int'
2427     },
2428     ac => {
2429     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).',
2430     name => 'armour class',
2431     type => 'int'
2432     },
2433     attacktype => {
2434     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.',
2435     name => 'attacktype',
2436     type => 'bitmask',
2437     value => $BITMASK{attacktype}
2438     },
2439     dam => {
2440     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.',
2441     name => 'damage',
2442     type => 'int'
2443     },
2444     hitback => {
2445     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.',
2446     name => 'hitback',
2447     type => 'bool'
2448     },
2449     hp => {
2450     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>.',
2451     name => 'health points',
2452     type => 'int'
2453     },
2454     maxhp => {
2455     desc => '<max health> is the maximum amount of <health points> this monster can have.',
2456     name => 'max health',
2457     type => 'int'
2458     },
2459     one_hit => {
2460     desc => 'Monsters with <one hit only> dissapear after one successful hit to a player.',
2461     name => 'one hit only',
2462     type => 'bool'
2463     },
2464     reflect_missile => {
2465     desc => 'A monster with this flag has the ability to <reflect missiles>, all kinds of projectiles (e.g. arrows, bolts, boulders) will bounce off.',
2466     name => 'reflect missiles',
2467     type => 'bool'
2468     },
2469     wc => {
2470     desc => 'Monsters of high <weapon class> are more likely to really hit their opponent. <weapon class> can be considered the "counterpiece" to <armour class>.',
2471     name => 'weapon class',
2472     type => 'int'
2473     }
2474     }
2475     ],
2476     [
2477     'spellcraft',
2478     {
2479     Pow => {
2480     desc => 'Monsters regenerate this many spellpoints each move. Each time the monster has a move, it gets <spellpoint regen.> spellpoints back. Hence, <movement speed> has great effect on the monster\'s spellpoint regeneration as well. 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.',
2481     name => 'spellpoint regen.',
2482     type => 'int'
2483     },
2484     can_cast_spell => {
2485     desc => 'If <can cast spell> is disabled, the monster cannot cast any spell. Only wands/rods/etc can be used, given the appropriate abilities.',
2486     name => 'can cast spell',
2487     type => 'bool'
2488     },
2489     maxsp => {
2490     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.',
2491     name => 'max spellpoints',
2492     type => 'int'
2493     },
2494     path_attuned => {
2495     desc => 'Click on the <attuned paths> button to select spellpaths. The creature will get attuned to the specified spellpaths.',
2496     name => 'attuned paths',
2497     type => 'bitmask',
2498     value => $BITMASK{spellpath}
2499     },
2500     path_denied => {
2501     desc => 'Click on the <denied paths> button to select spellpaths. The creature won\'t be able to cast spells of the specified paths.',
2502     name => 'denied paths',
2503     type => 'bitmask',
2504     value => $BITMASK{spellpath}
2505     },
2506     path_repelled => {
2507     desc => 'Click on the <repelled paths> button to select spellpaths. The creature will get repelled to the specified spellpaths.',
2508     name => 'repelled paths',
2509     type => 'bitmask',
2510     value => $BITMASK{spellpath}
2511     },
2512     reflect_spell => {
2513     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.',
2514     name => 'reflect spells',
2515     type => 'bool'
2516     },
2517     sp => {
2518     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>.',
2519     name => 'spellpoints',
2520     type => 'int'
2521     }
2522     }
2523     ],
2524     [
2525     'ability',
2526     {
2527     Int => {
2528     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.',
2529     name => 'detect hidden',
2530     type => 'int'
2531     },
2532     can_see_in_dark => {
2533     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.',
2534     name => 'see in darkness',
2535     type => 'bool'
2536     },
2537     can_use_armour => {
2538     desc => 'Monster is able to wear protective equipment like brestplate armour, shields, helmets etc.',
2539     name => 'can use armour',
2540     type => 'bool'
2541     },
2542     can_use_bow => {
2543     desc => 'Monster is able to use missile-weapon type objects.',
2544     name => 'can use bows',
2545     type => 'bool'
2546     },
2547     can_use_ring => {
2548     desc => 'Monster is able to wear rings.',
2549     name => 'can use rings',
2550     type => 'bool'
2551     },
2552     can_use_rod => {
2553     desc => 'Monster is able to use rods.',
2554     name => 'can use rods',
2555     type => 'bool'
2556     },
2557     can_use_scroll => {
2558     desc => 'Monster is able to read scrolls.',
2559     name => 'can use scrolls',
2560     type => 'bool'
2561     },
2562     can_use_skill => {
2563     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>.',
2564     name => 'can use skills',
2565     type => 'bool'
2566     },
2567     can_use_wand => {
2568     desc => 'Monster is able to use wands and staves.',
2569     name => 'can use wands',
2570     type => 'bool'
2571     },
2572     can_use_weapon => {
2573     desc => 'Monster is able to wield weapon type objects.',
2574     name => 'can use weapons',
2575     type => 'bool'
2576     },
2577     see_invisible => {
2578     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.',
2579     name => 'see invisible',
2580     type => 'bool'
2581     }
2582     }
2583     ],
2584     [
2585     'behave',
2586     {
2587     Wis => {
2588     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.',
2589     name => 'sensing range',
2590     type => 'int'
2591     },
2592     attack_movement => {
2593     name => 'attack movement',
2594     type => 'int'
2595     },
2596     friendly => {
2597     desc => '<friendly> monsters help the player, attacking any non-friendly monsters in range.',
2598     name => 'friendly',
2599     type => 'bool'
2600     },
2601     monster => {
2602     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.',
2603     name => 'monster behaviour',
2604     type => 'bool'
2605     },
2606     pick_up => {
2607     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.',
2608     name => 'pick up',
2609     type => 'bitmask',
2610     value => $BITMASK{pick_up}
2611     },
2612     run_away => {
2613     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.',
2614     name => 'run at % health',
2615     type => 'int'
2616     },
2617     sleep => {
2618     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.',
2619     name => 'asleep',
2620     type => 'bool'
2621     },
2622     stand_still => {
2623     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 Crossfire 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.',
2624     name => 'stand still',
2625     type => 'bool'
2626     },
2627     unaggressive => {
2628     desc => '<unaggressive> monsters do not attack players unless attacked first.',
2629     name => 'unaggressive',
2630     type => 'bool'
2631     },
2632     will_apply => {
2633     desc => 'This entry defines which kinds of environment actions the creature is able to perform.',
2634     name => 'misc. actions',
2635     type => 'bitmask',
2636     value => $BITMASK{will_apply}
2637     }
2638     }
2639     ],
2640     [
2641     'resistance',
2642     {
2643     resist_acid => {
2644     name => 'resist acid %',
2645     type => 'int'
2646     },
2647     resist_blind => {
2648     name => 'resist blinding %',
2649     type => 'int'
2650     },
2651     resist_chaos => {
2652     name => 'resist chaos %',
2653     type => 'int'
2654     },
2655     resist_cold => {
2656     name => 'resist cold %',
2657     type => 'int'
2658     },
2659     resist_confusion => {
2660     name => 'resist confusion %',
2661     type => 'int'
2662     },
2663     resist_death => {
2664     name => 'resist death-attack %',
2665     type => 'int'
2666     },
2667     resist_deplete => {
2668     name => 'resist depletion %',
2669     type => 'int'
2670     },
2671     resist_drain => {
2672     name => 'resist draining %',
2673     type => 'int'
2674     },
2675     resist_electricity => {
2676     name => 'resist electricity %',
2677     type => 'int'
2678     },
2679     resist_fear => {
2680     name => 'resist fear %',
2681     type => 'int'
2682     },
2683     resist_fire => {
2684     name => 'resist fire %',
2685     type => 'int'
2686     },
2687     resist_ghosthit => {
2688     name => 'resist ghosthit %',
2689     type => 'int'
2690     },
2691     resist_godpower => {
2692     name => 'resist godpower %',
2693     type => 'int'
2694     },
2695     resist_holyword => {
2696     name => 'resist holy power %',
2697     type => 'int'
2698     },
2699     resist_magic => {
2700     name => 'resist magic %',
2701     type => 'int'
2702     },
2703     resist_paralyze => {
2704     name => 'resist paralyze %',
2705     type => 'int'
2706     },
2707     resist_physical => {
2708     name => 'resist physical %',
2709     type => 'int'
2710     },
2711     resist_poison => {
2712     name => 'resist poison %',
2713     type => 'int'
2714     },
2715     resist_slow => {
2716     name => 'resist slow %',
2717     type => 'int'
2718     },
2719     resist_turn_undead => {
2720     name => 'resist turn undead %',
2721     type => 'int'
2722     },
2723     resist_weaponmagic => {
2724     name => 'resist weaponmagic %',
2725     type => 'int'
2726     }
2727     }
2728     ]
2729     ],
2730 root 1.3 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. :-)'
2731     },
2732     'Mood Floor' => {
2733     attr => {
2734 root 1.4 connected => {
2735     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!',
2736     name => 'connection',
2737     type => 'int'
2738     },
2739     damned => {
2740     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2741     name => 'no prayers',
2742     type => 'bool'
2743     },
2744     last_sp => {
2745     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!',
2746     name => 'mood',
2747     type => 'list',
2748     value => $LIST{mood}
2749     },
2750     no_magic => {
2751     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2752     name => 'no spells',
2753     type => 'bool'
2754     },
2755     no_pick => {
2756 root 1.6 type => 'fixed',
2757     value => 1
2758 root 1.1 }
2759 root 1.3 },
2760     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.',
2761     ignore => [
2762     $IGNORE_LIST{system_object}
2763     ],
2764 root 1.5 name => 'Mood Floor',
2765 root 1.3 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.)'
2766     },
2767     Mover => {
2768     attr => {
2769 root 1.4 attacktype => {
2770     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.',
2771     name => 'forced movement',
2772     type => 'bool'
2773     },
2774     hp => {
2775     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).',
2776     name => 'number of uses',
2777     type => 'int'
2778     },
2779     lifesave => {
2780     desc => 'If enabled, the mover gets "used up" after a certain number of moves (specified by <number of uses>). If disabled, the mover works infinitly.',
2781     name => 'gets used up',
2782     type => 'bool'
2783     },
2784     maxsp => {
2785     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.',
2786     name => 'freeze duration',
2787     type => 'int'
2788 root 1.3 },
2789 root 1.4 sp => {
2790     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.',
2791     name => 'direction',
2792     type => 'list',
2793     value => $LIST{direction}
2794     },
2795     speed => {
2796     desc => 'The movement speed value determines how fast a chain of these movers will push a player along (default is -0.2).',
2797     name => 'movement speed',
2798     type => 'float'
2799 root 1.1 }
2800 root 1.3 },
2801     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.',
2802     ignore => [
2803     $IGNORE_LIST{non_pickable}
2804     ],
2805 root 1.5 name => 'Mover',
2806 root 1.4 section => [
2807     [
2808     'targets',
2809     {
2810     fly_on => {
2811     desc => 'Move flying creatures enabled means all flying (living) objects will get moved too. If disabled, only walking (non-flying) creatures will get moved.',
2812     name => 'move flying creatures',
2813     type => 'bool'
2814     },
2815     level => {
2816     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.',
2817     name => 'move players',
2818     type => 'bool'
2819     },
2820     walk_on => {
2821     desc => 'This should always be set.',
2822     name => 'move walking creatures',
2823     type => 'bool'
2824     }
2825     }
2826     ]
2827     ],
2828 root 1.3 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).'
2829     },
2830     Pedestal => {
2831     attr => {
2832 root 1.4 connected => {
2833     desc => 'When the pedestal is triggered, all objects with the same connection value get activated.',
2834     name => 'connection',
2835     type => 'int'
2836     },
2837     no_pick => {
2838 root 1.6 type => 'fixed',
2839     value => 1
2840 root 1.4 },
2841     slaying => {
2842     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.',
2843     name => 'match race',
2844     type => 'string'
2845     },
2846     walk_off => {
2847 root 1.6 type => 'fixed',
2848     value => 1
2849 root 1.4 },
2850     walk_on => {
2851 root 1.6 type => 'fixed',
2852     value => 1
2853 root 1.3 }
2854     },
2855     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.',
2856     ignore => [
2857     $IGNORE_LIST{non_pickable}
2858     ],
2859 root 1.5 name => 'Pedestal',
2860 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.'
2861     },
2862     Pit => {
2863     attr => {
2864 root 1.4 connected => {
2865     desc => 'When a <connection> value is set, the pit can be opened/closed by activating the connection.',
2866     name => 'connection',
2867     type => 'int'
2868     },
2869     fly_on => {
2870     desc => 'If set, all flying creatures will fall into the pit as well. This is not the behaviour expected from a pit, and it should only be used for map-mechanisms (e.g. for transporting flying monsters). An interesting side-effect: If this flag is enabled, spell effects like fire/snow also make their way through the pit.',
2871     name => 'swallow flying',
2872     type => 'bool'
2873     },
2874     hp => {
2875     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!',
2876     name => 'destination X',
2877     type => 'int'
2878     },
2879     no_pick => {
2880 root 1.6 type => 'fixed',
2881     value => 1
2882 root 1.4 },
2883     sp => {
2884     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!',
2885     name => 'destination Y',
2886     type => 'int'
2887     },
2888     walk_on => {
2889     desc => 'If set, all walking creatures will fall into the pit. This does NOT need to be set for closed pits!',
2890     name => 'swallow walking',
2891     type => 'bool'
2892     },
2893     wc => {
2894     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.',
2895     name => 'position state',
2896     type => 'int'
2897 root 1.3 }
2898     },
2899     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 two-square 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.',
2900     ignore => [
2901     $IGNORE_LIST{non_pickable}
2902     ],
2903 root 1.5 name => 'Pit',
2904 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.'
2905     },
2906     'Poison Food' => {
2907 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.',
2908     name => 'Poison Food'
2909 root 1.3 },
2910     Potion => {
2911     attr => {
2912 root 1.4 attacktype => {
2913     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.',
2914     name => 'special effect',
2915     type => 'list',
2916     value => $LIST{potion_effect}
2917     },
2918     cursed => {
2919     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 >:)',
2920     name => 'cursed',
2921     type => 'bool'
2922 root 1.3 },
2923 root 1.4 level => {
2924     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.',
2925     name => 'potion level',
2926     type => 'int'
2927 root 1.3 },
2928 root 1.4 sp => {
2929     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".',
2930     name => 'spell',
2931     type => 'spell'
2932     },
2933     startequip => {
2934     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2935     name => 'godgiven item',
2936     type => 'bool'
2937 root 1.3 }
2938     },
2939     desc => 'The player can drink these and gain various kinds of benefits (/penalties) by doing so.',
2940 root 1.5 name => 'Potion',
2941 root 1.4 section => [
2942     [
2943     'stats',
2944     {
2945     Cha => {
2946     desc => 'The player\'s charisma 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.',
2947     name => 'charisma',
2948     type => 'int'
2949     },
2950     Con => {
2951     desc => 'The player\'s constitution 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.',
2952     name => 'constitution',
2953     type => 'int'
2954     },
2955     Dex => {
2956     desc => 'The player\'s dexterity 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.',
2957     name => 'dexterity',
2958     type => 'int'
2959     },
2960     Int => {
2961     desc => 'The player\'s intelligence 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.',
2962     name => 'intelligence',
2963     type => 'int'
2964     },
2965     Pow => {
2966     desc => 'The player\'s power 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.',
2967     name => 'power',
2968     type => 'int'
2969     },
2970     Str => {
2971     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.',
2972     name => 'strength',
2973     type => 'int'
2974     },
2975     Wis => {
2976     desc => 'The player\'s wisdom 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.',
2977     name => 'wisdom',
2978     type => 'int'
2979     }
2980     }
2981     ],
2982     [
2983     'resistance',
2984     {
2985     resist_acid => {
2986     desc => 'The player\'s resistance to acid will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
2987     name => 'resist acid %',
2988     type => 'int'
2989     },
2990     resist_cold => {
2991     desc => 'The player\'s resistance to cold will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
2992     name => 'resist cold %',
2993     type => 'int'
2994     },
2995     resist_confusion => {
2996     desc => 'The player\'s resistance to confusion will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
2997     name => 'resist confusion %',
2998     type => 'int'
2999     },
3000     resist_deplete => {
3001     desc => 'The player\'s resistance to depletion will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
3002     name => 'resist depletion %',
3003     type => 'int'
3004     },
3005     resist_drain => {
3006     desc => 'The player\'s resistance to draining will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
3007     name => 'resist draining %',
3008     type => 'int'
3009     },
3010     resist_electricity => {
3011     desc => 'The player\'s resistance to electricity will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
3012     name => 'resist electricity %',
3013     type => 'int'
3014     },
3015     resist_fire => {
3016     desc => 'The player\'s resistance to fire will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
3017     name => 'resist fire %',
3018     type => 'int'
3019     },
3020     resist_magic => {
3021     desc => 'The player\'s resistance to magic will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
3022     name => 'resist magic %',
3023     type => 'int'
3024     },
3025     resist_paralyze => {
3026     desc => 'The player\'s resistance to paralyze will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
3027     name => 'resist paralyze %',
3028     type => 'int'
3029     },
3030     resist_physical => {
3031     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
3032     name => 'resist physical %',
3033     type => 'int'
3034     },
3035     resist_poison => {
3036     desc => 'The player\'s resistance to poison will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
3037     name => 'resist poison %',
3038     type => 'int'
3039     },
3040     resist_weaponmagic => {
3041     desc => 'The player\'s resistance to weaponmagic will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
3042     name => 'resist weaponmagic %',
3043     type => 'int'
3044     }
3045     }
3046     ]
3047     ],
3048 root 1.3 use => 'One potion should never give multiple benefits at once.'
3049     },
3050     'Power Crystal' => {
3051     attr => {
3052 root 1.4 maxsp => {
3053     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.',
3054     name => 'mana capacity',
3055     type => 'int'
3056     },
3057     sp => {
3058     desc => '<initial mana> is the amount of spellpoints that the crystal holds when the map is loaded.',
3059     name => 'initial mana',
3060     type => 'int'
3061 root 1.1 }
3062 root 1.3 },
3063 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.',
3064     name => 'Power Crystal'
3065 root 1.1 },
3066 root 1.3 Projectile => {
3067     attr => {
3068 root 1.4 attacktype => {
3069     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.',
3070     name => 'attacktype',
3071     type => 'bitmask',
3072     value => $BITMASK{attacktype}
3073     },
3074     dam => {
3075     desc => 'The projectile <damage> significantly affects the damage done. Damage can be further increased by the shooting weapon\'s attributes.',
3076     name => 'damage',
3077     type => 'int'
3078     },
3079     food => {
3080     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).',
3081     name => 'chance to break',
3082     type => 'int'
3083     },
3084     magic => {
3085     desc => 'Magic bonus increases chance to hit and damage a little bit.',
3086     name => 'magic bonus',
3087     type => 'int'
3088     },
3089     msg => {
3090     desc => 'This text may describe the projectile. This could be nice for very special ones.',
3091     end => 'endmsg',
3092     name => 'description',
3093     type => 'text'
3094     },
3095     no_drop => {
3096     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.',
3097     name => 'don\'t drop',
3098     type => 'bool'
3099     },
3100     race => {
3101     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>.',
3102     name => 'ammunition class',
3103     type => 'string'
3104     },
3105     slaying => {
3106     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.',
3107     name => 'slaying race',
3108     type => 'string'
3109     },
3110     startequip => {
3111     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3112     name => 'godgiven item',
3113     type => 'bool'
3114     },
3115     unique => {
3116     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
3117     name => 'unique item',
3118     type => 'bool'
3119     },
3120     wc => {
3121     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.',
3122     name => 'weaponclass',
3123     type => 'int'
3124 root 1.3 }
3125     },
3126     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.',
3127 root 1.5 name => 'Projectile',
3128 root 1.3 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.'
3129     },
3130     Ring => {
3131     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.',
3132     import => [
3133     $TYPE{Amulet}
3134     ],
3135 root 1.5 name => 'Ring',
3136 root 1.3 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.'
3137     },
3138     Rod => {
3139     attr => {
3140 root 1.4 hp => {
3141     desc => 'This value represents the initial amount of spellpoints in the rod. Naturally, this is quite unimportant.',
3142     name => 'initial spellpoints',
3143     type => 'int'
3144     },
3145     level => {
3146     desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should be set to something reasonable.',
3147     name => 'casting level',
3148     type => 'int'
3149     },
3150     maxhp => {
3151     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.',
3152     name => 'max. spellpoints',
3153     type => 'int'
3154     },
3155     msg => {
3156     desc => 'This text may contain a description of the rod.',
3157     end => 'endmsg',
3158     name => 'description',
3159     type => 'text'
3160     },
3161     sp => {
3162     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!',
3163     name => 'spell',
3164     type => 'spell'
3165     },
3166     startequip => {
3167     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3168     name => 'godgiven item',
3169     type => 'bool'
3170 root 1.1 }
3171 root 1.3 },
3172     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.',
3173     ignore => [
3174     'title'
3175     ],
3176 root 1.5 name => 'Rod',
3177 root 1.3 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>'
3178     },
3179     Rune => {
3180     attr => {
3181 root 1.4 Cha => {
3182     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.',
3183     name => 'visibility',
3184     type => 'int'
3185     },
3186     attacktype => {
3187     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.',
3188     name => 'attacktype',
3189     type => 'bitmask',
3190     value => $BITMASK{attacktype}
3191     },
3192     dam => {
3193     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.',
3194     name => 'direct damage',
3195     type => 'int'
3196     },
3197     hp => {
3198     desc => 'The rune will detonate <number of charges> times before disappearing.',
3199     name => 'number of charges',
3200     type => 'int'
3201     },
3202     level => {
3203     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.',
3204     name => 'rune level',
3205     type => 'int'
3206     },
3207     msg => {
3208     desc => 'When the rune detonates, this text is displayed to the victim. For especially powerful runes, create an appropriate thrilling description. ;)',
3209     end => 'endmsg',
3210     name => 'detonation text',
3211     type => 'text'
3212     },
3213     no_pick => {
3214 root 1.6 type => 'fixed',
3215     value => 1
3216 root 1.3 },
3217 root 1.4 walk_on => {
3218 root 1.6 type => 'fixed',
3219     value => 1
3220 root 1.1 }
3221 root 1.3 },
3222     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.',
3223     ignore => [
3224     'no_pick',
3225     'title',
3226     'name_pl',
3227     'weight',
3228     'value',
3229     'material',
3230     'unpaid'
3231     ],
3232 root 1.5 name => 'Rune',
3233 root 1.4 section => [
3234     [
3235     'spellcraft',
3236     {
3237     maxhp => {
3238     desc => 'This should only be set to a summoning rune. It will then summon that many creatures of the kind <summon monster>.',
3239     name => 'summon amount',
3240     type => 'int'
3241     },
3242     maxsp => {
3243     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.',
3244     name => 'direction',
3245     type => 'list',
3246     value => $LIST{direction}
3247     },
3248     other_arch => {
3249     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.',
3250     name => 'spell arch',
3251     type => 'string'
3252     },
3253     race => {
3254     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.',
3255     name => 'summon monster',
3256     type => 'string'
3257     },
3258     slaying => {
3259     desc => 'Name of the spell in the rune, if any. <spell name> is optional, but if present, overrides the <spell> setting.',
3260     name => 'spell name',
3261     type => 'string'
3262     },
3263     sp => {
3264     desc => 'The selected <spell> defines the spell in the rune, if any. (Many runes do direct damage).',
3265     name => 'spell',
3266     type => 'spell'
3267     }
3268     }
3269     ]
3270     ],
3271 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.'
3272     },
3273     Savebed => {
3274     attr => {
3275 root 1.4 damned => {
3276 root 1.6 type => 'fixed',
3277     value => 1
3278 root 1.4 },
3279     no_magic => {
3280 root 1.6 type => 'fixed',
3281     value => 1
3282 root 1.4 },
3283     no_pick => {
3284 root 1.6 type => 'fixed',
3285     value => 1
3286 root 1.1 }
3287 root 1.3 },
3288     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.',
3289     ignore => [
3290     $IGNORE_LIST{non_pickable}
3291     ],
3292 root 1.5 name => 'Savebed',
3293 root 1.3 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 relyable 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>'
3294     },
3295     Scroll => {
3296     attr => {
3297 root 1.4 level => {
3298     desc => 'The spell of the scroll will be casted at this level. This value should always be set, at least to 1.',
3299     name => 'casting level',
3300     type => 'int'
3301     },
3302     sp => {
3303     desc => 'When a player/monster applies this scroll, the selected <spell> will be casted (once). This should work for any given spell.',
3304     name => 'spell',
3305     type => 'spell'
3306     },
3307     startequip => {
3308     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3309     name => 'godgiven item',
3310     type => 'bool'
3311 root 1.1 }
3312 root 1.3 },
3313     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.',
3314     ignore => [
3315     'title'
3316     ],
3317 root 1.5 name => 'Scroll',
3318 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.'
3319     },
3320     Shield => {
3321     attr => {
3322 root 1.4 magic => {
3323     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.',
3324     name => 'magic bonus',
3325     type => 'int'
3326 root 1.1 }
3327 root 1.3 },
3328     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.',
3329     import => [
3330     $TYPE{Amulet}
3331     ],
3332 root 1.5 name => 'Shield',
3333 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.'
3334     },
3335     'Shooting Weapon' => {
3336     attr => {
3337 root 1.4 cursed => {
3338     desc => 'A cursed shooting weapon cannot be unwielded unless the curse is removed.',
3339     name => 'curse',
3340     type => 'bool'
3341     },
3342     dam => {
3343     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.',
3344     name => 'base damage',
3345     type => 'int'
3346     },
3347     damned => {
3348     desc => 'A damned shooting weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
3349     name => 'damnation',
3350     type => 'bool'
3351     },
3352     item_power => {
3353     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 CF server will calculate a provisional value at runtime, but this is never going to be an accurate measurement of <item power>.',
3354     name => 'item power',
3355     type => 'int'
3356     },
3357     msg => {
3358     desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
3359     end => 'endmsg',
3360     name => 'description',
3361     type => 'text'
3362     },
3363     no_strength => {
3364     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.',
3365     name => 'ignore strength',
3366     type => 'bool'
3367     },
3368     race => {
3369     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.',
3370     name => 'ammunition class',
3371     type => 'string'
3372     },
3373     sp => {
3374     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).',
3375     name => 'shooting speed',
3376     type => 'int'
3377     },
3378     startequip => {
3379     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3380     name => 'godgiven item',
3381     type => 'bool'
3382 root 1.3 },
3383 root 1.4 unique => {
3384     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
3385     name => 'unique item',
3386     type => 'bool'
3387 root 1.3 },
3388 root 1.4 wc => {
3389     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.',
3390     name => 'weaponclass',
3391     type => 'int'
3392 root 1.1 }
3393 root 1.3 },
3394     desc => 'Schooting 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.',
3395 root 1.5 name => 'Shooting Weapon',
3396 root 1.4 section => [
3397     [
3398     'stats',
3399     {
3400     Cha => {
3401     desc => 'The player\'s charisma will rise/fall by the given value while wearing this shooting weapon.',
3402     name => 'charisma',
3403     type => 'int'
3404     },
3405     Con => {
3406     desc => 'The player\'s constitution will rise/fall by the given value while wearing this shooting weapon.',
3407     name => 'constitution',
3408     type => 'int'
3409     },
3410     Dex => {
3411     desc => 'The player\'s dexterity will rise/fall by the given value while wearing this shooting weapon.',
3412     name => 'dexterity',
3413     type => 'int'
3414     },
3415     Int => {
3416     desc => 'The player\'s intelligence will rise/fall by the given value while wearing this shooting weapon.',
3417     name => 'intelligence',
3418     type => 'int'
3419     },
3420     Pow => {
3421     desc => 'The player\'s power will rise/fall by the given value while wearing this shooting weapon.',
3422     name => 'power',
3423     type => 'int'
3424     },
3425     Str => {
3426     desc => 'The player\'s strentgh will rise/fall by the given value while wearing this shooting weapon.',
3427     name => 'strength',
3428     type => 'int'
3429     },
3430     Wis => {
3431     desc => 'The player\'s wisdom will rise/fall by the given value while wearing this shooting weapon.',
3432     name => 'wisdom',
3433     type => 'int'
3434     }
3435     }
3436     ],
3437     [
3438     'bonus',
3439     {
3440     luck => {
3441     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.',
3442     name => 'luck bonus',
3443     type => 'int'
3444     },
3445     magic => {
3446     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.',
3447     name => 'magic bonus',
3448     type => 'int'
3449     }
3450     }
3451     ]
3452     ],
3453 root 1.3 use => 'Shooting weapons should not add bonuses in general. There\'s already enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. Schooting 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.'
3454     },
3455     'Shop Floor' => {
3456     attr => {
3457 root 1.4 auto_apply => {
3458     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.',
3459     name => 'generate goods',
3460     type => 'bool'
3461     },
3462     damned => {
3463     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.)',
3464     name => 'no prayers',
3465     type => 'bool'
3466     },
3467     exp => {
3468     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.',
3469     name => 'quality level',
3470     type => 'int'
3471     },
3472     is_floor => {
3473 root 1.6 type => 'fixed',
3474     value => 1
3475 root 1.4 },
3476     no_magic => {
3477 root 1.6 type => 'fixed',
3478     value => 1
3479 root 1.4 },
3480     no_pick => {
3481 root 1.6 type => 'fixed',
3482     value => 1
3483 root 1.4 },
3484     randomitems => {
3485     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.',
3486     name => 'treasurelist',
3487     type => 'treasurelist'
3488 root 1.1 }
3489 root 1.3 },
3490     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).',
3491     ignore => [
3492     $IGNORE_LIST{non_pickable}
3493     ],
3494 root 1.5 name => 'Shop Floor',
3495 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.'
3496     },
3497     'Shop Mat' => {
3498     attr => {
3499 root 1.4 fly_on => {
3500     desc => 'If set, the player can enter/leave the shop by "flying" into the shop mat.',
3501     name => 'apply by flying',
3502     type => 'bool'
3503     },
3504     no_pick => {
3505 root 1.6 type => 'fixed',
3506     value => 1
3507 root 1.4 },
3508     walk_on => {
3509     desc => 'If set, the player can enter/leave the shop by just walking into the shop mat.',
3510     name => 'apply by walking',
3511     type => 'bool'
3512 root 1.1 }
3513 root 1.3 },
3514     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).',
3515     ignore => [
3516     $IGNORE_LIST{non_pickable}
3517     ],
3518 root 1.5 name => 'Shop Mat',
3519 root 1.3 use => 'As stated above, always place TWO shop mats into your shop. Not more and not less than that.'
3520     },
3521     'Sign & MagicMouth' => {
3522     attr => {
3523 root 1.4 connected => {
3524     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.',
3525     name => 'connection',
3526     type => 'int'
3527     },
3528     fly_on => {
3529     desc => 'If set, the player gets the message when flying (=levitating) ontop of the object. Usually this should be set together with walk_on.',
3530     name => 'activate by flying',
3531     type => 'bool'
3532     },
3533     food => {
3534     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).',
3535     name => 'counter',
3536     type => 'int'
3537     },
3538     msg => {
3539     desc => 'This text will be displayed to the player.',
3540     end => 'endmsg',
3541     name => 'message',
3542     type => 'text'
3543     },
3544     walk_on => {
3545     desc => 'If set, the player gets the message when walking ontop of the object. "invisible 1" should be set in this case. This is the typical configuration for a "magic_mouth": The player walks through a dungeon and suddenly he gets a message. Use this to create some roleplay atmosphere, and to inform the player about possible dangers or secrets.',
3546     name => 'activate by walking',
3547     type => 'bool'
3548 root 1.1 }
3549 root 1.3 },
3550     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).',
3551     ignore => [
3552     $IGNORE_LIST{non_pickable}
3553     ],
3554 root 1.5 name => 'Sign & MagicMouth',
3555 root 1.3 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.'
3556     },
3557     Skill => {
3558     attr => {
3559 root 1.4 can_use_skill => {
3560     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.',
3561     name => 'is native skill',
3562     type => 'bool'
3563     },
3564     exp => {
3565     name => 'experience',
3566     type => 'int'
3567     },
3568     expmul => {
3569     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.',
3570     name => 'exp multiplier',
3571     type => 'float'
3572     },
3573     invisible => {
3574 root 1.6 type => 'fixed',
3575     value => 1
3576 root 1.4 },
3577     level => {
3578     name => 'level',
3579     type => 'int'
3580     },
3581     no_drop => {
3582 root 1.6 type => 'fixed',
3583     value => 1
3584 root 1.4 },
3585     skill => {
3586     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.',
3587     name => 'skill name',
3588     type => 'string'
3589     },
3590     subtype => {
3591     desc => 'The <skill type> defines the base functionality of the skill. Skill types are hardcoded in the Crossfire server. It isn\'t hard to create new skill types, but it requires a bit of server-coding.',
3592     name => 'skill type',
3593     type => 'list',
3594     value => $LIST{skill_type}
3595 root 1.1 }
3596 root 1.3 },
3597     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.',
3598     ignore => [
3599     $IGNORE_LIST{system_object}
3600     ],
3601 root 1.5 name => 'Skill',
3602 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>'
3603     },
3604     'Skill Scroll' => {
3605     attr => {
3606 root 1.4 race => {
3607 root 1.6 type => 'fixed',
3608     value => 'scrolls'
3609 root 1.4 },
3610     skill => {
3611     desc => 'The <skill name> matches the skill object that can be learned from this scroll.',
3612     name => 'skill name',
3613     type => 'string'
3614 root 1.1 }
3615 root 1.3 },
3616     desc => 'By reading a skill scroll, a player has a chance to learn the contained skill.',
3617 root 1.5 name => 'Skill Scroll',
3618 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.'
3619     },
3620     'Special Key' => {
3621     attr => {
3622 root 1.4 material => {
3623     desc => 'For Special Keys, material should always be unset or set to Adamantite. This prevents the key from getting burned or otherwise destroyed.',
3624     name => 'material',
3625     type => 'bitmask',
3626     value => $BITMASK{material}
3627     },
3628     msg => {
3629     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.',
3630     end => 'endmsg',
3631     name => 'description',
3632     type => 'text'
3633     },
3634     slaying => {
3635     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.',
3636     name => 'key string',
3637     type => 'string'
3638     },
3639     startequip => {
3640     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3641     name => 'godgiven item',
3642     type => 'bool'
3643     },
3644     unique => {
3645     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.',
3646     name => 'unique item',
3647     type => 'bool'
3648 root 1.1 }
3649 root 1.3 },
3650     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.',
3651     ignore => [
3652     'material'
3653     ],
3654 root 1.5 name => 'Special Key',
3655 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".'
3656     },
3657     Spell => {
3658     attr => {
3659 root 1.4 casting_time => {
3660     name => 'casting time',
3661     type => 'int'
3662     },
3663     duration => {
3664     name => 'duration',
3665     type => 'int'
3666     },
3667     grace => {
3668     name => 'cost grace',
3669     type => 'int'
3670     },
3671     invisible => {
3672 root 1.6 type => 'fixed',
3673     value => 1
3674 root 1.4 },
3675     level => {
3676     name => 'spell level',
3677     type => 'int'
3678     },
3679     maxsp => {
3680     name => 'double cost per level',
3681     type => 'int'
3682     },
3683     no_drop => {
3684 root 1.6 type => 'fixed',
3685     value => 1
3686 root 1.4 },
3687     other_arch => {
3688     name => 'create object',
3689     type => 'string'
3690     },
3691     skill => {
3692     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.',
3693     name => 'skill name',
3694     type => 'string'
3695     },
3696     sp => {
3697     name => 'cost spellpoints',
3698     type => 'int'
3699     },
3700     subtype => {
3701     desc => 'The <spell type> defines the basic type of spell. Some of these types are of a more generic nature than others.',
3702     name => 'spell type',
3703     type => 'list',
3704     value => $LIST{spell_type}
3705 root 1.1 }
3706 root 1.3 },
3707     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.',
3708     ignore => [
3709     $IGNORE_LIST{system_object}
3710     ],
3711 root 1.5 name => 'Spell',
3712 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.'
3713     },
3714     Spellbook => {
3715     attr => {
3716 root 1.4 msg => {
3717     desc => 'This text may contain a nice description of the spellbook\'s cover or something.',
3718     end => 'endmsg',
3719     name => 'description',
3720     type => 'text'
3721     },
3722     randomitems => {
3723     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.',
3724     name => 'treasurelist',
3725     type => 'treasurelist'
3726     },
3727     skill => {
3728 root 1.6 type => 'fixed',
3729     value => 'literacy'
3730 root 1.4 },
3731     startequip => {
3732     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3733     name => 'godgiven item',
3734     type => 'bool'
3735 root 1.1 }
3736 root 1.3 },
3737     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.',
3738 root 1.5 name => 'Spellbook',
3739 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.'
3740     },
3741     Spinner => {
3742     attr => {
3743 root 1.4 fly_on => {
3744 root 1.6 type => 'fixed',
3745     value => 1
3746 root 1.4 },
3747     sp => {
3748     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.',
3749     name => 'direction number',
3750     type => 'int'
3751     },
3752     walk_on => {
3753 root 1.6 type => 'fixed',
3754     value => 1
3755 root 1.1 }
3756 root 1.3 },
3757     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.',
3758     ignore => [
3759     $IGNORE_LIST{non_pickable}
3760     ],
3761 root 1.5 name => 'Spinner',
3762 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.'
3763     },
3764     Swamp => {
3765     attr => {
3766 root 1.4 damned => {
3767     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
3768     name => 'no prayers',
3769     type => 'bool'
3770     },
3771     is_floor => {
3772 root 1.6 type => 'fixed',
3773     value => 1
3774 root 1.4 },
3775     is_wooded => {
3776 root 1.6 type => 'fixed',
3777     value => 1
3778 root 1.4 },
3779     no_magic => {
3780     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
3781     name => 'no spells',
3782     type => 'bool'
3783     },
3784     slow_move => {
3785     desc => 'If <slow movement> is set to a value greater zero, all creatures moving over this spot will be slower than normal. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp',
3786     name => 'slow movement',
3787     type => 'int'
3788     },
3789     speed => {
3790     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.',
3791     name => 'drowning speed',
3792     type => 'float'
3793     },
3794     walk_on => {
3795 root 1.6 type => 'fixed',
3796     value => 1
3797 root 1.1 }
3798 root 1.3 },
3799     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.',
3800     ignore => [
3801     $IGNORE_LIST{non_pickable}
3802 root 1.5 ],
3803     name => 'Swamp'
3804 root 1.3 },
3805     Teleporter => {
3806     attr => {
3807 root 1.4 connected => {
3808     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.',
3809     name => 'connection',
3810     type => 'int'
3811     },
3812     hp => {
3813     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.',
3814     name => 'destination X',
3815     type => 'int'
3816     },
3817     slaying => {
3818     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.',
3819     name => 'exit path',
3820     type => 'string'
3821     },
3822     sp => {
3823     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.',
3824     name => 'destination Y',
3825     type => 'int'
3826     },
3827     speed => {
3828     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!',
3829     name => 'activation speed',
3830     type => 'float'
3831 root 1.1 }
3832 root 1.3 },
3833     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.',
3834     ignore => [
3835     $IGNORE_LIST{non_pickable}
3836     ],
3837 root 1.5 name => 'Teleporter',
3838 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.'
3839     },
3840     Trap => {
3841     attr => {
3842 root 1.4 Cha => {
3843     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.',
3844     name => 'visibility',
3845     type => 'int'
3846     },
3847     attacktype => {
3848     desc => 'This attribute defines what attacktype to use for direct damage when the trap detonates.',
3849     name => 'attacktype',
3850     type => 'bitmask',
3851     value => $BITMASK{attacktype}
3852     },
3853     connected => {
3854     desc => 'When the trap is detonated, all objects with the same connection value get activated.',
3855     name => 'connection',
3856     type => 'int'
3857     },
3858     dam => {
3859     desc => '<direct damage> specifies how much damage is done by the trap. This should be set in reasonable relation to the trap\'s level.',
3860     name => 'direct damage',
3861     type => 'int'
3862     },
3863     hp => {
3864     desc => 'The trap will detonate <number of charges> times before disappearing.',
3865     name => 'number of charges',
3866     type => 'int'
3867     },
3868     level => {
3869     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.',
3870     name => 'trap level',
3871     type => 'int'
3872     },
3873     msg => {
3874     desc => 'When the trap detonates, this text is displayed to the victim. For especially powerful or complex traps, create an appropriate and thrilling description. ;)',
3875     end => 'endmsg',
3876     name => 'detonation text',
3877     type => 'text'
3878     },
3879     no_pick => {
3880 root 1.6 type => 'fixed',
3881     value => 1
3882 root 1.4 },
3883     walk_on => {
3884 root 1.6 type => 'fixed',
3885     value => 1
3886 root 1.1 }
3887 root 1.3 },
3888     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.',
3889     ignore => [
3890     'no_pick',
3891     'title',
3892     'name_pl',
3893     'weight',
3894     'value',
3895     'material',
3896     'unpaid'
3897     ],
3898 root 1.5 name => 'Trap',
3899 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.'
3900     },
3901     Trapdoor => {
3902     attr => {
3903 root 1.4 hp => {
3904     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!',
3905     name => 'destination X',
3906     type => 'int'
3907     },
3908     no_pick => {
3909 root 1.6 type => 'fixed',
3910     value => 1
3911 root 1.4 },
3912     sp => {
3913     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!',
3914     name => 'destination Y',
3915     type => 'int'
3916     },
3917     walk_on => {
3918 root 1.6 type => 'fixed',
3919     value => 1
3920 root 1.4 },
3921     weight => {
3922     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.',
3923     name => 'hold weight',
3924     type => 'int'
3925 root 1.1 }
3926 root 1.3 },
3927     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.',
3928     ignore => [
3929     $IGNORE_LIST{non_pickable}
3930     ],
3931 root 1.5 name => 'Trapdoor',
3932 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.'
3933     },
3934     Treasure => {
3935     attr => {
3936 root 1.4 auto_apply => {
3937     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.',
3938     name => 'auto-generate',
3939     type => 'bool'
3940     },
3941     exp => {
3942     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).',
3943     name => 'quality level',
3944     type => 'int'
3945     },
3946     hp => {
3947     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.',
3948     name => 'create number',
3949     type => 'int'
3950     },
3951     randomitems => {
3952     desc => 'This entry determines what kind of treasure will appear. Look into /crossfire/share/crossfire/treasures for details about existing treasurelists.',
3953     name => 'treasurelist',
3954     type => 'treasurelist'
3955 root 1.1 }
3956 root 1.3 },
3957     desc => 'A treasure-object turns into certain randomitems when the map is loaded into the game.',
3958     ignore => [
3959     'nrof',
3960     'title',
3961     'name_pl',
3962     'weight',
3963     'value',
3964     'material'
3965     ],
3966 root 1.5 name => 'Treasure',
3967 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.'
3968     },
3969     'Trigger Marker' => {
3970     attr => {
3971 root 1.4 connected => {
3972     desc => 'Unlike a regular marker this is the connection that triggers this marker to activate.',
3973     name => 'connection',
3974     type => 'int'
3975     },
3976     food => {
3977     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.',
3978     name => 'mark duration',
3979     type => 'int'
3980     },
3981     msg => {
3982     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.',
3983     end => 'endmsg',
3984     name => 'marking message',
3985     type => 'text'
3986     },
3987     name => {
3988     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.',
3989     name => 'delete mark',
3990     type => 'string'
3991     },
3992     no_pick => {
3993 root 1.6 type => 'fixed',
3994     value => 1
3995 root 1.4 },
3996     slaying => {
3997     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.',
3998     name => 'key string',
3999     type => 'string'
4000 root 1.1 }
4001 root 1.3 },
4002     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.',
4003     ignore => [
4004     $IGNORE_LIST{system_object}
4005     ],
4006 root 1.5 name => 'Trigger Marker',
4007 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.'
4008     },
4009     Wall => {
4010     attr => {
4011 root 1.4 can_roll => {
4012     desc => 'If set, the object is able to "roll", so it can be pushed around. This setting is used for boulders and barrels.',
4013     name => 'moveable',
4014     type => 'bool'
4015     },
4016     damned => {
4017     desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
4018     name => 'restrict prayers',
4019     type => 'bool'
4020     },
4021     no_magic => {
4022     desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
4023     name => 'restrict spells',
4024     type => 'bool'
4025     },
4026     no_pass => {
4027     desc => 'If set, the object cannot be passed by players nor monsters.',
4028     name => 'blocking passage',
4029     type => 'bool'
4030 root 1.1 }
4031 root 1.3 },
4032     desc => 'Walls usually block passage and sight.',
4033     ignore => [
4034     'nrof',
4035     'title',
4036     'name_pl',
4037     'value',
4038     'unpaid'
4039     ],
4040 root 1.5 name => 'Wall',
4041 root 1.3 required => {
4042     alive => 0,
4043     is_floor => 0,
4044     no_pass => 1
4045     }
4046     },
4047     'Wand & Staff' => {
4048     attr => {
4049 root 1.4 food => {
4050     desc => 'The wand can be used <number of charges> times before it is used up. It can be recharged with scrolls of charging.',
4051     name => 'number of charges',
4052     type => 'int'
4053     },
4054     level => {
4055     desc => 'The <casting level> of the wand determines it\'s power. An average level for wands in shops is about 10.',
4056     name => 'casting level',
4057     type => 'int'
4058     },
4059     msg => {
4060     desc => 'This text may contain a description of the wand.',
4061     end => 'endmsg',
4062     name => 'description',
4063     type => 'text'
4064     },
4065     sp => {
4066     desc => 'The <spell> specifies the contained spell.',
4067     name => 'spell',
4068     type => 'spell'
4069     },
4070     startequip => {
4071     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4072     name => 'godgiven item',
4073     type => 'bool'
4074 root 1.1 }
4075 root 1.3 },
4076     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.',
4077 root 1.5 name => 'Wand & Staff',
4078 root 1.3 use => 'Wands are quite seldomly used. The reason prolly is that they\'re generally not cost-efficient. Handing out high-level wands with powerfull 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 desireable though. Ideal rewards for low level quests.'
4079     },
4080     'Weak Wall' => {
4081     attr => {
4082 root 1.4 ac => {
4083     desc => 'Weak walls of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
4084     name => 'armour class',
4085     type => 'int'
4086     },
4087     alive => {
4088 root 1.6 type => 'fixed',
4089     value => 1
4090 root 1.4 },
4091     hp => {
4092     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.',
4093     name => 'health points',
4094     type => 'int'
4095     },
4096     level => {
4097     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.',
4098     name => 'level',
4099     type => 'int'
4100     },
4101     maxhp => {
4102     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.',
4103     name => 'max health',
4104     type => 'int'
4105     },
4106     no_pick => {
4107 root 1.6 type => 'fixed',
4108     value => 1
4109 root 1.4 },
4110     race => {
4111     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.',
4112     name => 'race',
4113     type => 'string'
4114 root 1.3 },
4115 root 1.4 tear_down => {
4116 root 1.6 type => 'fixed',
4117     value => 1
4118 root 1.1 }
4119 root 1.3 },
4120     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.',
4121     ignore => [
4122     $IGNORE_LIST{non_pickable}
4123     ],
4124 root 1.5 name => 'Weak Wall',
4125 root 1.3 required => {
4126     alive => 1,
4127     is_floor => 0,
4128     tear_down => 1
4129     },
4130 root 1.4 section => [
4131     [
4132     'resistance',
4133     {
4134     resist_acid => {
4135     name => 'resist acid %',
4136     type => 'int'
4137     },
4138     resist_blind => {
4139     name => 'resist blinding %',
4140     type => 'int'
4141     },
4142     resist_chaos => {
4143     name => 'resist chaos %',
4144     type => 'int'
4145     },
4146     resist_cold => {
4147     name => 'resist cold %',
4148     type => 'int'
4149     },
4150     resist_confusion => {
4151     name => 'resist confusion %',
4152     type => 'int'
4153     },
4154     resist_death => {
4155     name => 'resist death-attack %',
4156     type => 'int'
4157     },
4158     resist_deplete => {
4159     name => 'resist depletion %',
4160     type => 'int'
4161     },
4162     resist_drain => {
4163     name => 'resist draining %',
4164     type => 'int'
4165     },
4166     resist_electricity => {
4167     name => 'resist electricity %',
4168     type => 'int'
4169     },
4170     resist_fear => {
4171     name => 'resist fear %',
4172     type => 'int'
4173     },
4174     resist_fire => {
4175     name => 'resist fire %',
4176     type => 'int'
4177     },
4178     resist_ghosthit => {
4179     name => 'resist ghosthit %',
4180     type => 'int'
4181     },
4182     resist_godpower => {
4183     name => 'resist godpower %',
4184     type => 'int'
4185     },
4186     resist_holyword => {
4187     name => 'resist holy power %',
4188     type => 'int'
4189     },
4190     resist_magic => {
4191     name => 'resist magic %',
4192     type => 'int'
4193     },
4194     resist_paralyze => {
4195     name => 'resist paralyze %',
4196     type => 'int'
4197     },
4198     resist_physical => {
4199     name => 'resist physical %',
4200     type => 'int'
4201     },
4202     resist_poison => {
4203     name => 'resist poison %',
4204     type => 'int'
4205     },
4206     resist_slow => {
4207     name => 'resist slow %',
4208     type => 'int'
4209     },
4210     resist_turn_undead => {
4211     name => 'resist turn undead %',
4212     type => 'int'
4213     },
4214     resist_weaponmagic => {
4215     name => 'resist weaponmagic %',
4216     type => 'int'
4217     }
4218     }
4219     ]
4220     ],
4221 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.'
4222     },
4223     Weapon => {
4224     attr => {
4225 root 1.4 attacktype => {
4226     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.',
4227     name => 'attacktype',
4228     type => 'bitmask',
4229     value => $BITMASK{attacktype}
4230     },
4231     cursed => {
4232     desc => 'A cursed weapon cannot be unwielded unless the curse is removed.',
4233     name => 'curse',
4234     type => 'bool'
4235     },
4236     dam => {
4237     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.',
4238     name => 'damage',
4239     type => 'int'
4240     },
4241     damned => {
4242     desc => 'A damned weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
4243     name => 'damnation',
4244     type => 'bool'
4245     },
4246     item_power => {
4247     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 CF server will calculate a provisional value at runtime, but this is never going to be an accurate measurement of <item power>.',
4248     name => 'item power',
4249     type => 'int'
4250     },
4251     last_sp => {
4252     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.',
4253     name => 'weapon speed',
4254     type => 'int'
4255     },
4256     lifesave => {
4257     desc => 'An item with this flag enabled will save the players life for one time: When the player is wearing this item and his healthpoints reach zero, the item dissapears, replenishing half of the player\'s health. An item with <save life> should not have any decent additional bonuses!',
4258     name => 'save life',
4259     type => 'bool'
4260     },
4261     magic => {
4262     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.',
4263     name => 'magic bonus',
4264     type => 'int'
4265     },
4266     msg => {
4267     desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
4268     end => 'endmsg',
4269     name => 'description',
4270     type => 'text'
4271     },
4272     skill => {
4273     desc => 'Matching <skill name> of the skill that is required to use this weapon.',
4274     name => 'skill name',
4275     type => 'string'
4276     },
4277     slaying => {
4278     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.',
4279     name => 'slaying race',
4280     type => 'string'
4281     },
4282     startequip => {
4283     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4284     name => 'godgiven item',
4285     type => 'bool'
4286 root 1.3 },
4287 root 1.4 unique => {
4288     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
4289     name => 'unique item',
4290     type => 'bool'
4291 root 1.3 },
4292 root 1.4 wc => {
4293     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.',
4294     name => 'weapon class',
4295     type => 'int'
4296 root 1.3 },
4297 root 1.4 weapontype => {
4298     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.',
4299     name => 'weapontype',
4300     type => 'list',
4301     value => $LIST{weapon_type}
4302 root 1.1 }
4303 root 1.3 },
4304     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.',
4305 root 1.5 name => 'Weapon',
4306 root 1.4 section => [
4307     [
4308     'resistance',
4309     {
4310     resist_acid => {
4311     desc => 'This adds acid resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
4312     name => 'resist acid %',
4313     type => 'int'
4314     },
4315     resist_blind => {
4316     desc => 'This adds blinding resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
4317     name => 'resist blinding %',
4318     type => 'int'
4319     },
4320     resist_chaos => {
4321     desc => 'This adds chaos resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact. Note that chaos is not a stand-alone attacktype. Chaos "contains" a combination of other attacktypes.',
4322     name => 'resist chaos %',
4323     type => 'int'
4324     },
4325     resist_cold => {
4326     desc => 'This adds fire resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
4327     name => 'resist cold %',
4328     type => 'int'
4329     },
4330     resist_confusion => {
4331     desc => 'This adds confusion resistance to the weapon. The number is a percent-value in the range 0-100. Confusion resistance is not very effective unless the value comes close to 100 (= perfect immunity).',
4332     name => 'resist confusion %',
4333     type => 'int'
4334     },
4335     resist_death => {
4336     desc => 'This adds death-attack resistance to the weapon. The number is a percent-value in the range 0-100. Death-attack resistance is little effective unless the value is 100 (= perfect immunity). Generally, resistance to death-attack is not supposed to be available to players!',
4337     name => 'resist death-attack %',
4338     type => 'int'
4339     },
4340     resist_deplete => {
4341     desc => 'This adds depletion resistance to the weapon. The number is a percent-value in the range 0-100. Depletion resistance is little effective unless the value is 100 (= perfect immunity).',
4342     name => 'resist depletion %',
4343     type => 'int'
4344     },
4345     resist_drain => {
4346     desc => 'This adds draining resistance to the weapon. The number is a percent-value in the range 0-100. Draining resistance is little effective unless the value is 100 (= perfect immunity).',
4347     name => 'resist draining %',
4348     type => 'int'
4349     },
4350     resist_electricity => {
4351     desc => 'This adds electricity resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
4352     name => 'resist electricity %',
4353     type => 'int'
4354     },
4355     resist_fear => {
4356     desc => 'This adds fear resistance to the weapon. The number is a percent-value in the range 0-100. Resistance to fear is pretty useless.',
4357     name => 'resist fear %',
4358     type => 'int'
4359     },
4360     resist_fire => {
4361     desc => 'This adds fire resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
4362     name => 'resist fire %',
4363     type => 'int'
4364     },
4365     resist_ghosthit => {
4366     desc => 'This adds ghosthit resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
4367     name => 'resist ghosthit %',
4368     type => 'int'
4369     },
4370     resist_holyword => {
4371     desc => 'This adds holy power resistance to the weapon. The number is a percent-value in the range 0-100. Holy power is the attacktype that holyword-type spells use to hurt undead creatures. This kind of resistance is only reasonable for undead players (wraith or devourer cult). Generally, resistance to holy word should not be available for players.',
4372     name => 'resist holy power %',
4373     type => 'int'
4374     },
4375     resist_magic => {
4376     desc => 'This adds magic resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
4377     name => 'resist magic %',
4378     type => 'int'
4379     },
4380     resist_paralyze => {
4381     desc => 'This adds paralyze resistance to the weapon. The number is a percent-value in the range 0-100. Paralyze resistance is little effective unless the value is 100 (= perfect immunity).',
4382     name => 'resist paralyze %',
4383     type => 'int'
4384     },
4385     resist_physical => {
4386     desc => 'This adds physical resistance to the weapon (= armour value). The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
4387     name => 'resist physical %',
4388     type => 'int'
4389     },
4390     resist_poison => {
4391     desc => 'This adds poison resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
4392     name => 'resist poison %',
4393     type => 'int'
4394     },
4395     resist_slow => {
4396     desc => 'This adds fear resistance to the weapon. The number is a percent-value in the range 0-100. Resistance to fear is pretty useless.',
4397     name => 'resist slow %',
4398     type => 'int'
4399     },
4400     resist_weaponmagic => {
4401     desc => 'This adds weaponmagic resistance to the weapon. The number is a percent-value in the range 0-100. Weaponmagic resistance generally should not exist on equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell) are not meant to be easily resisted.',
4402     name => 'resist weaponmagic %',
4403     type => 'int'
4404     }
4405     }
4406     ],
4407     [
4408     'stats',
4409     {
4410     Cha => {
4411     desc => 'The player\'s charisma will rise/fall by the given value while wearing this weapon.',
4412     name => 'charisma',
4413     type => 'int'
4414     },
4415     Con => {
4416     desc => 'The player\'s constitution will rise/fall by the given value while wearing this weapon.',
4417     name => 'constitution',
4418     type => 'int'
4419     },
4420     Dex => {
4421     desc => 'The player\'s dexterity will rise/fall by the given value while wearing this weapon.',
4422     name => 'dexterity',
4423     type => 'int'
4424     },
4425     Int => {
4426     desc => 'The player\'s intelligence will rise/fall by the given value while wearing this weapon.',
4427     name => 'intelligence',
4428     type => 'int'
4429     },
4430     Pow => {
4431     desc => 'The player\'s power will rise/fall by the given value while wearing this weapon.',
4432     name => 'power',
4433     type => 'int'
4434     },
4435     Str => {
4436     desc => 'The player\'s strentgh will rise/fall by the given value while wearing this weapon.',
4437     name => 'strength',
4438     type => 'int'
4439     },
4440     Wis => {
4441     desc => 'The player\'s wisdom will rise/fall by the given value while wearing this weapon.',
4442     name => 'wisdom',
4443     type => 'int'
4444     }
4445     }
4446     ],
4447     [
4448     'misc',
4449     {
4450     food => {
4451     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.',
4452     name => 'food bonus',
4453     type => 'int'
4454     },
4455     grace => {
4456     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!!',
4457     name => 'grace regen.',
4458     type => 'int'
4459     },
4460     hp => {
4461     desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
4462     name => 'health regen.',
4463     type => 'int'
4464     },
4465     luck => {
4466     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.',
4467     name => 'luck bonus',
4468     type => 'int'
4469     },
4470     path_attuned => {
4471     desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this weapon.',
4472     name => 'attuned paths',
4473     type => 'bitmask',
4474     value => $BITMASK{spellpath}
4475     },
4476     path_denied => {
4477     desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this weapon.',
4478     name => 'denied paths',
4479     type => 'bitmask',
4480     value => $BITMASK{spellpath}
4481     },
4482     path_repelled => {
4483     desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this weapon.',
4484     name => 'repelled paths',
4485     type => 'bitmask',
4486     value => $BITMASK{spellpath}
4487     },
4488     reflect_missile => {
4489     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.',
4490     name => 'reflect missiles',
4491     type => 'bool'
4492     },
4493     reflect_spell => {
4494     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!',
4495     name => 'reflect spells',
4496     type => 'bool'
4497     },
4498     sp => {
4499     desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
4500     name => 'mana regen.',
4501     type => 'int'
4502     },
4503     stealth => {
4504     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)',
4505     name => 'stealth',
4506     type => 'bool'
4507     },
4508     xrays => {
4509     desc => 'Xray vision allows the player to see through obstacles in a two-square-wide radius. This is extremely helpful and desireable, so don\'t give it away for cheap on equipment.',
4510     name => 'xray vision',
4511     type => 'bool'
4512     }
4513     }
4514     ]
4515     ],
4516 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.'
4517 root 1.1 }
4518     );
4519    
4520 root 1.3 our @ATTR0 = (
4521     $TYPE{Floor},
4522     $TYPE{'Monster & NPC'},
4523     $TYPE{Wall},
4524     $TYPE{'Weak Wall'}
4525     );
4526    
4527     our %ATTR = (
4528     3 => $TYPE{Rod},
4529     4 => $TYPE{Treasure},
4530     5 => $TYPE{Potion},
4531     6 => $TYPE{Food},
4532     7 => $TYPE{'Poison Food'},
4533     8 => $TYPE{Book},
4534     9 => $TYPE{Clock},
4535     13 => $TYPE{Projectile},
4536     14 => $TYPE{'Shooting Weapon'},
4537     15 => $TYPE{Weapon},
4538     16 => $TYPE{'Brestplate Armour'},
4539     17 => $TYPE{Pedestal},
4540     18 => $TYPE{Altar},
4541     20 => $TYPE{'Locked Door'},
4542     21 => $TYPE{'Special Key'},
4543     27 => $TYPE{'Handle Trigger'},
4544     29 => $TYPE{'Magic Ear'},
4545     31 => $TYPE{'Altar Trigger'},
4546     33 => $TYPE{Shield},
4547     34 => $TYPE{Helmet},
4548     35 => $TYPE{Horn},
4549     36 => $TYPE{Money},
4550     39 => $TYPE{Amulet},
4551     40 => $TYPE{Mover},
4552     41 => $TYPE{Teleporter},
4553     42 => $TYPE{Creator},
4554     43 => $TYPE{Skill},
4555     51 => $TYPE{Detector},
4556     52 => $TYPE{'Trigger Marker'},
4557     55 => $TYPE{Marker},
4558     56 => $TYPE{'Holy Altar'},
4559     58 => $TYPE{Battleground},
4560     60 => $TYPE{Jewel},
4561     62 => $TYPE{'Magic Wall'},
4562     64 => $TYPE{'Inventory Checker'},
4563     65 => $TYPE{'Mood Floor'},
4564     66 => $TYPE{Exit},
4565     67 => $TYPE{'Floor (Encounter)'},
4566     68 => $TYPE{'Shop Floor'},
4567     69 => $TYPE{'Shop Mat'},
4568     70 => $TYPE{Ring},
4569     72 => $TYPE{Flesh},
4570     73 => $TYPE{Inorganic},
4571     83 => $TYPE{Duplicator},
4572     85 => $TYPE{Spellbook},
4573     87 => $TYPE{Cloak},
4574     88 => $TYPE{'Hazard Floor'},
4575     90 => $TYPE{Spinner},
4576     91 => $TYPE{Gate},
4577     92 => $TYPE{Button},
4578     93 => $TYPE{Handle},
4579     94 => $TYPE{Pit},
4580     95 => $TYPE{Trapdoor},
4581     98 => $TYPE{'Sign & MagicMouth'},
4582     99 => $TYPE{Boots},
4583     100 => $TYPE{Gloves},
4584     101 => $TYPE{Spell},
4585     103 => $TYPE{Converter},
4586     104 => $TYPE{Bracers},
4587     106 => $TYPE{Savebed},
4588     109 => $TYPE{'Wand & Staff'},
4589     110 => $TYPE{Ability},
4590     111 => $TYPE{Scroll},
4591     112 => $TYPE{Director},
4592     113 => $TYPE{Girdle},
4593     122 => $TYPE{Container},
4594     130 => $TYPE{'Skill Scroll'},
4595     138 => $TYPE{Swamp},
4596     154 => $TYPE{Rune},
4597     155 => $TYPE{Trap},
4598     156 => $TYPE{'Power Crystal'},
4599     158 => $TYPE{Disease}
4600 root 1.1 );
4601    
4602 root 1.3 our %TYPENAME = (
4603     0 => '*NONE*',
4604     1 => 'PLAYER',
4605     2 => 'BULLET',
4606     3 => 'ROD',
4607     4 => 'TREASURE',
4608     5 => 'POTION',
4609     6 => 'FOOD',
4610     7 => 'POISON',
4611     8 => 'BOOK',
4612     9 => 'CLOCK',
4613     10 => 'FBULLET',
4614     11 => 'FBALL',
4615     12 => 'LIGHTNING',
4616     13 => 'ARROW',
4617     14 => 'BOW',
4618     15 => 'WEAPON',
4619     16 => 'ARMOUR',
4620     17 => 'PEDESTAL',
4621     18 => 'ALTAR',
4622     19 => 'CONFUSION',
4623     20 => 'LOCKED_DOOR',
4624     21 => 'SPECIAL_KEY',
4625     22 => 'MAP',
4626     23 => 'DOOR',
4627     24 => 'KEY',
4628     25 => 'MMISSILE',
4629     26 => 'TIMED_GATE',
4630     27 => 'TRIGGER',
4631     28 => 'GRIMREAPER',
4632     29 => 'MAGIC_EAR',
4633     30 => 'TRIGGER_BUTTON',
4634     31 => 'TRIGGER_ALTAR',
4635     32 => 'TRIGGER_PEDESTAL',
4636     33 => 'SHIELD',
4637     34 => 'HELMET',
4638     35 => 'HORN',
4639     36 => 'MONEY',
4640     37 => 'CLASS',
4641     38 => 'GRAVESTONE',
4642     39 => 'AMULET',
4643     40 => 'PLAYERMOVER',
4644     41 => 'TELEPORTER',
4645     42 => 'CREATOR',
4646     43 => 'SKILL',
4647     44 => 'EXPERIENCE',
4648     45 => 'EARTHWALL',
4649     46 => 'GOLEM',
4650     47 => 'BOMB',
4651     48 => 'THROWN_OBJ',
4652     49 => 'BLINDNESS',
4653     50 => 'GOD',
4654     51 => 'DETECTOR',
4655     52 => 'TRIGGER_MARKER',
4656     53 => 'DEAD_OBJECT',
4657     54 => 'DRINK',
4658     55 => 'MARKER',
4659     56 => 'HOLY_ALTAR',
4660     57 => 'PLAYER_CHANGER',
4661     58 => 'BATTLEGROUND',
4662     59 => 'PEACEMAKER',
4663     60 => 'GEM',
4664     61 => 'FIRECHEST',
4665     62 => 'FIREWALL',
4666     63 => 'ANVIL',
4667     64 => 'CHECK_INV',
4668     65 => 'MOOD_FLOOR',
4669     66 => 'EXIT',
4670     67 => 'ENCOUNTER',
4671     68 => 'SHOP_FLOOR',
4672     69 => 'SHOP_MAT',
4673     70 => 'RING',
4674     71 => 'FLOOR',
4675     72 => 'FLESH',
4676     73 => 'INORGANIC',
4677     74 => 'SKILL_TOOL',
4678     75 => 'LIGHTER',
4679     76 => 'TRAP_PART',
4680     77 => 'WALL',
4681     78 => 'LIGHT_SOURCE',
4682     79 => 'MISC_OBJECT',
4683     80 => 'MONSTER',
4684     81 => 'SPAWN_GENERATOR',
4685     82 => 'LAMP',
4686     83 => 'DUPLICATOR',
4687     84 => 'TOOL',
4688     85 => 'SPELLBOOK',
4689     86 => 'BUILDFAC',
4690     87 => 'CLOAK',
4691     88 => 'CONE',
4692     89 => 'AURA',
4693     90 => 'SPINNER',
4694     91 => 'GATE',
4695     92 => 'BUTTON',
4696     93 => 'CF_HANDLE',
4697     94 => 'HOLE',
4698     95 => 'TRAPDOOR',
4699     96 => 'WORD_OF_RECALL',
4700     97 => 'PARAIMAGE',
4701     98 => 'SIGN',
4702     99 => 'BOOTS',
4703     100 => 'GLOVES',
4704     101 => 'SPELL',
4705     102 => 'SPELL_EFFECT',
4706     103 => 'CONVERTER',
4707     104 => 'BRACERS',
4708     105 => 'POISONING',
4709     106 => 'SAVEBED',
4710     107 => 'POISONCLOUD',
4711     108 => 'FIREHOLES',
4712     109 => 'WAND',
4713     110 => 'ABILITY',
4714     111 => 'SCROLL',
4715     112 => 'DIRECTOR',
4716     113 => 'GIRDLE',
4717     114 => 'FORCE',
4718     115 => 'POTION_EFFECT',
4719     121 => 'CLOSE_CON',
4720     122 => 'CONTAINER',
4721     123 => 'ARMOUR_IMPROVER',
4722     124 => 'WEAPON_IMPROVER',
4723     130 => 'SKILLSCROLL',
4724     138 => 'DEEP_SWAMP',
4725     139 => 'IDENTIFY_ALTAR',
4726     141 => 'CANCELLATION',
4727     150 => 'MENU',
4728     151 => 'BALL_LIGHTNING',
4729     153 => 'SWARM_SPELL',
4730     154 => 'RUNE',
4731     155 => 'TRAP',
4732     156 => 'POWER_CRYSTAL',
4733     157 => 'CORPSE',
4734     158 => 'DISEASE',
4735     159 => 'SYMPTOM',
4736     160 => 'BUILDER',
4737     161 => 'BUILD_MATERIAL',
4738     162 => 'GPS'
4739 root 1.1 );
4740    
4741     our %SPELL = (
4742 root 1.3 0 => 'magic bullet',
4743     1 => 'small fireball',
4744     2 => 'medium fireball',
4745     3 => 'large fireball',
4746     4 => 'burning hands',
4747     5 => 'small lightning',
4748     6 => 'large lightning',
4749     7 => 'magic missile',
4750     8 => 'create bomb',
4751     9 => 'summon golem',
4752     10 => 'summon fire elemental',
4753     11 => 'summon earth elemental',
4754     12 => 'summon water elemental',
4755     13 => 'summon air elemental',
4756     14 => 'dimension door',
4757     15 => 'create earth wall',
4758     16 => 'paralyze',
4759     17 => 'icestorm',
4760     18 => 'magic mapping',
4761     19 => 'turn undead',
4762     20 => 'fear',
4763     21 => 'poison cloud',
4764     22 => 'wonder',
4765     23 => 'destruction',
4766     24 => 'perceive self',
4767     25 => 'word of recall',
4768     26 => 'invisible',
4769     27 => 'invisible to undead',
4770     28 => 'probe',
4771     29 => 'large bullet',
4772     30 => 'improved invisibility',
4773     31 => 'holy word',
4774     32 => 'minor healing',
4775     33 => 'medium healing',
4776     34 => 'major healing',
4777     35 => 'heal',
4778     36 => 'create food',
4779     37 => 'earth to dust',
4780     38 => 'armour',
4781     39 => 'strength',
4782     40 => 'dexterity',
4783     41 => 'constitution',
4784     42 => 'charisma',
4785     43 => 'create fire wall',
4786     44 => 'create frost wall',
4787     45 => 'protection from cold',
4788     46 => 'protection from electricity',
4789     47 => 'protection from fire',
4790     48 => 'protection from poison',
4791     49 => 'protection from slow',
4792     50 => 'protection from paralysis',
4793     51 => 'protection from draining',
4794     52 => 'protection from magic',
4795     53 => 'protection from attack',
4796     54 => 'levitate',
4797     55 => 'small speedball',
4798     56 => 'large speedball',
4799     57 => 'hellfire',
4800     58 => 'dragonbreath',
4801     59 => 'large icestorm',
4802     60 => 'charging',
4803     61 => 'polymorph',
4804     62 => 'cancellation',
4805     63 => 'confusion',
4806     64 => 'mass confusion',
4807     65 => 'summon pet monster',
4808     66 => 'slow',
4809     67 => 'regenerate spellpoints',
4810     68 => 'cure poison',
4811     69 => 'protection from confusion',
4812     70 => 'protection from cancellation',
4813     71 => 'protection from depletion',
4814     72 => 'alchemy',
4815     73 => 'remove curse',
4816     74 => 'remove damnation',
4817     75 => 'identify',
4818     76 => 'detect magic',
4819     77 => 'detect monster',
4820     78 => 'detect evil',
4821     79 => 'detect curse',
4822     80 => 'heroism',
4823     81 => 'aggravation',
4824     82 => 'firebolt',
4825     83 => 'frostbolt',
4826     84 => 'shockwave',
4827     85 => 'color spray',
4828     86 => 'haste',
4829     87 => 'face of death',
4830     88 => 'ball lightning',
4831     89 => 'meteor swarm',
4832     90 => 'comet',
4833     91 => 'mystic fist',
4834     92 => 'raise dead',
4835     93 => 'resurrection',
4836     94 => 'reincarnation',
4837     95 => 'immunity to cold',
4838     96 => 'immunity to electricity',
4839     97 => 'immunity to fire',
4840     98 => 'immunity to poison',
4841     99 => 'immunity to slow',
4842     100 => 'immunity to paralysis',
4843     101 => 'immunity to draining',
4844     102 => 'immunity to magic',
4845     103 => 'immunity to attack',
4846     104 => 'invulnerability',
4847     105 => 'defense',
4848     106 => 'rune of fire',
4849     107 => 'rune of frost',
4850     108 => 'rune of shocking',
4851     109 => 'rune of blasting',
4852     110 => 'rune of death',
4853     111 => 'marking rune',
4854     112 => 'build director',
4855     113 => 'create pool of chaos',
4856     114 => 'build bullet wall',
4857     115 => 'build lightning wall',
4858     116 => 'build fireball wall',
4859     117 => 'magic rune',
4860     118 => 'rune of magic drain',
4861     119 => 'antimagic rune',
4862     120 => 'rune of transferrence',
4863     121 => 'transferrence',
4864     122 => 'magic drain',
4865     123 => 'counterspell',
4866     124 => 'disarm',
4867     125 => 'cure confusion',
4868     126 => 'restoration',
4869     127 => 'summon evil monster',
4870     128 => 'counterwall',
4871     129 => 'cause light wounds',
4872     130 => 'cause medium wounds',
4873     131 => 'cause serious wounds',
4874     132 => 'charm monsters',
4875     133 => 'banishment',
4876     134 => 'create missile',
4877     135 => 'show invisible',
4878     136 => 'xray',
4879     137 => 'pacify',
4880     138 => 'summon fog',
4881     139 => 'steambolt',
4882     140 => 'command undead',
4883     141 => 'holy orb',
4884     142 => 'summon avatar',
4885     143 => 'holy possession',
4886     144 => 'bless',
4887     145 => 'curse',
4888     146 => 'regeneration',
4889     147 => 'consecrate',
4890     148 => 'summon cult monsters',
4891     149 => 'cause critical wounds',
4892     150 => 'holy wrath',
4893     151 => 'retributive strike',
4894     152 => 'finger of death',
4895     153 => 'insect plague',
4896     154 => 'call holy servant',
4897     155 => 'wall of thorns',
4898     156 => 'staff to snake',
4899     157 => 'light',
4900     158 => 'darkness',
4901     159 => 'nightfall',
4902     160 => 'daylight',
4903     161 => 'sunspear',
4904     162 => 'faery fire',
4905     163 => 'cure blindness',
4906     164 => 'dark vision',
4907     165 => 'bullet swarm',
4908     166 => 'bullet storm',
4909     167 => 'cause many wounds',
4910     168 => 'small snowstorm',
4911     169 => 'medium snowstorm',
4912     170 => 'large snowstorm',
4913     171 => 'cure disease',
4914     172 => 'cause red death',
4915     173 => 'cause flu',
4916     174 => 'cause black death',
4917     175 => 'cause leprosy',
4918     176 => 'cause smallpox',
4919     177 => 'cause white death',
4920     178 => 'cause anthrax',
4921     179 => 'cause typhoid',
4922     180 => 'mana blast',
4923     181 => 'small manaball',
4924     182 => 'medium manaball',
4925     183 => 'large manaball',
4926     184 => 'mana bolt',
4927     185 => 'dancing sword',
4928     186 => 'animate weapon',
4929     187 => 'cause cold',
4930     188 => 'divine shock',
4931     189 => 'windstorm',
4932     190 => 'sanctuary',
4933     191 => 'peace',
4934     192 => 'spiderweb',
4935     193 => 'conflict',
4936     194 => 'rage',
4937     195 => 'forked lightning',
4938     196 => 'poison fog',
4939     197 => 'flaming aura',
4940     198 => 'vitriol',
4941     199 => 'vitriol splash',
4942     200 => 'ironwood skin',
4943     201 => 'wrathful eye',
4944     202 => 'town portal',
4945     203 => 'missile swarm',
4946     204 => 'cause rabies',
4947     205 => 'glyph'
4948 root 1.1 );
4949    
4950    
4951     =head1 AUTHOR
4952    
4953     Marc Lehmann <schmorp.de>
4954     http://home.schmorp.de/
4955    
4956     The source files are part of the CFJavaEditor.
4957    
4958     =cut
4959    
4960     1