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Revision: 1.62
Committed: Mon Oct 26 11:26:20 2009 UTC (14 years, 7 months ago) by root
Branch: MAIN
Changes since 1.61: +2 -2 lines
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File Contents

# User Rev Content
1 root 1.1 =head1 NAME
2    
3 root 1.36 Deliantra::Data - various data structures useful for understanding archs and objects
4 root 1.1
5     =head1
6    
7     THIS FILE IS AUTOGENERATED, DO NOT EDIT!
8    
9     It's a translation of the following files:
10    
11     res/spells.xml
12     res/types.xml
13     res/typenumbers.xml
14    
15     See F<res/README> for more info.
16    
17     =cut
18    
19 root 1.36 package Deliantra::Data;
20 root 1.4
21 root 1.3 our %BITMASK = (
22     attacktype => {
23     0 => 'Physical',
24     1 => 'Magical',
25     2 => 'Fire',
26     3 => 'Electricity',
27     4 => 'Cold',
28     5 => 'Confusion',
29     6 => 'Acid',
30     7 => 'Drain',
31     8 => 'Weaponmagic',
32     9 => 'Ghosthit',
33     10 => 'Poison',
34     11 => 'Slow',
35     12 => 'Paralyze',
36     13 => 'Turn Undead',
37     14 => 'Fear',
38     15 => 'Cancellation',
39     16 => 'Depletion',
40     17 => 'Death',
41     18 => 'Chaos',
42     19 => 'Counterspell',
43     20 => 'God Power',
44     21 => 'Holy Power',
45     22 => 'Blinding'
46     },
47     material => {
48     0 => 'Paper',
49     1 => 'Iron',
50     2 => 'Glass',
51     3 => 'Leather',
52     4 => 'Wood',
53     5 => 'Organics',
54     6 => 'Stone',
55     7 => 'Cloth',
56 root 1.13 8 => 'Adamantite',
57     9 => 'Liquid',
58     10 => 'Soft Metal',
59     11 => 'Bone',
60     12 => 'Ice',
61     13 => '(supress name on display)'
62 root 1.3 },
63 root 1.14 movement_type => {
64     0 => 'Walk',
65     1 => 'Fly Low',
66     2 => 'Fly High',
67     3 => 'Swim',
68 root 1.16 4 => 'Boat',
69     16 => 'Other'
70 root 1.14 },
71 root 1.3 pick_up => {
72     0 => 'Nothing',
73     1 => 'Wealth',
74     2 => 'Food',
75     3 => 'Weapons',
76     4 => 'Armour',
77     5 => 'Inverse',
78     6 => 'All'
79     },
80     spellpath => {
81     0 => 'Protection',
82     1 => 'Fire',
83     2 => 'Frost',
84     3 => 'Electricity',
85     4 => 'Missiles',
86     5 => 'Self',
87     6 => 'Summoning',
88     7 => 'Abjuration',
89     8 => 'Restoration',
90     9 => 'Detonation',
91     10 => 'Mind',
92     11 => 'Creation',
93     12 => 'Teleportation',
94     13 => 'Information',
95     14 => 'Transmutation',
96     15 => 'Transferrence',
97     16 => 'Turning',
98     17 => 'Wounding',
99     18 => 'Death',
100     19 => 'Light'
101     },
102     will_apply => {
103     0 => 'Apply Handles',
104     1 => 'Open Chests',
105     2 => 'Break Walls',
106     3 => 'Open Doors'
107     }
108     );
109    
110     our %LIST = (
111 root 1.15 attack_movement_bits_0_3 => {
112     0 => 'default',
113     1 => 'attack from distance',
114     2 => 'run away',
115     3 => 'hit and run',
116     4 => 'wait, then hit, then move',
117     5 => 'rush blindly',
118     6 => 'always run',
119     7 => 'attack from distance if hit',
120     8 => 'do not approach'
121     },
122     attack_movement_bits_4_7 => {
123     0 => 'none',
124     16 => 'pet',
125     32 => 'small circle',
126     48 => 'large circle',
127     64 => 'small horizontal',
128     80 => 'large horizontal',
129     96 => 'random direction',
130     112 => 'random movement',
131     128 => 'small vertical',
132     144 => 'large vertical'
133     },
134 root 1.3 direction => {
135     0 => '<none>',
136     1 => 'north',
137     2 => 'northeast',
138     3 => 'east',
139     4 => 'southeast',
140     5 => 'south',
141     6 => 'southwest',
142     7 => 'west',
143     8 => 'northwest'
144     },
145 root 1.10 event_type => {
146     0 => 'none',
147     1 => 'apply',
148     2 => 'attack',
149     3 => 'death',
150     4 => 'drop',
151     5 => 'pickup',
152     6 => 'say',
153     7 => 'stop',
154     8 => 'time',
155     9 => 'throw',
156     10 => 'trigger',
157     11 => 'close',
158     12 => 'timer',
159 elmex 1.22 28 => 'move',
160     41 => 'drop_on'
161 root 1.10 },
162 root 1.3 mood => {
163     0 => 'furious',
164     1 => 'angry',
165     2 => 'calm',
166     3 => 'sleep',
167     4 => 'charm'
168 root 1.1 },
169 root 1.3 potion_effect => {
170     0 => '<none>',
171     65536 => 'life restoration',
172     1048576 => 'improvement'
173 root 1.1 },
174 root 1.3 skill_type => {
175     1 => 'lockpicking',
176     2 => 'hiding',
177     3 => 'smithery',
178     4 => 'bowyer',
179     5 => 'jeweler',
180     6 => 'alchemy',
181     7 => 'stealing',
182     8 => 'literacy',
183     9 => 'bargaining',
184     10 => 'jumping',
185     11 => 'detect magic',
186     12 => 'oratory',
187     13 => 'singing',
188     14 => 'detect curse',
189     15 => 'find traps',
190     16 => 'mediatation',
191     17 => 'punching',
192     18 => 'flame touch',
193     19 => 'karate',
194     20 => 'climbing',
195     21 => 'woodsman',
196     22 => 'inscription',
197     23 => 'one handed weapons',
198     24 => 'missile weapons',
199     25 => 'throwing',
200     26 => 'use magic item',
201     27 => 'disarm traps',
202     28 => 'set traps',
203     29 => 'thaumaturgy',
204     30 => 'praying',
205     31 => 'clawing',
206     32 => 'levitation',
207     33 => 'summoning',
208     34 => 'pyromancy',
209     35 => 'evocation',
210     36 => 'sorcery',
211     37 => 'two handed weapons'
212 root 1.1 },
213 root 1.3 spell_type => {
214     1 => 'raise dead',
215     2 => 'rune',
216     3 => 'make mark',
217     4 => 'bolt',
218     5 => 'bullet',
219     6 => 'explosion',
220     7 => 'cone',
221     8 => 'bomb',
222     9 => 'wonder',
223     10 => 'smite',
224     11 => 'magic missile',
225     12 => 'summon golem',
226     13 => 'dimension door',
227     14 => 'magic mapping',
228     15 => 'magic wall',
229     16 => 'destruction',
230     17 => 'perceive self',
231     18 => 'word of recall',
232     19 => 'invisible',
233     20 => 'probe',
234     21 => 'healing',
235     22 => 'create food',
236     23 => 'earth to dust',
237     24 => 'change ability',
238     25 => 'bless',
239     26 => 'curse',
240     27 => 'summon monster',
241     28 => 'recharge',
242     29 => 'polymorph',
243     30 => 'alchemy',
244     31 => 'remove curse',
245     32 => 'identify',
246     33 => 'detection',
247     34 => 'mood change',
248     35 => 'moving ball',
249     36 => 'swarm',
250     37 => 'charge mana',
251     38 => 'dispel rune',
252     39 => 'create missile',
253     40 => 'consecrate',
254     41 => 'animate weapon',
255     42 => 'light',
256     43 => 'change map light',
257     44 => 'faery fire',
258     45 => 'disease',
259     46 => 'aura',
260     47 => 'town portal'
261 root 1.1 },
262 root 1.3 weapon_type => {
263     0 => '<unknown>',
264     1 => 'sword',
265     2 => 'arrows',
266     3 => 'axe',
267     4 => 'katana',
268     5 => 'knife, dagger',
269     6 => 'whip, chain',
270     7 => 'hammer, flail',
271     8 => 'club, stick'
272     }
273     );
274    
275     our %IGNORE_LIST = (
276     non_pickable => [
277     'value',
278     'nrof',
279     'weight',
280     'name_pl',
281     'material',
282     'no_pick',
283     'unpaid',
284     'title',
285     'identified'
286     ],
287     system_object => [
288     'value',
289     'nrof',
290     'weight',
291     'name_pl',
292     'material',
293     'no_pick',
294     'unpaid',
295     'title',
296     'glow_radius',
297     'identified',
298     'blocksview',
299     'invisible'
300     ]
301     );
302    
303     our %DEFAULT_ATTR = (
304 root 1.7 attr => [
305     [
306     'name',
307     {
308     desc => 'This is the name of the object, displayed to the player.',
309     name => 'name',
310     type => 'string'
311     }
312     ],
313     [
314     'name_pl',
315     {
316     desc => 'This is the plural name of the object. A plural name must be set for all items that can be picked up and collected by the player.',
317     name => 'plural name',
318     type => 'string'
319     }
320     ],
321     [
322     'title',
323     {
324 root 1.9 desc => 'This is the object\'s title. Once an object is identified the title is attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.',
325 root 1.7 name => 'title',
326     type => 'string'
327     }
328     ],
329     [
330     'face',
331     {
332 elmex 1.38 desc => 'The image-name defines what image is displayed for this object in-game. Take care if the archetype of the object has an animation! See also the \'animation\' attribute.',
333 root 1.7 name => 'image',
334     type => 'string'
335     }
336     ],
337     [
338 elmex 1.38 'animation',
339     {
340     desc => 'The animation-name of the object. If you assign custom faces and the archetype defines an animation you can disable the animation of an archetype by setting this field to NONE.',
341     name => 'animation',
342     type => 'string'
343     }
344     ],
345     [
346 root 1.34 'tag',
347     {
348     desc => 'You can tag objects with an identifier. Tagged objects can be found quickly from their tag, which makes them useful to tag exits and refer to those by their name.',
349     name => 'tag',
350     type => 'string'
351     }
352     ],
353     [
354 root 1.7 'nrof',
355     {
356     desc => 'This value determines the number of objects in one stack (for example: 100 goldcoins => "number = 100"). You should set this at least to one, for any pickable object - otherwise it won\'t be mergeable into a stack.',
357     name => 'number',
358     type => 'int'
359     }
360     ],
361     [
362     'weight',
363     {
364 root 1.9 desc => 'This value defines the object\'s weight in grams (1000g is 1kg). Objects with zero weight are not pickable for players. Still, set the "non-pickable"-flag for explicitly non-pickable objects (hey, this is opensource.. you never know ;) ).',
365 root 1.7 name => 'weight',
366     type => 'int'
367     }
368     ],
369     [
370     'value',
371     {
372 root 1.18 desc => 'Determines the value of the object, in units of silver coins (one platinum coin == 50 silver coins). Value for buying/selling will be further modified by various factors. Hence, testing values in-game is usually inevitable.',
373 root 1.7 name => 'value',
374     type => 'int'
375     }
376     ],
377     [
378     'glow_radius',
379     {
380 elmex 1.51 desc => 'If <glow radius> is set to a value greater zero, the object appears lit up on dark maps. <glow radius> can be a value between 0 and 9, the higher, the more light does the object emit.',
381 root 1.7 name => 'glow radius',
382     type => 'int'
383     }
384     ],
385     [
386     'material',
387     {
388     desc => 'This bitmask-value informs the player of which material(s) the object consists. Material does also affect how likely the object can be destroyed by hazardous spell-effects.',
389     name => 'material',
390     type => 'bitmask',
391     value => $BITMASK{material}
392     }
393     ],
394     [
395     'no_pick',
396     {
397     desc => 'If set, the object cannot be picked up (Neither by players nor monsters).',
398     name => 'non-pickable',
399     type => 'bool'
400     }
401     ],
402     [
403     'invisible',
404     {
405     desc => 'Generally makes the object invisible. Depending on the object-type, some can be made visible by the show_invisible spell. If in doubt, test it. Putting an invisible object under the floor always prevents it from being shown.',
406     name => 'invisible',
407     type => 'bool'
408     }
409     ],
410     [
411     'blocksview',
412     {
413 root 1.53 desc => 'If an item is set to block view, players (and monsters) cannot see beyond it unless they cross it or manage to stand ontop.',
414 root 1.7 name => 'block view',
415     type => 'bool'
416     }
417     ],
418     [
419     'identified',
420     {
421     desc => 'If an item is identified, the player has full knowledge about it.',
422     name => 'identified',
423     type => 'bool'
424     }
425     ],
426     [
427     'unpaid',
428     {
429 elmex 1.47 desc => 'An <unpaid> item cannot be used unless a player carried it over a shop mat, paying the demanded price. Setting this flag makes sense only for pickable items inside shops.',
430 root 1.7 name => 'unpaid',
431     type => 'bool'
432     }
433 elmex 1.32 ],
434     [
435     'sound',
436     {
437     desc => 'The sound this objects makes on a map. Enter either a sound alias from arch/res/sound.conf.res or a path. If you enter <path> in this field it will point to sound/<path>.ext',
438     name => 'sound',
439     type => 'string'
440     }
441     ],
442     [
443     'sound_destroy',
444     {
445     desc => 'The sound this objects makes when it is destroyed. Enter either a sound alias from arch/res/sound.conf.res or a path. If you enter <path> in this field it will point to sound/<path>.ext',
446     name => 'destroy sound',
447     type => 'string'
448     }
449 root 1.7 ]
450     ]
451 root 1.3 );
452    
453     our %TYPE = (
454     Ability => {
455 root 1.7 attr => [
456     [
457     'invisible',
458     {
459     type => 'fixed',
460     value => 1
461     }
462     ],
463     [
464     'no_drop',
465     {
466     type => 'fixed',
467     value => 1
468     }
469     ],
470     [
471     'sp',
472     {
473     desc => 'The monster will use the specified <short range spell> when the player is within 6-square radius (of the monster\'s head).',
474     name => 'short range spell',
475     type => 'spell'
476     }
477     ],
478     [
479     'hp',
480     {
481     desc => 'The monster will use the specified <long range spell> when the player is at least 6 squares away (from the monster\'s head). Setting a <long range spell> is optional. If unset, the <short range spell> gets used all the time.',
482     name => 'long range spell',
483     type => 'nz_spell'
484     }
485     ],
486     [
487     'maxsp',
488     {
489     desc => 'Sometimes you\'ll want a monster to use one ability more than others. To achieve this, set the <importance> to a value greater than one. Abilities with this value zero/unset are counted to be of <importance> one. Example: A monster with "small fireball" of <importance> 3 and "paralyze" of <importance> 1 will averagely cast three out of four times the "small fireball".',
490     name => 'importance',
491     type => 'int'
492     }
493     ],
494     [
495     'attacktype',
496     {
497 root 1.9 desc => 'This flag specifies whether the ability <is magical> in nature. If enabled, all spells produced by this ability will have magic attacktype added to the usual attacktypes. This should always be set for spell-like abilities. "Natural" abilities like a dragon\'s firebreath are an exception. Note that non-magical abilities are more dangerous because magic resistance does not protect from those.',
498 root 1.7 name => 'is magical',
499     type => 'bool',
500     value => [
501     0,
502     2
503     ]
504     }
505     ]
506     ],
507 root 1.44 desc => 'Abilities are to be put in a monster\'s inventory. They grant monsters the knowledge to cast spells. Spells from abilities are usually magical in nature, thus adding magic attacktype to the spell-damage they produce. <br><br> A particularly nice feature of abilities is that they can hold two spells: One for short range - and one for long range use. \\n\\n You should know that spellcasting monsters receive abilities via &lt;treasurelist&gt;.',
508 root 1.3 ignore => [
509     $IGNORE_LIST{system_object}
510     ],
511 root 1.5 name => 'Ability',
512 root 1.3 use => 'If you want to create "customized" spellcasting monsters, you should use abilities (rather than spellbooks/wands or something). The long/short-range spell feature can make boss-monsters more interesting and challenging. <br><br> You should keep in mind that magic abilities allow players to get better resistance. You can turn off the magic part to make the spells more dangerous. However, this really shouldn\'t be neccessary unless you work on very high level maps. And what fun is a magic resistance cloak when it has no effect?'
513     },
514     Altar => {
515 root 1.7 attr => [
516     [
517     'no_pick',
518     {
519     type => 'fixed',
520     value => 1
521     }
522     ],
523     [
524 root 1.14 'move_on',
525 root 1.7 {
526 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
527 root 1.58 name => 'movement on',
528 elmex 1.26 type => 'movement_type'
529 root 1.7 }
530     ],
531     [
532     'slaying',
533     {
534 root 1.55 desc => 'This string specifies the item that must be put on the altar to activate it. It can either be the name of an archetype, or directly the name of an object. Yet, titles are not recognized by altars. If you want the player to have to drop a specific amount of money use "money". See also the "drop amount" attribute. If the string starts with \'match \', then it is interpreted as a match expression (e.g. \'match type=POTION\', or \'match type=SPELL in applied type=CONTAINER in inv in originator\'). For details, see http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm',
535 root 1.7 name => 'match item name',
536     type => 'string'
537     }
538     ],
539     [
540     'food',
541     {
542     desc => 'The drop amount specifies the amount of items (specified in <match item name>) that must be dropped to activate the altar. If <match item name> is set to "money", then the value of the sacrificed money must be equal to <drop amount> (ie, if food=200, then 200 silver, 20 gold, or 4 platinum will all work.) Note that the maximum possible for <drop amount> is 32767.',
543     name => 'drop amount',
544     type => 'int'
545     }
546     ],
547     [
548     'connected',
549     {
550     desc => 'If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.',
551     name => 'connection',
552 root 1.50 type => 'string'
553 root 1.7 }
554     ],
555     [
556     'sp',
557     {
558 root 1.9 desc => 'When activated, the selected <spell> will be casted (once, on the player). This should work for any given spell. The altar will work infinitely in this way. Don\'t set both <spell> and <connection> for one altar.',
559 root 1.7 name => 'spell',
560     type => 'spell'
561     }
562     ],
563     [
564     'msg',
565     {
566     desc => 'This text will be displayed to the player in the exact moment when the altar is activated.',
567     end => 'endmsg',
568     name => 'message',
569     type => 'text'
570     }
571     ]
572     ],
573 root 1.9 desc => 'When a player puts a defined number of certain items on the altar, then either a spell is casted (on the player) or a connector is triggered. If the latter is the case, the altar works only once. Either way, the sacrificed item disappears.',
574 root 1.3 ignore => [
575     $IGNORE_LIST{non_pickable}
576 root 1.5 ],
577     name => 'Altar'
578 root 1.3 },
579     'Altar Trigger' => {
580 root 1.7 attr => [
581     [
582     'no_pick',
583     {
584     type => 'fixed',
585     value => 1
586     }
587     ],
588     [
589     'slaying',
590     {
591 root 1.55 desc => 'This string specifies the item that must be put on the altar to activate it. It can either be the name of an archetype, or directly the name of an object. Yet, titles are not recognized by altars. If you want the player to have to drop a specific amount of money use "money". See also the "drop amount" attribute. If the string starts with \'match \', then it is interpreted as a match expression (e.g. \'match type=POTION\', or \'match type=SPELL in applied type=CONTAINER in inv in originator\'). For details, see http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm',
592 root 1.7 name => 'match item name',
593     type => 'string'
594     }
595     ],
596     [
597     'food',
598     {
599     desc => 'The drop amount specifies the amount of items (specified in <match item name>) that must be dropped to activate the altar. If <match item name> is set to "money", then the value of the sacrificed money must be equal to <drop amount> (ie, if food=200, then 200 silver, 20 gold, or 4 platinum will all work.) Note that the maximum possible for <drop amount> is 32767.',
600     name => 'drop amount',
601     type => 'int'
602     }
603     ],
604     [
605     'connected',
606     {
607     desc => 'If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.',
608     name => 'connection',
609 root 1.50 type => 'string'
610 root 1.7 }
611     ],
612     [
613     'sp',
614     {
615 root 1.9 desc => 'When activated, this <spell> will be casted (once, on the player). This should work for any given spell. The altar will work infinitely in this way. Don\'t set both <spell> and <connection> for one altar.',
616 root 1.7 name => 'spell',
617     type => 'spell'
618     }
619     ],
620     [
621     'exp',
622     {
623     desc => 'Being activated, the altar will reset after <reset time> ticks. After reset, the altar is ready to be activated once again. The default <reset time> is 30.',
624     name => 'reset time',
625     type => 'int'
626     }
627     ],
628     [
629     'last_sp',
630     {
631     desc => 'If this attribute is enabled, the altar_trigger won\'t push the connected value by altar reset. Only ONCE by dropping the sacrifice. This is typically used when the altar is connected to a creator, e.g. for selling tickets. If this attribute is disabled (default), the altar_trigger will push the connected value TWICE per sacrifice: First by dropping sacrifice, second by reset. This mode is typically used for altars being connected to gates, resulting in the gate being opened and closed again.',
632     name => 'ignore reset',
633     type => 'bool'
634     }
635     ],
636     [
637 root 1.14 'move_on',
638 root 1.7 {
639 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
640 root 1.58 name => 'movement on',
641 elmex 1.26 type => 'movement_type'
642 root 1.7 }
643     ],
644     [
645     'msg',
646     {
647     desc => 'This text will be displayed to the player in the exact moment when the altar is activated.',
648     end => 'endmsg',
649     name => 'message',
650     type => 'text'
651     }
652     ]
653     ],
654 root 1.9 desc => 'Altar_triggers work pretty much like normal altars (drop sacrifice -> connection activated), except for the fact that they reset after usage. Hence, altar_triggers can be used infinitely.',
655 root 1.3 ignore => [
656     $IGNORE_LIST{non_pickable}
657     ],
658 root 1.5 name => 'Altar Trigger',
659 root 1.3 use => 'Altar_triggers are very useful if you want to charge a price for... <UL> <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator. <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate. <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth. </UL> The big advantage over normal altars is the infinite usability of altar_triggers! If there are ten players on one server, they\'re quite grateful if things work more than once. =)'
660     },
661     Amulet => {
662 root 1.7 attr => [
663     [
664     'ac',
665     {
666     desc => 'This value defines the amount of armour-class bonus for wearing this item. <Armour class> lessens the chance of being hit. Lower values are better. It should usually be set only for armour-like equipment.',
667     name => 'armour class',
668     type => 'int'
669     }
670     ],
671     [
672     'wc',
673     {
674     desc => 'The <weapon class> value adds to the overall weapon class of the wielder\'s melee attacks. Weapon class improves the chance of hitting the opponent. Weapon class is the "counterpiece" of <armour class>. It should usually be set only for weapon-like items. Lower values are better.',
675     name => 'weapon class',
676     type => 'int'
677     }
678     ],
679     [
680     'item_power',
681     {
682 root 1.37 desc => 'The <item power> value measures how "powerful" an artifact is. Players will only be able to wear equipment with a certain total amount of <item power>, depending on their own level. This is the only way to prevent low level players to wear "undeserved" equipment (like gifts from other players or cheated items). It is very important to adjust the <item power> value carefully for every artifact you create! If zero/unset, the Deliantra server will calculate a provisional value at runtime, but this is never going to be an accurate measurement of <item power>.',
683 root 1.7 name => 'item power',
684     type => 'int'
685     }
686     ],
687     [
688     'damned',
689     {
690     desc => 'A damned piece of equipment cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
691     name => 'damnation',
692     type => 'bool'
693     }
694     ],
695     [
696     'cursed',
697     {
698     desc => 'A cursed piece of equipment cannot be unwielded unless the curse is removed.',
699     name => 'curse',
700     type => 'bool'
701     }
702     ],
703     [
704     'lifesave',
705     {
706 root 1.9 desc => 'An item with this flag enabled will save the players life for one time: When the player is wearing this item and his health points reach zero, the item disappears, replenishing half of the player\'s health. An item with <save life> should not have any decent additional bonuses!',
707 root 1.7 name => 'save life',
708     type => 'bool'
709     }
710     ],
711     [
712     'unique',
713     {
714     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
715     name => 'unique item',
716     type => 'bool'
717     }
718     ],
719     [
720     'startequip',
721     {
722     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
723     name => 'godgiven item',
724     type => 'bool'
725     }
726     ],
727     [
728     'applied',
729     {
730     desc => 'If you put this item into the inventory of a monster, and you want the monster to use/wear the item - you must set <is applied>. Enabling this flag doesn\'t make any sense if the item is NOT in a monster\'s inventory.',
731     name => 'is applied',
732     type => 'bool'
733     }
734     ],
735     [
736     'msg',
737     {
738     desc => 'This text describes the item\'s "story". Every decent artifact should have such a description.',
739     end => 'endmsg',
740     name => 'description',
741     type => 'text'
742     }
743     ]
744     ],
745 root 1.3 desc => 'Wearing an amulet, the object\'s stats will directly be inherited to the player. Amulets are usually meant for protection and defense.',
746 root 1.5 name => 'Amulet',
747 root 1.4 section => [
748     [
749 elmex 1.33 'stats',
750     [
751     [
752     'Str',
753     {
754     desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
755     name => 'strength',
756     type => 'int'
757     }
758     ],
759     [
760     'Dex',
761     {
762     desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
763     name => 'dexterity',
764     type => 'int'
765     }
766     ],
767     [
768     'Con',
769     {
770     desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
771     name => 'constitution',
772     type => 'int'
773     }
774     ],
775     [
776     'Int',
777     {
778     desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
779     name => 'intelligence',
780     type => 'int'
781     }
782     ],
783     [
784     'Pow',
785     {
786     desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
787     name => 'power',
788     type => 'int'
789     }
790     ],
791     [
792     'Wis',
793     {
794     desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
795     name => 'wisdom',
796     type => 'int'
797     }
798     ],
799     [
800     'Cha',
801     {
802     desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
803     name => 'charisma',
804     type => 'int'
805     }
806     ]
807     ]
808     ],
809     [
810 root 1.4 'resistance',
811 root 1.7 [
812     [
813     'resist_physical',
814     {
815 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
816 root 1.7 name => 'resist physical %',
817     type => 'int'
818     }
819     ],
820     [
821     'resist_magic',
822     {
823 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
824 root 1.7 name => 'resist magic %',
825     type => 'int'
826     }
827     ],
828     [
829     'resist_fire',
830     {
831 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
832 root 1.7 name => 'resist fire %',
833     type => 'int'
834     }
835     ],
836     [
837     'resist_electricity',
838     {
839 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
840 root 1.7 name => 'resist electricity %',
841     type => 'int'
842     }
843     ],
844     [
845     'resist_cold',
846     {
847 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
848 root 1.7 name => 'resist cold %',
849     type => 'int'
850     }
851     ],
852     [
853     'resist_acid',
854     {
855 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
856 root 1.7 name => 'resist acid %',
857     type => 'int'
858     }
859     ],
860     [
861 elmex 1.33 'resist_confusion',
862 root 1.7 {
863 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
864     name => 'resist confusion %',
865 root 1.7 type => 'int'
866     }
867     ],
868     [
869     'resist_weaponmagic',
870     {
871 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
872 root 1.7 name => 'resist weaponmagic %',
873     type => 'int'
874     }
875     ],
876     [
877     'resist_ghosthit',
878     {
879 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
880 root 1.7 name => 'resist ghosthit %',
881     type => 'int'
882     }
883     ],
884     [
885     'resist_slow',
886     {
887 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
888 root 1.7 name => 'resist slow %',
889     type => 'int'
890     }
891     ],
892     [
893     'resist_fear',
894     {
895 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
896 root 1.7 name => 'resist fear %',
897     type => 'int'
898     }
899     ],
900     [
901     'resist_death',
902     {
903 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
904 root 1.7 name => 'resist death-attack %',
905     type => 'int'
906     }
907     ],
908     [
909     'resist_chaos',
910     {
911 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
912 root 1.7 name => 'resist chaos %',
913     type => 'int'
914     }
915     ],
916     [
917     'resist_blind',
918     {
919 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
920 root 1.7 name => 'resist blinding %',
921     type => 'int'
922     }
923     ],
924     [
925     'resist_holyword',
926     {
927 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
928 root 1.7 name => 'resist holy power %',
929     type => 'int'
930     }
931     ],
932     [
933 elmex 1.33 'resist_godpower',
934 root 1.7 {
935 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
936     name => 'resist godpower %',
937 root 1.7 type => 'int'
938     }
939     ],
940     [
941 elmex 1.33 'resist_paralyze',
942 root 1.7 {
943 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
944     name => 'resist paralyze %',
945 root 1.7 type => 'int'
946     }
947     ],
948     [
949 elmex 1.33 'resist_drain',
950 root 1.7 {
951 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
952     name => 'resist draining %',
953 root 1.7 type => 'int'
954     }
955     ],
956     [
957 elmex 1.33 'resist_deplete',
958 root 1.7 {
959 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
960     name => 'resist depletion %',
961 root 1.7 type => 'int'
962     }
963     ],
964     [
965 elmex 1.33 'resist_poison',
966 root 1.7 {
967 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
968     name => 'resist poison %',
969 root 1.7 type => 'int'
970     }
971     ]
972     ]
973     ],
974     [
975     'misc',
976     [
977     [
978     'luck',
979     {
980     desc => 'With positive luck bonus, the player is more likely to succeed in all sorts of things (spellcasting, praying,...). Unless the <luck bonus> is very high, the effect will be barely visible in-game. Luck bonus on one piece of equipment should never exceed 3, and such bonus should not be too frequently available.',
981     name => 'luck bonus',
982     type => 'int'
983     }
984     ],
985     [
986     'hp',
987     {
988     desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
989     name => 'health regen.',
990     type => 'int'
991     }
992     ],
993     [
994     'sp',
995     {
996     desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
997     name => 'mana regen.',
998     type => 'int'
999     }
1000     ],
1001     [
1002     'grace',
1003     {
1004     desc => 'Positive <grace regen.> bonus speeds up the player\'s grace regeneration. Negative values slow it down. Since grace can be regenerated rather easy with praying, additional <grace regen.> bonus should be VERY RARE!!',
1005     name => 'grace regen.',
1006     type => 'int'
1007     }
1008     ],
1009     [
1010     'food',
1011     {
1012     desc => 'Positive <food bonus> slows down the player\'s digestion, thus he consumes less food. Negative values speed it up. Note that food is consumed not only for "being alive", but also for healing and mana-regeneration. <food bonus> only affects the amount of food consumed for "being alive". Hence, even with high <food bonus>, during a fight a player can run out of food quickly.',
1013     name => 'food bonus',
1014     type => 'int'
1015     }
1016     ],
1017     [
1018     'xrays',
1019     {
1020 root 1.9 desc => 'Xray vision allows the player to see through obstacles in a two-square-wide radius. This is extremely helpful and desirable, so don\'t give it away for cheap on equipment.',
1021 root 1.7 name => 'xray vision',
1022     type => 'bool'
1023     }
1024     ],
1025     [
1026     'stealth',
1027     {
1028     desc => 'Stealth allows the player to move silently. This comes to effect if a player turns himself invisible and tries to sneak around monsters. (At least that was the idea behind it)',
1029     name => 'stealth',
1030     type => 'bool'
1031     }
1032     ],
1033     [
1034     'reflect_spell',
1035     {
1036     desc => 'If a player is wearing any piece of equipment with the ability to <reflect spells>, all kinds of spell-bullets and -beams will bounce off him. This works only about 90% of all times, to avoid players being completely immune to certain types of attacks. This is a very powerful ability and it shouldn\'t be handed out cheap!',
1037     name => 'reflect spells',
1038     type => 'bool'
1039     }
1040     ],
1041     [
1042     'reflect_missile',
1043     {
1044     desc => 'If a player is wearing any piece of equipment with the ability to <reflect missiles>, all kinds of projectiles (e.g. arrows, bolts, boulders) will bounce off him. This works only about 90% of all times, to avoid players being completely immune to certain types of attacks.',
1045     name => 'reflect missiles',
1046     type => 'bool'
1047     }
1048     ],
1049     [
1050 root 1.14 'move_type',
1051 root 1.7 {
1052 root 1.14 desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
1053     name => 'movement type',
1054 elmex 1.26 type => 'movement_type'
1055 root 1.7 }
1056     ],
1057     [
1058     'path_attuned',
1059     {
1060     desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this item.',
1061     name => 'attuned paths',
1062     type => 'bitmask',
1063     value => $BITMASK{spellpath}
1064     }
1065     ],
1066     [
1067     'path_repelled',
1068     {
1069     desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this item.',
1070     name => 'repelled paths',
1071     type => 'bitmask',
1072     value => $BITMASK{spellpath}
1073     }
1074     ],
1075     [
1076     'path_denied',
1077     {
1078     desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this item.',
1079     name => 'denied paths',
1080     type => 'bitmask',
1081     value => $BITMASK{spellpath}
1082     }
1083     ]
1084     ]
1085     ]
1086     ],
1087     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1088     },
1089     Battleground => {
1090     attr => [
1091     [
1092     'no_pick',
1093     {
1094     type => 'fixed',
1095     value => 1
1096     }
1097     ],
1098     [
1099     'is_floor',
1100 root 1.4 {
1101 root 1.7 type => 'fixed',
1102     value => 1
1103 root 1.4 }
1104     ],
1105     [
1106 root 1.7 'hp',
1107 root 1.4 {
1108 root 1.7 desc => 'The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.',
1109     name => 'destination X',
1110     type => 'int'
1111 root 1.4 }
1112     ],
1113     [
1114 root 1.7 'sp',
1115 root 1.4 {
1116 root 1.7 desc => 'The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.',
1117     name => 'destination Y',
1118     type => 'int'
1119 root 1.4 }
1120     ]
1121     ],
1122 root 1.3 desc => 'Battleground is very special: In short, players can die on battleground without any death penalties. They don\'t loose or gain experience while on battleground. Acid, draining and depletion effects don\'t work either. When a player dies on battleground, he gets teleported to an exit location which is defined in the battleground object.',
1123     ignore => [
1124     $IGNORE_LIST{non_pickable}
1125     ],
1126 root 1.5 name => 'Battleground',
1127 root 1.3 use => 'Battleground is only meant for player vs. player duels. You can design combat arenas similiar to the one in scorn.<br> What should NEVER be done is placing battleground tiles in open dungeons or other free kinds of land. It must not be possible to gain significant treasure for fighting on battleground, because it bears no risk.<br><br> (Battleground will cease to work when the image or name is changed, or when it is placed beneath another floor tile. This is not a bug, it is there to prevent any attempts of placing "hidden" battleground tiles anywhere.)'
1128     },
1129     Book => {
1130 root 1.7 attr => [
1131     [
1132     'level',
1133     {
1134     desc => 'If this value is set to be greater than zero, the player needs a certain literacy level to succeed reading the book. The book can be read if: mental_level greater <literacy level> - 5. Adding level to a book can be a nice idea, personally I like it when a player needs more than his fighting skills to solve a quest. However, keep the booklevel at least below 15 because it is quite hard to gain high mental levels.',
1135     name => 'literacy level',
1136     type => 'int'
1137     }
1138     ],
1139     [
1140     'startequip',
1141     {
1142     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1143     name => 'godgiven item',
1144     type => 'bool'
1145     }
1146     ],
1147     [
1148     'unique',
1149     {
1150     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
1151     name => 'unique item',
1152     type => 'bool'
1153     }
1154     ],
1155     [
1156     'msg',
1157     {
1158     desc => 'This is the text that appears "written" in the book.',
1159     end => 'endmsg',
1160     name => 'book content',
1161     type => 'text'
1162     }
1163 root 1.14 ],
1164     [
1165     'slaying',
1166     {
1167     desc => 'This is the key string of the book. The key string is checked by an inventory checker. (This is used eg. for the gate/port passes in scorn)',
1168     name => 'key string',
1169     type => 'string'
1170     }
1171 elmex 1.48 ],
1172     [
1173     'no_skill_ident',
1174     {
1175     desc => 'If this flag is true the player won\'t be able to identify this item with by using a skill.',
1176     name => 'no skill ident',
1177     type => 'bool'
1178     }
1179 root 1.7 ]
1180     ],
1181 root 1.5 desc => 'Applying a book, the containing message is displayed to the player.',
1182     name => 'Book'
1183 root 1.1 },
1184 root 1.3 Boots => {
1185 root 1.7 attr => [
1186     [
1187     'exp',
1188     {
1189     desc => 'Boots with <speed bonus> will increase the player\'s walking speed while worn. This kind of bonus is quite desirable for players of low- and medium level. High level players usually have fastest possible walking speed and thus don\'t need <speed bonus> anymore. Still, this bonus is good for nice artifacts - not everything has to be for highest level.',
1190     name => 'speed bonus',
1191     type => 'int'
1192     }
1193     ],
1194     [
1195     'magic',
1196     {
1197     desc => '<magic bonus> works just like ac, except that it can be improved by "scrolls of Enchant Armour" or reduced by acid. It is less useful than direct armour-class bonus on the boots. Important: <magic bonus> on boots has no effect if there is no <armour class> set. It only works in combination with <armour class>.',
1198     name => 'magic bonus',
1199     type => 'int'
1200     }
1201     ]
1202     ],
1203 root 1.3 desc => 'Wearing boots, the object\'s stats will directly be inherited to the player. Usually enhancing his speed, or granting some minor protection bonus.',
1204     import => [
1205 root 1.29 'Amulet'
1206 root 1.3 ],
1207 root 1.5 name => 'Boots',
1208 root 1.3 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1209     },
1210     Bracers => {
1211 root 1.7 attr => [
1212     [
1213     'magic',
1214     {
1215     desc => '<magic bonus> works just like ac, except that it can be improved by "scrolls of Enchant Armour" or reduced by acid. It is less useful than direct armour-class bonus on the bracers.',
1216     name => 'magic bonus',
1217     type => 'int'
1218     }
1219     ]
1220     ],
1221 root 1.3 desc => 'Bracers are armour-plates worn around the wrists. Wearing bracer, the object\'s stats will directly be inherited to the player. Usually enhancing his defense.',
1222     import => [
1223 root 1.29 'Amulet'
1224 root 1.3 ],
1225 root 1.5 name => 'Bracers',
1226 root 1.3 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1227     },
1228     'Brestplate Armour' => {
1229 root 1.7 attr => [
1230     [
1231     'last_heal',
1232     {
1233     desc => 'This poses a penalty to spell regeneration speed, for wearing the armour. The bigger the spellpoint penalty, the worse.',
1234     name => 'spellpoint penalty',
1235     type => 'int'
1236     }
1237     ],
1238     [
1239     'last_sp',
1240     {
1241     desc => 'Slowdown penalty reduces the player\'s walking speed when wearing the armour. Bigger values are worse - zero is best.',
1242     name => 'slowdown penalty',
1243     type => 'int'
1244     }
1245     ],
1246     [
1247     'magic',
1248     {
1249     desc => '<magic bonus> works just like ac, except that it can be improved by "scrolls of Enchant Armour" or reduced by acid. It is less useful than direct armour-class bonus on the armour.',
1250     name => 'magic bonus',
1251     type => 'int'
1252     }
1253     ]
1254     ],
1255 root 1.3 desc => 'Wearing an armour, the object\'s stats will directly be inherited to the player. Usually enhancing his defense.',
1256 root 1.7 import => [
1257 root 1.29 'Amulet'
1258 root 1.7 ],
1259     name => 'Brestplate Armour',
1260     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1261     },
1262     Button => {
1263     attr => [
1264     [
1265 root 1.14 'move_on',
1266 root 1.7 {
1267 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
1268 root 1.58 name => 'movement on',
1269 elmex 1.26 type => 'movement_type'
1270 root 1.7 }
1271     ],
1272     [
1273 root 1.14 'move_off',
1274 root 1.7 {
1275 root 1.14 desc => 'Which movement types deactivate this object (e.g. button).',
1276 root 1.58 name => 'movement off',
1277 elmex 1.26 type => 'movement_type'
1278 root 1.7 }
1279     ],
1280     [
1281     'no_pick',
1282     {
1283     type => 'fixed',
1284     value => 1
1285     }
1286     ],
1287     [
1288     'weight',
1289     {
1290     desc => 'The button is pressed (triggered), as soon as <press weigh> gram are placed ontop of it.',
1291     name => 'press weight',
1292 root 1.9 type => 'int'
1293 root 1.7 }
1294     ],
1295     [
1296     'connected',
1297     {
1298     desc => 'Every time the button is pressed or released, all objects with the same <connection> value are activated.',
1299     name => 'connection',
1300 root 1.50 type => 'string'
1301 root 1.7 }
1302     ],
1303     [
1304     'msg',
1305     {
1306     desc => 'This text may describe the item. You can use this message to explain the button\'s purpose to the player.',
1307     end => 'endmsg',
1308     name => 'description',
1309     type => 'text'
1310     }
1311     ]
1312 root 1.3 ],
1313     desc => 'When a predefined amount of weigh is placed on a button, the &lt;connection&gt; value is triggered. In most cases this happens when a player or monster steps on it. When the button is "released", the &lt;connection&gt; value get\'s triggered a second time.',
1314     ignore => [
1315     $IGNORE_LIST{non_pickable}
1316 root 1.5 ],
1317     name => 'Button'
1318 root 1.3 },
1319 root 1.9 'Button Trigger' => {
1320     desc => 'Handle buttons are buttons which reset after a short period of time. Every time it is either applied or reset, the &lt;connection&gt; value is triggered.',
1321     ignore => [
1322     $IGNORE_LIST{non_pickable}
1323     ],
1324     import => [
1325 root 1.29 'Button'
1326 root 1.9 ],
1327     name => 'Button Trigger'
1328     },
1329     'Class Changer' => {
1330     attr => [
1331     [
1332     'randomitems',
1333     {
1334     desc => 'This entry determines which initial items the character receives.',
1335     name => 'class items',
1336     type => 'treasurelist'
1337     }
1338     ]
1339     ],
1340     desc => 'Class changer are used while creating a character.',
1341     ignore => [
1342     $IGNORE_LIST{non_pickable}
1343     ],
1344     name => 'Class Changer',
1345     section => [
1346     [
1347     'stats',
1348     [
1349     [
1350     'Str',
1351     {
1352     desc => 'The player\'s strength will rise by the given value if he chooses this class. (Negative values make strength fall)',
1353     name => 'strength',
1354     type => 'int'
1355     }
1356     ],
1357     [
1358     'Dex',
1359     {
1360     desc => 'The player\'s dexterity will rise by the given value if he chooses this class. (Negative values make dexterity fall)',
1361     name => 'dexterity',
1362     type => 'int'
1363     }
1364     ],
1365     [
1366     'Con',
1367     {
1368     desc => 'The player\'s constitution will rise by the given value if he chooses this class. (Negative values make constitution fall)',
1369     name => 'constitution',
1370     type => 'int'
1371     }
1372     ],
1373     [
1374     'Int',
1375     {
1376     desc => 'The player\'s intelligence will rise by the given value if he chooses this class. (Negative values make intelligence fall)',
1377     name => 'intelligence',
1378     type => 'int'
1379     }
1380     ],
1381     [
1382     'Pow',
1383     {
1384     desc => 'The player\'s power will rise by the given value if he chooses this class. (Negative values make power fall)',
1385     name => 'power',
1386     type => 'int'
1387     }
1388     ],
1389     [
1390     'Wis',
1391     {
1392     desc => 'The player\'s wisdom will rise by the given value if he chooses this class. (Negative values make wisdom fall)',
1393     name => 'wisdom',
1394     type => 'int'
1395     }
1396     ],
1397     [
1398     'Cha',
1399     {
1400     desc => 'The player\'s charisma will rise by the given value if he chooses this class. (Negative values make charisma fall)',
1401     name => 'charisma',
1402     type => 'int'
1403     }
1404     ]
1405     ]
1406     ]
1407     ]
1408     },
1409 root 1.3 Cloak => {
1410 root 1.7 attr => [
1411     [
1412     'magic',
1413     {
1414     desc => '<magic bonus> works just like ac, except that it can be improved by "scrolls of Enchant Armour" or reduced by acid. It is less useful than direct armour-class bonus on the cloak. Important: <magic bonus> on cloaks has no effect if there is no <armour class> set. It only works in combination with <armour class>.',
1415     name => 'magic bonus',
1416     type => 'int'
1417     }
1418     ]
1419     ],
1420 root 1.3 desc => 'Wearing a cloak, the object\'s stats will directly be inherited to the player. Cloaks usually add minor &lt;armour class&gt; and sometimes a bit of resistance.',
1421     import => [
1422 root 1.29 'Amulet'
1423 root 1.3 ],
1424 root 1.5 name => 'Cloak',
1425 root 1.3 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1426     },
1427     Clock => {
1428 root 1.7 attr => [
1429     [
1430     'msg',
1431     {
1432     desc => 'This text may describe the item',
1433     end => 'endmsg',
1434     name => 'description',
1435     type => 'text'
1436     }
1437     ]
1438     ],
1439 root 1.5 desc => 'Applying a clock, the time is displayed to the player.',
1440     name => 'Clock'
1441 root 1.1 },
1442 root 1.3 Container => {
1443 root 1.7 attr => [
1444     [
1445     'race',
1446     {
1447     desc => 'If set, the container will hold only certain types of objects. Possible choices for <container class> are: "gold and jewels", "arrows" and "keys". Unfortunately it is not easy to create new container classes, because items need a matching counterpiece-attribute to the <container class> before they can be put inside a container. This attribute ("race") is set only for the existing container classes.',
1448     name => 'container class',
1449     type => 'string'
1450     }
1451     ],
1452     [
1453     'slaying',
1454     {
1455     desc => 'If <key string> is set, only players with a special key of matching <key string> are able to open the container.',
1456     name => 'key string',
1457     type => 'string'
1458     }
1459     ],
1460     [
1461     'container',
1462     {
1463     desc => 'The container can hold a maximum total weight of the given value in gram. Note that this weight limit is calculated *after* the weight reduction (<reduce weight>) has been applied.',
1464     name => 'maximum weight',
1465     type => 'int'
1466     }
1467     ],
1468     [
1469     'Str',
1470     {
1471     desc => 'This value determines how much the weight of items is reduced in percent, when put inside the container. <reduce weight %> 0 means no reduction, <reduce weight %> 100 means items are weightless inside. Most default values are in the range of ten.',
1472     name => 'reduce weight %',
1473     type => 'int'
1474     }
1475     ],
1476     [
1477     'is_cauldron',
1478     {
1479     desc => 'If set, the container can be used as alchemy-cauldron. The player can put ingredients inside, close it, cast alchemy and if his formulae is true, he\'ll get what he longed for.',
1480     name => 'alchemy cauldron',
1481     type => 'bool'
1482     }
1483     ],
1484     [
1485     'unique',
1486     {
1487     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good. All contents of a unique container are unique as well.',
1488     name => 'unique item',
1489     type => 'bool'
1490     }
1491     ],
1492     [
1493     'startequip',
1494     {
1495     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1496     name => 'godgiven item',
1497     type => 'bool'
1498     }
1499     ],
1500     [
1501     'other_arch',
1502     {
1503     desc => 'This is used for a certain kind of... "animation" when opening the container. Stick to the default arches here and you won\'t get into trouble.',
1504     name => 'animation arch',
1505     type => 'string'
1506     }
1507     ],
1508     [
1509     'msg',
1510     {
1511     desc => 'This text may contain a description of the container.',
1512     end => 'endmsg',
1513     name => 'description',
1514     type => 'text'
1515     }
1516     ]
1517     ],
1518 root 1.3 desc => 'A player can put (certain kinds of) items in the container. The overall weight of items is reduced when put inside a container, depending on the settings. <br><br> A special feature of containers is the "cauldron", capable of mixing alchemical receipes.',
1519 root 1.5 name => 'Container',
1520 root 1.3 use => 'Note on chests - There are two types of chests: <UL> <LI> First the random treasure chests - Those are NOT containers (but object type Treasure), they create random treasures when applied. Archetype name is "chest". <LI> Second there are the permanent chests - Those are containers, they can be opened and closed again. Archetype name is "chest_2". </UL>'
1521     },
1522     Converter => {
1523 root 1.7 attr => [
1524     [
1525     'no_pick',
1526     {
1527     type => 'fixed',
1528     value => 1
1529     }
1530     ],
1531     [
1532     'slaying',
1533     {
1534     desc => '<cost arch> is the name of the archetype the player has to put on the converter, as payment.',
1535     name => 'cost arch',
1536     type => 'string'
1537     }
1538     ],
1539     [
1540     'food',
1541     {
1542     desc => 'The player has to put <cost number> items of <cost arch> on the converter, in order to get <receive number> items of <receive arch>.',
1543     name => 'cost number',
1544     type => 'int'
1545     }
1546     ],
1547     [
1548     'other_arch',
1549     {
1550 root 1.8 desc => '<receive arch> is the name of the archetype to convert into. This field is ignored if the converter has items in inventory. In this case one of the inventory items is duplicated. The duplicated item is randomly chosen from all items present.',
1551 root 1.7 name => 'receive arch',
1552     type => 'string'
1553     }
1554     ],
1555     [
1556     'sp',
1557     {
1558     desc => 'The player has to put <cost number> items of <cost arch> on the converter, in order to get <receive number> items of <receive arch>.',
1559     name => 'receive number',
1560     type => 'int'
1561     }
1562     ],
1563     [
1564     'msg',
1565     {
1566     desc => 'This text may contain a description of the converter.',
1567     end => 'endmsg',
1568     name => 'description',
1569     type => 'text'
1570     }
1571 elmex 1.46 ],
1572     [
1573 elmex 1.47 'precious',
1574 elmex 1.46 {
1575 elmex 1.47 desc => 'If the converter has this flag set the generated items will be flagged as unpaid. Useful if you want to make a converter in a shop. (For instance for \'dragon scale\' to \'dragon shield\' converters in some armour shops.)',
1576     name => 'output unpaid',
1577 elmex 1.46 type => 'bool'
1578     }
1579 root 1.7 ]
1580     ],
1581 root 1.3 desc => 'Converters are like "exchange tables". When the player drops a specific type of items, they get converted into other items, at a predefined exchange-ratio.',
1582     ignore => [
1583     'value',
1584     'nrof',
1585     'name_pl',
1586     'no_pick',
1587 elmex 1.47 'unpaid',
1588 root 1.3 'title'
1589     ],
1590 root 1.5 name => 'Converter',
1591 root 1.3 use => 'Converters are better than shopping with doormats, because the converters never get sold out. For some items like food or jewels those "exchange tables" are really nice, while for the more important stuff like potions converters should not exist. <br><br> VERY IMPORTANT: Be careful with the exchange-ratio! When you drop items on a converter, the stuff you get must be of equal or lesser value than before! (Except if you are using "rare" items like dragonscales for payment). The code will not check if your ratio is sane, so the player could gain infinite wealth by using your converter.'
1592     },
1593     Creator => {
1594 root 1.7 attr => [
1595     [
1596     'no_pick',
1597     {
1598     type => 'fixed',
1599     value => 1
1600     }
1601     ],
1602     [
1603     'other_arch',
1604     {
1605 root 1.8 desc => 'This string defines the object that will be created. You can choose any of the existing arches. This field is ignored if the creator has items in inventory. In this case one of the inventory items is duplicated. The duplicated item is randomly chosen from all items present.',
1606 root 1.7 name => 'create arch',
1607     type => 'string'
1608     }
1609     ],
1610     [
1611     'connected',
1612     {
1613     desc => 'Whenever the connection value is activated, the creator gets triggered.',
1614     name => 'connection',
1615 root 1.50 type => 'string'
1616 root 1.7 }
1617     ],
1618     [
1619 elmex 1.21 'activate_on_push',
1620     {
1621     desc => 'Whether the teleporter should only be activated on push.',
1622 root 1.42 name => 'activate on push',
1623 elmex 1.21 type => 'bool'
1624     }
1625     ],
1626     [
1627     'activate_on_release',
1628     {
1629     desc => 'Whether the teleporter should only be activated on release.',
1630 root 1.42 name => 'activate on release',
1631 elmex 1.21 type => 'bool'
1632     }
1633     ],
1634     [
1635 root 1.7 'lifesave',
1636     {
1637 root 1.61 desc => 'If <unlimited uses> is set, the creator will work infinitely, regardless of the value in <number of uses>.',
1638     name => 'unlimited uses',
1639 root 1.7 type => 'bool'
1640     }
1641     ],
1642     [
1643 elmex 1.25 'speed',
1644     {
1645     desc => 'When this field is set the creator will periodically create stuff (and will still do so when the connection is triggered). A value of 1 means roughly 8 times a second.',
1646     name => 'speed',
1647     type => 'float'
1648     }
1649     ],
1650     [
1651 root 1.7 'hp',
1652     {
1653     desc => 'The creator can be triggered <number of uses> times, thus creating that many objects, before it dissappears. Default is <number of uses> 1 (-> one-time usage).',
1654     name => 'number of uses',
1655     type => 'int'
1656     }
1657     ],
1658     [
1659     'slaying',
1660     {
1661 root 1.8 desc => 'The created object will bear the name and title specified in <name of creation>. If nothing is set, the standard name and title of the archetype is used.',
1662 root 1.7 name => 'name of creation',
1663     type => 'string'
1664     }
1665     ],
1666     [
1667     'level',
1668     {
1669     desc => 'The created object will be of that level. If zero/unset, the standard level of the archetype is used.',
1670     name => 'level of creation',
1671     type => 'int'
1672     }
1673     ]
1674     ],
1675 elmex 1.25 desc => 'A creator is an object which creates another object when it is triggered. The child object can be anything. Creators are VERY useful for all kinds of map-mechanisms. They can even periodically create things.',
1676 root 1.3 ignore => [
1677     $IGNORE_LIST{system_object}
1678     ],
1679 root 1.5 name => 'Creator',
1680 root 1.3 use => 'Don\'t hesitate to hide your creators under the floor. The created items will still always appear ontop of the floor.'
1681     },
1682     Detector => {
1683 root 1.7 attr => [
1684     [
1685     'no_pick',
1686     {
1687     type => 'fixed',
1688     value => 1
1689     }
1690     ],
1691     [
1692     'slaying',
1693     {
1694     desc => '<match name> specifies the name of the object we are looking for. Actually it does also check for the <key string> in key-objects, but for this case inventory checkers are often more powerful to use.',
1695     name => 'match name',
1696     type => 'string'
1697     }
1698     ],
1699     [
1700     'connected',
1701     {
1702     desc => 'When the detector is triggered, all objects with the same connection value get activated.',
1703     name => 'connection',
1704 root 1.50 type => 'string'
1705 root 1.7 }
1706     ],
1707     [
1708     'speed',
1709     {
1710     desc => 'This value defines the time between two detector-checks. If you want the detector to behave almost like pedestals/buttons, set speed rather high, like <detection speed> 1.0.',
1711     name => 'detection speed',
1712     type => 'float'
1713     }
1714 root 1.17 ],
1715     [
1716     'speed_left',
1717     {
1718     desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
1719     name => 'speed left',
1720     type => 'float'
1721     }
1722     ],
1723     [
1724     'speed_left',
1725     {
1726     desc => 'The speed left. This value is incremented by <speed> on every tick. If it is larger than 0, the detector checks, and the speed is decremented by 1.',
1727     name => 'speed left',
1728     type => 'float'
1729     }
1730 root 1.7 ]
1731     ],
1732 root 1.56 desc => 'Detectors work quite much like inv. checkers/pedestals: If the detector finds a specific object, it toggles its connected value. <br><br> What is "unique" about them, compared to inv. checkers/ pedestals? - First, detectors check their square for a match periodically, not instantly, so generate much higher server load Second, detectors check directly for object names. Third, detectors do not check the inventory of players/monsters.',
1733 root 1.3 ignore => [
1734     $IGNORE_LIST{system_object}
1735     ],
1736 root 1.5 name => 'Detector',
1737 root 1.56 use => 'Best avoid this type at all costs, use a pedestal instead.'
1738 root 1.3 },
1739     Director => {
1740 root 1.7 attr => [
1741     [
1742     'sp',
1743     {
1744     desc => 'Projectiles will leave the director flying in the selected <direction>. A director with direction <none> simply stops projectiles. (The latter works out a bit strange for some spells).',
1745     name => 'direction',
1746     type => 'list',
1747     value => $LIST{direction}
1748     }
1749     ],
1750     [
1751 root 1.14 'move_on',
1752 root 1.7 {
1753 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
1754 root 1.58 name => 'movement on',
1755 elmex 1.26 type => 'movement_type'
1756 root 1.7 }
1757     ]
1758     ],
1759 root 1.3 desc => 'Directors change the direction of spell objects and other projectiles that fly past. Unlike spinners, directors always move objects in the same direction. It does not make a difference from what angle you shoot into it.<br> Directors are visible per default.',
1760     ignore => [
1761     $IGNORE_LIST{non_pickable}
1762     ],
1763 root 1.5 name => 'Director',
1764 root 1.3 use => 'Directors are rarely used in maps. Sometimes they are placed to change the direction of spells coming out of magic walls, "channeling" spell-projectiles in some direction. When doing this, <B>never place directors facing each other with magic walls fireing into them!</B> The spell-projectiles bouncing between the directors would accumulate to huge numbers and at some point slow down the server by eating memory- and CPU-time. <br><br> You\'d better not place directors in monster vs. player combat areas too much, because that freaks out wizard-type players.'
1765     },
1766     Disease => {
1767 root 1.7 attr => [
1768     [
1769     'invisible',
1770     {
1771     type => 'fixed',
1772     value => 1
1773     }
1774     ],
1775     [
1776     'level',
1777     {
1778     desc => 'The <plaque level> is proportional to the disease\'s deadliness. This mainly reflects in the <damage>. It has no effect on most other symptoms. Neverthless, it is a very important value for all damage-inflicting diseases.',
1779     name => 'plaque level',
1780     type => 'int'
1781     }
1782     ],
1783     [
1784     'race',
1785     {
1786     desc => 'The disease will only infect creatures of the specified <race>. "<race> *" means every creature can be infected.',
1787     name => 'infect race',
1788     type => 'string'
1789     }
1790     ],
1791     [
1792     'ac',
1793     {
1794     desc => 'Every time the disease "moves" the severity of the symptoms are increased by <progressiveness>/100. (severity = 1 + (accumlated progression)/100)',
1795     name => 'progressiveness',
1796     type => 'int'
1797     }
1798     ],
1799     [
1800     'msg',
1801     {
1802     desc => 'This text is displayed to the player every time the symptoms strike.',
1803     end => 'endmsg',
1804     name => 'message',
1805     type => 'text'
1806     }
1807     ]
1808     ],
1809 root 1.36 desc => 'Diseases are an intersting form of spellcraft in Deliantra. Once casted, they can spread out and infect creatures in a large area. Being infected can have various effects, from amusing farts to horrible damage - almost everything is possible.',
1810 root 1.3 ignore => [
1811     $IGNORE_LIST{system_object}
1812     ],
1813 root 1.5 name => 'Disease',
1814 root 1.4 section => [
1815     [
1816     'spreading',
1817 root 1.7 [
1818     [
1819     'wc',
1820     {
1821     desc => 'The <infectiosness> defines the chance of new creatures getting infected. If you set this too high, the disease is very likely to be too effective. <infectiosness>/127 is the chance of someone in range catching it.',
1822     name => 'infectiosness',
1823     type => 'int'
1824     }
1825     ],
1826     [
1827     'last_grace',
1828     {
1829     desc => 'The <attenuation> value reduces the diseases\' <infectiosness> everytime it infects someone new. This limits how many generations a disease can propagate.',
1830     name => 'attenuation',
1831     type => 'int'
1832     }
1833     ],
1834     [
1835     'magic',
1836     {
1837     desc => '<infection range> sets the range at which infection may occur. If positive, the <infection range> is level dependant - If negative, it is not: E.g. "<infection range> -6" means creatures can be infected in six square range, and <plaque level> doesn\'t modify that.',
1838     name => 'infection range',
1839     type => 'int'
1840     }
1841     ],
1842     [
1843     'maxhp',
1844     {
1845     desc => '<persistence> defines how long the disease can persist OUTSIDE a host. The disease can "move" <persistence> times outside a host before it vanishes. A negative value means the disease lasts for permanent (which is only recommended to use in maps without monsters).',
1846     name => 'persistence',
1847     type => 'int'
1848     }
1849     ],
1850     [
1851     'maxgrace',
1852     {
1853     desc => 'The disease will last in the host for <curing duration> "disease moves" (Assuming the host survives and doesn\'t use a curing spell). After this period the disease is naturally cured, which provides the host with immunity from this particular disease of lower or equal level. A negative value means the disease can never be cured naturally. Note that this value can be further modulated by spell-parameters, if the disease is registered as spell in the code. Due to that, most default diseases take a lot longer to cure than it seems.',
1854     name => 'curing duration',
1855     type => 'int'
1856     }
1857     ],
1858     [
1859     'speed',
1860     {
1861     desc => 'The <speed> of the disease determines how fast the disease will "move", thus how fast the symptoms strike the host.',
1862     name => 'moving speed',
1863     type => 'float'
1864     }
1865 root 1.17 ],
1866     [
1867     'speed_left',
1868     {
1869     desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
1870     name => 'speed left',
1871     type => 'float'
1872     }
1873 root 1.7 ]
1874     ]
1875     ],
1876     [
1877     'symptoms',
1878     [
1879     [
1880     'attacktype',
1881     {
1882     desc => 'The disease will attack the host with the given <attacktype>. Godpower attacktype is commonly used for "unresistable" diseases.',
1883     name => 'attacktype',
1884     type => 'bitmask',
1885     value => $BITMASK{attacktype}
1886     }
1887     ],
1888     [
1889     'dam',
1890     {
1891     desc => 'A disease with a positive <damage> value will strike the player for that amount of damage every time the symptoms occur. A negative <damage> value produces %-based damage: "<damage> -10" means the player\'s health is reduced by 10% every time the symptoms strike. Diseases with %-based damage can be dangerous - but not deadly - for players of all levels.',
1892     name => 'damage',
1893     type => 'int'
1894     }
1895     ],
1896     [
1897     'other_arch',
1898     {
1899     desc => 'If set, the specified arch is created and dropped every time the symptoms strike. This can be various things: farts, body pieces, eggs ... Even monsters can be created that way. You could also make a disease where some exotic stuff like money/gems is created.',
1900     name => 'create arch',
1901     type => 'string'
1902     }
1903     ],
1904     [
1905     'last_sp',
1906     {
1907     desc => 'If set, the disease imposes a <slowdown penalty> while being infected. The player\'s speed is reduced by <slowdown penalty> % of normal value.',
1908     name => 'slowdown penalty',
1909     type => 'int'
1910     }
1911     ],
1912     [
1913     'exp',
1914     {
1915     desc => 'When the player manages to cure this disease (with a curing spell), he is awarded with <exp. for curing> experience.',
1916     name => 'exp. for curing',
1917     type => 'int'
1918     }
1919     ],
1920     [
1921     'maxsp',
1922     {
1923     desc => 'Every time the disease "moves", the player\'s mana is reduced by the value of <mana depletion>. For negative values, a %-based amount is taken.',
1924     name => 'mana depletion',
1925     type => 'int'
1926     }
1927     ],
1928     [
1929     'last_eat',
1930     {
1931     desc => 'Every time the disease "moves", the player\'s food is reduced by the value of <food depletion>. For negative values, a %-based amount is taken.',
1932     name => 'food depletion',
1933     type => 'int'
1934     }
1935     ],
1936     [
1937     'hp',
1938     {
1939     desc => 'This value increases the player\'s healing rate. Negative values decrease it.',
1940     name => 'health regen.',
1941     type => 'int'
1942     }
1943     ],
1944     [
1945     'sp',
1946     {
1947     desc => 'This value increases the player\'s rate of mana regeneration. Negative values decrease it.',
1948     name => 'mana regen.',
1949     type => 'int'
1950     }
1951     ]
1952     ]
1953     ],
1954     [
1955     'disability',
1956     [
1957     [
1958     'Str',
1959     {
1960     desc => 'The player\'s strength will rise by the given value while being infected. (Negative values make strength fall)',
1961     name => 'strength',
1962     type => 'int'
1963     }
1964     ],
1965     [
1966     'Dex',
1967     {
1968     desc => 'The player\'s dexterity will rise by the given value while being infected. (Negative values make dexterity fall)',
1969     name => 'dexterity',
1970     type => 'int'
1971     }
1972     ],
1973     [
1974     'Con',
1975     {
1976     desc => 'The player\'s constitution will rise by the given value while being infected. (Negative values make constitution fall)',
1977     name => 'constitution',
1978     type => 'int'
1979     }
1980     ],
1981     [
1982     'Int',
1983     {
1984     desc => 'The player\'s intelligence will rise by the given value while being infected. (Negative values make intelligence fall)',
1985     name => 'intelligence',
1986     type => 'int'
1987     }
1988     ],
1989     [
1990     'Pow',
1991     {
1992     desc => 'The player\'s power will rise by the given value while being infected. (Negative values make power fall)',
1993     name => 'power',
1994     type => 'int'
1995     }
1996     ],
1997     [
1998     'Wis',
1999     {
2000     desc => 'The player\'s wisdom will rise by the given value while being infected. (Negative values make wisdom fall)',
2001     name => 'wisdom',
2002     type => 'int'
2003     }
2004     ],
2005     [
2006     'Cha',
2007     {
2008     desc => 'The player\'s charisma will rise by the given value while being infected. (Negative values make charisma fall)',
2009     name => 'charisma',
2010     type => 'int'
2011     }
2012     ]
2013     ]
2014     ]
2015     ],
2016     use => 'Diseases are extremely flexible and usable in a many ways. So far they are mostly used for causing bad, unwanted effects. You could just as well create a disease which helps the player (recharging mana for example). Infection with a "positive disease" could even be a quest reward.'
2017     },
2018 root 1.9 Door => {
2019     attr => [
2020     [
2021     'no_pick',
2022     {
2023     type => 'fixed',
2024     value => 1
2025     }
2026     ],
2027     [
2028     'alive',
2029     {
2030     type => 'fixed',
2031     value => 1
2032     }
2033     ],
2034     [
2035 root 1.14 'move_block',
2036 root 1.9 {
2037 root 1.14 desc => 'Objects using these movement types cannot move over this space.',
2038     name => 'blocked movement',
2039 elmex 1.26 type => 'movement_type'
2040 root 1.14 }
2041     ],
2042     [
2043     'move_allow',
2044     {
2045     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2046     name => 'allowed movement',
2047 elmex 1.26 type => 'movement_type'
2048 root 1.14 }
2049     ],
2050     [
2051     'move_slow',
2052     {
2053     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2054     name => 'slowed movement',
2055 elmex 1.26 type => 'movement_type'
2056 root 1.14 }
2057     ],
2058     [
2059     'move_slow_penalty',
2060     {
2061     desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
2062     name => 'slow movement penalty',
2063     type => 'int'
2064 root 1.9 }
2065     ],
2066     [
2067     'hp',
2068     {
2069     desc => 'The more <hitpoints> the door has, the longer it takes to be broken.',
2070     name => 'hitpoints',
2071     type => 'int'
2072     }
2073     ],
2074     [
2075     'ac',
2076     {
2077     desc => 'Doors of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
2078     name => 'armour class',
2079     type => 'int'
2080     }
2081     ],
2082     [
2083     'other_arch',
2084     {
2085     desc => 'This string defines the object that will be created when the door was defeated.',
2086     name => 'drop arch',
2087     type => 'string'
2088     }
2089     ],
2090     [
2091     'randomitems',
2092     {
2093     desc => 'This entry determines what kind of traps will appear in the door.',
2094     name => 'treasurelist',
2095     type => 'treasurelist'
2096     }
2097 root 1.28 ],
2098     [
2099     'treasure_env',
2100     {
2101     desc => 'Set this flag to move treasure items created into the environment (map) instead of putting them into the object.',
2102     name => 'treasure in env',
2103     type => 'bool'
2104     }
2105 root 1.9 ]
2106     ],
2107     desc => 'A door can be opened with a normal key. It also can be broken by attacking it, and it can be defeated with the lockpicking skill. If a door is defeated, horizontally and vertically adjacent doors are automatically removed.',
2108     ignore => [
2109     $IGNORE_LIST{non_pickable}
2110     ],
2111     name => 'Door'
2112     },
2113 root 1.7 Duplicator => {
2114     attr => [
2115     [
2116     'other_arch',
2117 root 1.4 {
2118 elmex 1.22 desc => 'Only objects of matching archtype, lying ontop of the duplicator will be duplicated, multiplied or removed. All other objects will be ignored.',
2119 root 1.7 name => 'target arch',
2120     type => 'string'
2121 root 1.4 }
2122     ],
2123     [
2124 root 1.7 'level',
2125 root 1.4 {
2126 root 1.7 desc => 'The number of items in the target pile will be multiplied by the <multiply factor>. If it is set to zero, all target objects will be destroyed.',
2127     name => 'multiply factor',
2128     type => 'int'
2129 root 1.4 }
2130     ],
2131     [
2132 root 1.7 'connected',
2133 root 1.4 {
2134 root 1.7 desc => 'An activator (lever, altar, button, etc) with matching connection value is able to trigger this duplicator. Be very careful that players cannot abuse it to create endless amounts of money or other valuable stuff!',
2135     name => 'connection',
2136 root 1.50 type => 'string'
2137 root 1.4 }
2138 elmex 1.21 ],
2139     [
2140     'activate_on_push',
2141     {
2142     desc => 'Whether the teleporter should only be activated on push.',
2143 root 1.42 name => 'activate on push',
2144 elmex 1.21 type => 'bool'
2145     }
2146     ],
2147     [
2148     'activate_on_release',
2149     {
2150     desc => 'Whether the teleporter should only be activated on release.',
2151 root 1.42 name => 'activate on release',
2152 elmex 1.21 type => 'bool'
2153     }
2154 root 1.4 ]
2155     ],
2156 root 1.3 desc => 'When activated, a duplicator can duplicate, multiply or destroy a pile of objects which lies somewhere on top of the duplicator. The duplicator has one arch name specified as &lt;target arch&gt;, and only objects of this archetype can be affected.<br> It will multiply the number of items in the pile, by the &lt;multiply factor&gt;. If the latter is set to zero, it will destroy objects.',
2157     ignore => [
2158     $IGNORE_LIST{system_object}
2159     ],
2160 root 1.5 name => 'Duplicator',
2161 root 1.3 use => 'I hope it is clear that one must be very cautious when inserting a duplicator anywhere with &lt;multiply factor&gt; greater than one. It is designed to be used for betting mechanisms only (bet -&gt; win/loose). It is <b>not acceptable</b> to allow duplication of anything other than coins, gold and jewels. Besides, it is very important that the chance to loose the input matches the chance to earn winnings.<br> A duplicator with &lt;multiply factor&gt; 3 for example should have a loosing rate of 2/3 = 67%.'
2162     },
2163 root 1.10 'Event Connector' => {
2164 root 1.42 desc => 'Event connectors link specific events that happen to objects to a crossfire plug-in. They are not used at all in Deliantra.',
2165 root 1.10 name => 'Event Connector'
2166     },
2167 root 1.3 Exit => {
2168 root 1.7 attr => [
2169     [
2170     'slaying',
2171     {
2172     desc => 'The exit path defines the map that the player is transferred to. You can enter an absolute path, beginning with \'/\' (for example "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning with \'/\' (On the map "/peterm/FireTemple/Fire2" for example I could use the relative path "Fire1"). Use relative paths whenever possible! Note that upper/lower case must always be set correctly. However, please use lower case only. It is well possible to have an exit pointing to the same map that the exit is on. If slaying is not set in an exit, the player will see a message like "the exit is closed".',
2173     name => 'exit path',
2174     type => 'string'
2175     }
2176     ],
2177     [
2178     'hp',
2179     {
2180     desc => 'The exit destinations define the (x, y)-coordinates where the exit leads to. If both are set to zero, the player will be transferred to the "default enter location" of the destined map. The latter can be set in the map- properties as "Enter X/Y". Though, please DO NOT use that. It turned out to be a source for numerous map-bugs.',
2181     name => 'destination X',
2182     type => 'int'
2183     }
2184     ],
2185     [
2186     'sp',
2187     {
2188     desc => 'The exit destinations define the (x, y)-coordinates where the exit leads to. If both are set to zero, the player will be transferred to the "default enter location" of the destined map. The latter can be set in the map- properties as "Enter X/Y". Though, please DO NOT use that. It turned out to be a source for numerous map-bugs.',
2189     name => 'destination Y',
2190     type => 'int'
2191     }
2192     ],
2193     [
2194 root 1.14 'move_on',
2195 root 1.7 {
2196 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2197 root 1.58 name => 'movement on',
2198 elmex 1.26 type => 'movement_type'
2199 root 1.7 }
2200     ],
2201     [
2202     'msg',
2203     {
2204     desc => 'If set, this message will be displayed to the player when he applies the exit. This is quite useful to throw in some "role-play feeling": "As you enter the dark cave you hear the sound of rustling dragonscales...". Well, my english is poor, but you get the point. =)',
2205     end => 'endmsg',
2206     name => 'exit message',
2207     type => 'text'
2208     }
2209     ],
2210     [
2211 root 1.30 'damned',
2212 root 1.7 {
2213 root 1.31 desc => 'If set, then players using this exit will have their savebed position set to the destination of the exit when passing through.',
2214 root 1.30 name => 'set savebed',
2215 root 1.7 type => 'bool'
2216     }
2217     ]
2218     ],
2219 root 1.3 desc => 'When the player applies an exit, he is transferred to a different location. (Monsters cannot use exits.) Depending on how it is set, the player applies the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on the exit.',
2220     ignore => [
2221     $IGNORE_LIST{non_pickable}
2222     ],
2223 root 1.5 name => 'Exit',
2224 root 1.3 use => 'If you want to have an invisible exit, set &lt;invisible&gt; (, of course &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be detected with the show_invisible spell. <br><br> You can be quite creative with the outlook of secret exits (their "face"). Don\'t forget to give the player relyable hints about them though.'
2225     },
2226     Flesh => {
2227 root 1.7 attr => [
2228     [
2229     'food',
2230     {
2231     desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2232     name => 'foodpoints',
2233     type => 'int'
2234     }
2235     ],
2236     [
2237     'level',
2238     {
2239     desc => 'The <flesh level> is not visible to the players and it affects only dragon players. Normally this value reflects the level of the monster from which the flesh item originates. Dragon players always search for flesh of highest level possible, because it bears the best chance to gain high resistances.',
2240     name => 'flesh level',
2241     type => 'int'
2242     }
2243     ],
2244     [
2245     'startequip',
2246     {
2247     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2248     name => 'godgiven item',
2249     type => 'bool'
2250     }
2251     ],
2252     [
2253     'msg',
2254     {
2255     desc => 'This text may describe the item.',
2256     end => 'endmsg',
2257     name => 'description',
2258     type => 'text'
2259     }
2260     ]
2261     ],
2262 root 1.17 desc => 'Just like with food, the player can fill his stomache and gain a little health by eating flesh-objects. <br> For dragon players, flesh plays a very special role though: If the flesh has resistances set, a dragon player has a chance to gain resistance in those categories. The only constraint to this process is the &lt;flesh level&gt;. Don\'t forget that flesh items with resistances have to be balanced according to map/monster difficulty.',
2263 root 1.5 name => 'Flesh',
2264 root 1.4 section => [
2265     [
2266     'resistance',
2267 root 1.7 [
2268     [
2269     'resist_physical',
2270     {
2271     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2272     name => 'resist physical %',
2273     type => 'int'
2274     }
2275     ],
2276     [
2277     'resist_magic',
2278     {
2279     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2280     name => 'resist magic %',
2281     type => 'int'
2282     }
2283     ],
2284     [
2285     'resist_fire',
2286     {
2287     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2288     name => 'resist fire %',
2289     type => 'int'
2290     }
2291     ],
2292     [
2293     'resist_electricity',
2294     {
2295     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2296     name => 'resist electricity %',
2297     type => 'int'
2298     }
2299     ],
2300     [
2301     'resist_cold',
2302     {
2303     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2304     name => 'resist cold %',
2305     type => 'int'
2306     }
2307     ],
2308     [
2309     'resist_confusion',
2310     {
2311     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2312     name => 'resist confusion %',
2313     type => 'int'
2314     }
2315     ],
2316     [
2317     'resist_acid',
2318     {
2319     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2320     name => 'resist acid %',
2321     type => 'int'
2322     }
2323     ],
2324     [
2325     'resist_drain',
2326     {
2327     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2328     name => 'resist draining %',
2329     type => 'int'
2330     }
2331     ],
2332     [
2333     'resist_weaponmagic',
2334     {
2335     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2336     name => 'resist weaponmagic %',
2337     type => 'int'
2338     }
2339     ],
2340     [
2341     'resist_ghosthit',
2342     {
2343     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2344     name => 'resist ghosthit %',
2345     type => 'int'
2346     }
2347     ],
2348     [
2349     'resist_poison',
2350     {
2351     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2352     name => 'resist poison %',
2353     type => 'int'
2354     }
2355     ],
2356     [
2357     'resist_slow',
2358     {
2359     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2360     name => 'resist slow %',
2361     type => 'int'
2362     }
2363     ],
2364     [
2365     'resist_paralyze',
2366     {
2367     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2368     name => 'resist paralyze %',
2369     type => 'int'
2370     }
2371     ],
2372     [
2373     'resist_fear',
2374     {
2375     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2376     name => 'resist fear %',
2377     type => 'int'
2378     }
2379     ],
2380     [
2381     'resist_deplete',
2382     {
2383     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2384     name => 'resist depletion %',
2385     type => 'int'
2386     }
2387     ],
2388     [
2389     'resist_death',
2390     {
2391 elmex 1.33 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2392 root 1.7 name => 'resist death-attack %',
2393     type => 'int'
2394     }
2395     ],
2396     [
2397     'resist_chaos',
2398     {
2399     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2400     name => 'resist chaos %',
2401     type => 'int'
2402     }
2403     ],
2404     [
2405     'resist_blind',
2406     {
2407     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2408     name => 'resist blinding %',
2409     type => 'int'
2410     }
2411     ]
2412     ]
2413 root 1.4 ]
2414     ],
2415 root 1.3 use => 'For dragon players, flesh items can be highly valuable. Note that many standard monsters carry flesh items from their &lt;treasurelist&gt;. These flesh items "inherit" resistances and level from the monster they belong to. When you add special flesh items to the inventory of a monster, this is not the case - so you have to set it manually. <br><br> Generally adding special flesh-treaties for dragon players is a great thing to do. Always consider that dragon players might really not be interested in that special piece of weapon or armour, so don\'t let the dragon-fellows miss out on the reward completely.'
2416     },
2417     Floor => {
2418 root 1.7 attr => [
2419     [
2420     'is_floor',
2421     {
2422     type => 'fixed',
2423     value => 1
2424     }
2425     ],
2426     [
2427     'no_pick',
2428     {
2429     type => 'fixed',
2430     value => 1
2431     }
2432     ],
2433     [
2434     'no_magic',
2435     {
2436     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2437     name => 'no spells',
2438     type => 'bool'
2439     }
2440     ],
2441     [
2442     'damned',
2443     {
2444     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2445     name => 'no prayers',
2446     type => 'bool'
2447     }
2448     ],
2449     [
2450     'unique',
2451     {
2452 root 1.53 desc => 'Unique floor means that any items dropped on that spot will be saved beyond map reset. For permanent apartments, all floor tiles must be set <unique map>.',
2453 root 1.7 name => 'unique map',
2454     type => 'bool'
2455     }
2456     ],
2457     [
2458     'msg',
2459     {
2460     desc => 'This text may describe the object.',
2461     end => 'endmsg',
2462     name => 'description',
2463     type => 'text'
2464     }
2465     ]
2466     ],
2467 root 1.3 desc => 'Floor is a very basic thing whithout too much functionality. It\'s a floor - you stand on it.',
2468     ignore => [
2469     $IGNORE_LIST{non_pickable}
2470     ],
2471 root 1.5 name => 'Floor',
2472 root 1.4 section => [
2473     [
2474     'terrain',
2475 root 1.7 [
2476     [
2477 root 1.14 'move_block',
2478     {
2479     desc => 'Objects using these movement types cannot move over this space.',
2480     name => 'blocked movement',
2481 elmex 1.26 type => 'movement_type'
2482 root 1.14 }
2483     ],
2484     [
2485     'move_allow',
2486     {
2487     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2488     name => 'allowed movement',
2489 elmex 1.26 type => 'movement_type'
2490 root 1.14 }
2491     ],
2492     [
2493     'move_slow',
2494     {
2495     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2496     name => 'slowed movement',
2497 elmex 1.26 type => 'movement_type'
2498 root 1.14 }
2499     ],
2500     [
2501     'move_slow_penalty',
2502 root 1.7 {
2503 root 1.14 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
2504     name => 'slow movement penalty',
2505 root 1.7 type => 'int'
2506     }
2507     ],
2508     [
2509     'is_wooded',
2510     {
2511     desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2512     name => 'wooded terrain',
2513     type => 'bool'
2514     }
2515     ],
2516     [
2517     'is_hilly',
2518     {
2519     desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2520     name => 'hilly terrain',
2521     type => 'bool'
2522     }
2523     ]
2524     ]
2525 root 1.4 ]
2526     ]
2527 root 1.3 },
2528     'Floor (Encounter)' => {
2529 root 1.7 attr => [
2530     [
2531     'is_floor',
2532     {
2533     type => 'fixed',
2534     value => 1
2535     }
2536     ],
2537     [
2538     'no_pick',
2539     {
2540     type => 'fixed',
2541     value => 1
2542     }
2543     ],
2544     [
2545     'no_magic',
2546     {
2547     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2548     name => 'no spells',
2549     type => 'bool'
2550     }
2551     ],
2552     [
2553     'damned',
2554     {
2555     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2556     name => 'no prayers',
2557     type => 'bool'
2558     }
2559     ],
2560     [
2561     'unique',
2562     {
2563 root 1.53 desc => 'Unique floor means that any items dropped on that spot will be saved beyond map reset. For permanent apartments, all floor tiles must be set <unique map>.',
2564 root 1.7 name => 'unique map',
2565     type => 'bool'
2566     }
2567     ],
2568     [
2569     'msg',
2570     {
2571     desc => 'This text may describe the object.',
2572     end => 'endmsg',
2573     name => 'description',
2574     type => 'text'
2575     }
2576     ]
2577     ],
2578 root 1.3 desc => 'Encounter-Floor is pretty much the same as normal floor. Most outdoor floor/ground-arches are set to be "encounters". That is kind of a relict from former code: When walking over encounter-floor, players sometimes got beamed to little maps with monsters on them. Nowadays this feature is disabled - Hence encounter floor is not different from normal floor.',
2579     ignore => [
2580     $IGNORE_LIST{non_pickable}
2581 root 1.4 ],
2582 root 1.5 name => 'Floor (Encounter)',
2583 root 1.4 section => [
2584     [
2585     'terrain',
2586 root 1.7 [
2587     [
2588 root 1.14 'move_block',
2589     {
2590     desc => 'Objects using these movement types cannot move over this space.',
2591     name => 'blocked movement',
2592 elmex 1.26 type => 'movement_type'
2593 root 1.14 }
2594     ],
2595     [
2596     'move_allow',
2597 root 1.7 {
2598 root 1.14 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2599     name => 'allowed movement',
2600 elmex 1.26 type => 'movement_type'
2601 root 1.14 }
2602     ],
2603     [
2604     'move_slow',
2605     {
2606     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2607     name => 'slowed movement',
2608 elmex 1.26 type => 'movement_type'
2609 root 1.14 }
2610     ],
2611     [
2612     'move_slow_penalty',
2613     {
2614     desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
2615     name => 'slow movement penalty',
2616 root 1.7 type => 'int'
2617     }
2618     ],
2619     [
2620     'is_wooded',
2621     {
2622     desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2623     name => 'wooded terrain',
2624     type => 'bool'
2625     }
2626     ],
2627     [
2628     'is_hilly',
2629     {
2630     desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2631     name => 'hilly terrain',
2632     type => 'bool'
2633     }
2634     ]
2635     ]
2636 root 1.4 ]
2637 root 1.3 ]
2638     },
2639     Food => {
2640 root 1.7 attr => [
2641     [
2642     'food',
2643     {
2644     desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2645     name => 'foodpoints',
2646     type => 'int'
2647     }
2648     ],
2649     [
2650     'startequip',
2651     {
2652     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2653     name => 'godgiven item',
2654     type => 'bool'
2655     }
2656     ]
2657     ],
2658 root 1.5 desc => 'By eating/drinking food-objects, the player can fill his stomache and gain a little health.',
2659     name => 'Food'
2660 root 1.1 },
2661 root 1.3 Gate => {
2662 root 1.7 attr => [
2663     [
2664     'no_pick',
2665     {
2666     type => 'fixed',
2667     value => 1
2668     }
2669     ],
2670     [
2671 elmex 1.20 'speed',
2672     {
2673     desc => 'The speed of the gate affects how fast it is closing/opening.',
2674     type => 'float'
2675     }
2676     ],
2677     [
2678 root 1.7 'connected',
2679     {
2680     desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
2681     name => 'connection',
2682 root 1.50 type => 'string'
2683 root 1.7 }
2684     ],
2685     [
2686     'wc',
2687     {
2688     desc => 'The <position state> defines the position of the gate: Zero means completely open/down, the "number of animation-steps" (usually about 6 or 7) means completely closed/up state. I suggest you don\'t mess with this value - Leave the default in place.',
2689     name => 'position state',
2690     type => 'int'
2691     }
2692     ],
2693     [
2694 root 1.14 'move_block',
2695     {
2696     desc => 'Objects using these movement types cannot move over this space.',
2697     name => 'blocked movement',
2698 elmex 1.26 type => 'movement_type'
2699 root 1.14 }
2700     ],
2701     [
2702     'move_allow',
2703     {
2704     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2705     name => 'allowed movement',
2706 elmex 1.26 type => 'movement_type'
2707 root 1.14 }
2708     ],
2709     [
2710     'move_slow',
2711 root 1.7 {
2712 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2713     name => 'slowed movement',
2714 elmex 1.26 type => 'movement_type'
2715 root 1.14 }
2716     ],
2717     [
2718     'move_slow_penalty',
2719     {
2720     desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
2721     name => 'slow movement penalty',
2722     type => 'int'
2723 root 1.7 }
2724     ],
2725     [
2726     'no_magic',
2727     {
2728     desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
2729     name => 'restrict spells',
2730     type => 'bool'
2731     }
2732     ],
2733     [
2734     'damned',
2735     {
2736     desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
2737     name => 'restrict prayers',
2738     type => 'bool'
2739     }
2740     ]
2741     ],
2742 root 1.36 desc => 'Gates play an important role in Deliantra. Gates can be opened by activating a button/trigger, by speaking passwords (-> magic_ear) or carrying special key-objects (-> inventory checker). Unlike locked doors, gates can get shut again after a player has passed, which makes them more practical in many cases.',
2743 root 1.3 ignore => [
2744     $IGNORE_LIST{non_pickable}
2745     ],
2746 root 1.5 name => 'Gate',
2747 root 1.3 use => 'Use gates to divide your maps into seperated areas. After solving area A, the player gains access to area B, and so on. Make your maps more complex than "one-way".'
2748     },
2749     Girdle => {
2750 root 1.7 attr => [
2751     [
2752     'magic',
2753     {
2754     desc => '<magic bonus> works just like ac, except that it can be improved by "scrolls of Enchant Armour" or reduced by acid. It is less useful than direct armour-class bonus on the helmet. Important: <magic bonus> on girdles has no effect if there is no <armour class> set. Girdles shouldn\'t have <armour class>, thus <magic bonus> is pointless here.',
2755     name => 'magic bonus',
2756     type => 'int'
2757     }
2758     ]
2759     ],
2760     desc => 'Wearing a girdle, the object\'s stats will directly be inherited to the player. Girdles usually provide stats- or damage bonuses and no defense.',
2761     import => [
2762 root 1.29 'Amulet'
2763 root 1.7 ],
2764     name => 'Girdle',
2765     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2766     },
2767     Gloves => {
2768     attr => [
2769     [
2770     'magic',
2771     {
2772     desc => 'If the gloves provide <armour class>, <magic bonus> will increase it. If the gloves have <weapon class> instead, then <magic bonus> will increase that.',
2773     name => 'magic bonus',
2774     type => 'int'
2775     }
2776     ]
2777     ],
2778     desc => 'Wearing gloves, the object\'s stats will directly be inherited to the player. Gloves can add defense or damage bonuses.',
2779     import => [
2780 root 1.29 'Amulet'
2781 root 1.7 ],
2782     name => 'Gloves',
2783     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2784     },
2785     Handle => {
2786     attr => [
2787     [
2788     'no_pick',
2789     {
2790     type => 'fixed',
2791     value => 1
2792     }
2793     ],
2794     [
2795     'connected',
2796     {
2797     desc => 'Every time the handle is applied, all objects with the same <connection> value are activated.',
2798     name => 'connection',
2799 root 1.50 type => 'string'
2800 root 1.7 }
2801     ],
2802     [
2803     'msg',
2804     {
2805     desc => 'This text may describe the item. You can use this message to explain the handle\'s purpose to the player.',
2806     end => 'endmsg',
2807     name => 'description',
2808     type => 'text'
2809     }
2810     ]
2811     ],
2812     desc => 'A handle can be applied by players and (certain) monsters. Every time it is applied, the &lt;connection&gt; value is triggered.',
2813     ignore => [
2814     $IGNORE_LIST{non_pickable}
2815     ],
2816     name => 'Handle',
2817     use => 'Handles are commonly used to move gates. When placing your lever, don\'t forget that some monsters are able to apply it. The ability to apply levers is rare among monsters - but vampires can do it for example.'
2818     },
2819     'Handle Trigger' => {
2820     desc => 'Handle triggers are handles which reset after a short period of time. Every time it is either applied or reset, the &lt;connection&gt; value is triggered.',
2821     ignore => [
2822     $IGNORE_LIST{non_pickable}
2823     ],
2824     import => [
2825 root 1.29 'Handle'
2826 root 1.7 ],
2827     name => 'Handle Trigger',
2828     use => 'When you connect an ordinary handle to a gate, the gate normally remains opened after the first player passed. If you want to keep the gate shut, connecting it to a handle trigger is an easy solution.'
2829     },
2830     'Hazard Floor' => {
2831     attr => [
2832     [
2833     'is_floor',
2834     {
2835     type => 'fixed',
2836     value => 1
2837     }
2838     ],
2839     [
2840     'lifesave',
2841     {
2842     type => 'fixed',
2843     value => 1
2844     }
2845     ],
2846     [
2847 root 1.14 'move_on',
2848 root 1.7 {
2849 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2850 root 1.58 name => 'movement on',
2851 elmex 1.26 type => 'movement_type'
2852 root 1.7 }
2853     ],
2854     [
2855     'no_pick',
2856     {
2857     type => 'fixed',
2858     value => 1
2859     }
2860     ],
2861     [
2862     'attacktype',
2863     {
2864     desc => 'This attribute specifys the attacktypes that this floor uses to damage it\'s victims. Attacktypes are: physical, fire, cold.. etc. If you want a real tough hazard floor, add more than just one attacktype.',
2865     name => 'attacktype',
2866     type => 'bitmask',
2867     value => $BITMASK{attacktype}
2868     }
2869     ],
2870     [
2871     'dam',
2872     {
2873     desc => 'The <base damage> defines how much damage is inflicted to the victim per hit. The final damage is influenced by several other factors like the victim\'s resistance and level.',
2874     name => 'base damage',
2875     type => 'int'
2876     }
2877     ],
2878     [
2879     'wc',
2880     {
2881     desc => '<weapon class> improves the chance of hitting the victim. Lower values are better. Usually, hazard floors like lava are supposed to hit the victim all the time. Therefore, <weaponclass> should be set to something like -30.',
2882     name => 'weaponclass',
2883     type => 'int'
2884     }
2885     ],
2886     [
2887     'level',
2888     {
2889     desc => 'I guess this value is supposed to work similar to monster levels. But in fact, it does not seem to have an effect. Set any non-zero value to be on the safe side.',
2890     name => 'attack level',
2891     type => 'int'
2892     }
2893     ],
2894     [
2895     'no_magic',
2896     {
2897     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2898     name => 'no spells',
2899     type => 'bool'
2900     }
2901     ],
2902     [
2903     'damned',
2904     {
2905     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2906     name => 'no prayers',
2907     type => 'bool'
2908     }
2909     ],
2910     [
2911     'unique',
2912     {
2913 root 1.53 desc => 'Unique floor means that any items dropped on that spot will be saved beyond map reset. For permanent apartments, all floor tiles must be set <unique map>.',
2914 root 1.7 name => 'unique map',
2915     type => 'bool'
2916     }
2917     ]
2918 root 1.3 ],
2919     desc => 'The best example for Hazard Floor is lava. It works like standard floor, but damages all creatures standing on it. Damage is taken in regular time intervals.',
2920     ignore => [
2921     $IGNORE_LIST{non_pickable}
2922     ],
2923 root 1.5 name => 'Hazard Floor',
2924 root 1.4 section => [
2925     [
2926     'terrain',
2927 root 1.7 [
2928     [
2929 root 1.14 'move_block',
2930     {
2931     desc => 'Objects using these movement types cannot move over this space.',
2932     name => 'blocked movement',
2933 elmex 1.26 type => 'movement_type'
2934 root 1.14 }
2935     ],
2936     [
2937     'move_allow',
2938 root 1.7 {
2939 root 1.14 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2940     name => 'allowed movement',
2941 elmex 1.26 type => 'movement_type'
2942 root 1.14 }
2943     ],
2944     [
2945     'move_slow',
2946     {
2947     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2948     name => 'slowed movement',
2949 elmex 1.26 type => 'movement_type'
2950 root 1.14 }
2951     ],
2952     [
2953     'move_slow_penalty',
2954     {
2955     desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
2956     name => 'slow movement penalty',
2957 root 1.7 type => 'int'
2958     }
2959     ],
2960     [
2961     'is_wooded',
2962     {
2963     desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2964     name => 'wooded terrain',
2965     type => 'bool'
2966     }
2967     ],
2968     [
2969     'is_hilly',
2970     {
2971     desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2972     name => 'hilly terrain',
2973     type => 'bool'
2974     }
2975     ]
2976     ]
2977 root 1.4 ]
2978     ],
2979 root 1.3 use => 'The default lava for example does minor damage. But you can turn it up so that your hazard floor poses a real threat.<br> Like magic walls, such floors add a permanent thrill to your map. You can use that to safely chase off too-weak players, or just to have something different.'
2980     },
2981     Helmet => {
2982 root 1.7 attr => [
2983     [
2984     'magic',
2985     {
2986     desc => '<magic bonus> works just like ac, except that it can be improved by "scrolls of Enchant Armour" or reduced by acid. It is less useful than direct armour-class bonus on the helmet. Important: <magic bonus> on helmets has no effect if there is no <armour class> set. It only works in combination with <armour class>. Crowns for instance typically provide no <amour class>.',
2987     name => 'magic bonus',
2988     type => 'int'
2989     }
2990     ]
2991     ],
2992 root 1.3 desc => 'Wearing a helmet, the object\'s stats will directly be inherited to the player. Normal helmets usually increase defense, while crowns add more special bonuses like stats/resistances paired with low defense.',
2993     import => [
2994 root 1.29 'Amulet'
2995 root 1.3 ],
2996 root 1.5 name => 'Helmet',
2997 root 1.3 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2998     },
2999     'Holy Altar' => {
3000 root 1.7 attr => [
3001     [
3002     'no_pick',
3003     {
3004     type => 'fixed',
3005     value => 1
3006     }
3007     ],
3008     [
3009     'other_arch',
3010     {
3011     desc => 'The altar belongs to the god of the given name. Possible options for <god name> are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, Gorokh, Valriel and Sorig. If you want to have an unconsecrated altar, set <god name> 0 and eventually <reconsecrate level> 0.',
3012     name => 'god name',
3013     type => 'string'
3014     }
3015     ],
3016     [
3017     'level',
3018     {
3019 elmex 1.22 desc => 'To re-consecrate an altar, the player\'s wisdom level must be as high or higher than this value. In that way, some altars can not be re-consecrated, while other altars, like those in dungeons, could be. Altars located in temples should have at least <reconsecrate level> 120. Some characters might need those altars, they would be very unhappy to see them re-consecrated to another cult.',
3020 root 1.7 name => 'reconsecrate level',
3021     type => 'int'
3022     }
3023     ]
3024     ],
3025 root 1.55 desc => 'Holy Altars are altars for the various religions. Praying at a Holy_altar will make you a follower of that god, and if you already follow that god, you may get some extra bonus.',
3026 root 1.3 ignore => [
3027     $IGNORE_LIST{non_pickable}
3028 root 1.5 ],
3029     name => 'Holy Altar'
3030 root 1.3 },
3031     Horn => {
3032 root 1.7 attr => [
3033     [
3034     'sp',
3035     {
3036     desc => 'Sets the <spell> of the horn. Consider twice before handing out any horns to players, since they can be used endlessly without any mana cost! Horns with heal/ restoration/ protection spells, IF available, MUST be very very VERY hard to get!',
3037     name => 'spell',
3038     type => 'spell'
3039     }
3040     ],
3041     [
3042     'level',
3043     {
3044     desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should not be set too high.',
3045     name => 'casting level',
3046     type => 'int'
3047     }
3048     ],
3049     [
3050     'hp',
3051     {
3052     desc => 'This value represents the initial amount of spellpoints in the horn. Naturally, this is quite unimportant.',
3053     name => 'initial spellpoints',
3054     type => 'int'
3055     }
3056     ],
3057     [
3058     'maxhp',
3059     {
3060     desc => 'When the horn is fully charged up, it will hold this maximum amount of spellpoints. Make sure it is enough to cast the contained spell at least once. But don\'t set the value too high, as that might make the horn way too effective.',
3061     name => 'max. spellpoints',
3062     type => 'int'
3063     }
3064     ],
3065     [
3066     'startequip',
3067     {
3068     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3069     name => 'godgiven item',
3070     type => 'bool'
3071     }
3072     ],
3073     [
3074     'msg',
3075     {
3076     desc => 'This text may contain a description of the horn.',
3077     end => 'endmsg',
3078     name => 'description',
3079     type => 'text'
3080     }
3081     ]
3082     ],
3083 root 1.3 desc => 'Horns are very similar to rods. The difference is that horns regenerate spellpoints faster and thus are more valuable than rods. <br><br> A horn contains a spell. The player can use this spell by applying and "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be used endlessly.',
3084     ignore => [
3085     'title'
3086     ],
3087 root 1.5 name => 'Horn',
3088 root 1.3 use => 'Horns are powerful due to their fast recharge rate. They should never contain high level attacking spells. Even curing/healing spells are almost too good on a horn.'
3089     },
3090     Inorganic => {
3091 root 1.7 attr => [
3092     [
3093     'is_dust',
3094     {
3095     name => 'is dust',
3096     type => 'bool'
3097     }
3098     ]
3099     ],
3100 root 1.4 desc => 'Inorganic materials are generally used as ingredients for alchemical receipes. By themselves, they have no special functionalities.',
3101 root 1.5 name => 'Inorganic',
3102 root 1.4 section => [
3103     [
3104     'resistance',
3105 root 1.7 [
3106     [
3107     'resist_physical',
3108     {
3109     name => 'resist physical %',
3110     type => 'int'
3111     }
3112     ],
3113     [
3114     'resist_magic',
3115     {
3116     name => 'resist magic %',
3117     type => 'int'
3118     }
3119     ],
3120     [
3121     'resist_fire',
3122     {
3123     name => 'resist fire %',
3124     type => 'int'
3125     }
3126     ],
3127     [
3128     'resist_electricity',
3129     {
3130     name => 'resist electricity %',
3131     type => 'int'
3132     }
3133     ],
3134     [
3135     'resist_cold',
3136     {
3137     name => 'resist cold %',
3138     type => 'int'
3139     }
3140     ],
3141     [
3142 elmex 1.33 'resist_confusion',
3143     {
3144     name => 'resist confusion %',
3145     type => 'int'
3146     }
3147     ],
3148     [
3149 root 1.7 'resist_acid',
3150     {
3151     name => 'resist acid %',
3152     type => 'int'
3153     }
3154     ],
3155     [
3156 elmex 1.33 'resist_drain',
3157     {
3158     name => 'resist draining %',
3159     type => 'int'
3160     }
3161     ],
3162     [
3163 root 1.7 'resist_weaponmagic',
3164     {
3165     name => 'resist weaponmagic %',
3166     type => 'int'
3167     }
3168     ],
3169     [
3170     'resist_ghosthit',
3171     {
3172     name => 'resist ghosthit %',
3173     type => 'int'
3174     }
3175     ],
3176     [
3177     'resist_poison',
3178     {
3179     name => 'resist poison %',
3180     type => 'int'
3181     }
3182     ],
3183     [
3184 elmex 1.33 'resist_slow',
3185     {
3186     name => 'resist slow %',
3187     type => 'int'
3188     }
3189     ],
3190     [
3191     'resist_paralyze',
3192     {
3193     name => 'resist paralyze %',
3194     type => 'int'
3195     }
3196     ],
3197     [
3198     'resist_fear',
3199     {
3200     name => 'resist fear %',
3201     type => 'int'
3202     }
3203     ],
3204     [
3205     'resist_deplete',
3206     {
3207     name => 'resist depletion %',
3208     type => 'int'
3209     }
3210     ],
3211     [
3212 root 1.7 'resist_death',
3213     {
3214     name => 'resist death-attack %',
3215     type => 'int'
3216     }
3217     ],
3218     [
3219     'resist_chaos',
3220     {
3221     name => 'resist chaos %',
3222     type => 'int'
3223     }
3224     ],
3225     [
3226 elmex 1.33 'resist_blind',
3227     {
3228     name => 'resist blinding %',
3229     type => 'int'
3230     }
3231     ],
3232     [
3233 root 1.7 'resist_holyword',
3234     {
3235     name => 'resist holy power %',
3236     type => 'int'
3237     }
3238 elmex 1.33 ],
3239     [
3240     'resist_godpower',
3241     {
3242     name => 'resist godpower %',
3243     type => 'int'
3244     }
3245 root 1.7 ]
3246     ]
3247 root 1.4 ]
3248     ]
3249 root 1.1 },
3250 root 1.54 Inscribable => {
3251     attr => [
3252     [
3253     'startequip',
3254     {
3255     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3256     name => 'godgiven item',
3257     type => 'bool'
3258     }
3259     ],
3260     [
3261     'unique',
3262     {
3263     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
3264     name => 'unique item',
3265     type => 'bool'
3266     }
3267     ],
3268     [
3269     'other_arch',
3270     {
3271     desc => 'This is the item created after being inscribed - scrolls are treated like spell scrolls, all else will have it\'s message replaced.',
3272     name => 'book/scroll arch',
3273     type => 'string'
3274     }
3275     ]
3276     ],
3277     desc => 'Inscribable Item - when inscribed, it becomes another object.',
3278     name => 'Inscribable'
3279     },
3280 root 1.3 'Inventory Checker' => {
3281 root 1.7 attr => [
3282     [
3283     'no_pick',
3284     {
3285     type => 'fixed',
3286     value => 1
3287     }
3288     ],
3289     [
3290     'slaying',
3291     {
3292     desc => 'This string specifies the object we are looking for: We have a match if the player does/don\'t carry a key object or a mark with identical <key string>. Note that key objects usually appear as "passports" in this context. A typical example is the city gate mechanism of scorn.',
3293     name => 'match key string',
3294     type => 'string'
3295     }
3296     ],
3297     [
3298     'race',
3299     {
3300     desc => 'This string specifies the object we are looking for: We have a match if the player does/don\'t carry an object of archtype <match arch name>.',
3301     name => 'match arch name',
3302     type => 'string'
3303     }
3304     ],
3305     [
3306     'hp',
3307     {
3308     desc => 'This value specifies the object we are looking for: We have a match if the player does/don\'t carry an object that is of type <match type>. Example: Set <match type> 15 (type 15 => weapon) and <blocking passage> enabled. Now you have an inv. checker blocking all players that carry any kind of melee weapon. To pass, a player is forced to leave behind all his weaponry... bad news for a warrior. ;)',
3309     name => 'match type',
3310     type => 'int'
3311     }
3312     ],
3313     [
3314     'last_sp',
3315     {
3316     desc => 'Enabled means having that object is a match. Disabled means not having that object is a match.',
3317     name => 'match = having',
3318     type => 'bool'
3319     }
3320     ],
3321     [
3322     'connected',
3323     {
3324     desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
3325     name => 'connection',
3326 root 1.50 type => 'string'
3327 root 1.7 }
3328     ],
3329     [
3330 root 1.14 'move_block',
3331 root 1.7 {
3332 root 1.14 desc => 'Objects using these movement types cannot move over this space.',
3333     name => 'blocked movement',
3334 elmex 1.26 type => 'movement_type'
3335 root 1.14 }
3336     ],
3337     [
3338     'move_allow',
3339     {
3340     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3341     name => 'allowed movement',
3342 elmex 1.26 type => 'movement_type'
3343 root 1.14 }
3344     ],
3345     [
3346     'move_slow',
3347     {
3348     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3349     name => 'slowed movement',
3350 elmex 1.26 type => 'movement_type'
3351 root 1.14 }
3352     ],
3353     [
3354     'move_slow_penalty',
3355     {
3356     desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
3357     name => 'slow movement penalty',
3358     type => 'int'
3359 root 1.7 }
3360     ],
3361     [
3362     'last_heal',
3363     {
3364     desc => '<remove match> means remove object if found. Setting this is usually not recommended because inv. checkers are in general invisible. So, unlike for altars/ locked doors, the player won\'t expect to lose an object when walking over that square. And he doesn\'t even get a message either. So, *if* you enable <remove match>, make sure to inform the player what\'s going on!',
3365     name => 'remove match',
3366     type => 'bool'
3367     }
3368     ]
3369     ],
3370 root 1.14 desc => 'Inventory checkers passively check the players inventory for a specific object. You can set a connected value that is triggered either if that object is present or missing (-&gt; "last_sp") when a player walks over the inv. checker. A valid option is to remove the matching object (usually not recommended, see "last_heal"). <br><br> Alternatively, you can set your inv. checker to block all players that do/don\'t carry the matching object. <br><br> As you can see, inv. checkers are quite powerful, holding a great variety of possibilities.',
3371 root 1.3 ignore => [
3372     $IGNORE_LIST{system_object}
3373     ],
3374 root 1.5 name => 'Inventory Checker',
3375 root 1.3 use => 'Putting a check_inventory space in front of a gate (one below) and one on the opposite side works reasonably well as a control mechanism. Unlike the key/door-combo, this one works infinite since it is independant from map reset. Use it to put a "structure" into your maps: Player must solve area A to gain access to area B. This concept can be found in nearly every RPG - simple but effective.'
3376     },
3377 root 1.57 'Item Match' => {
3378     attr => [
3379     [
3380     'no_pick',
3381     {
3382     type => 'fixed',
3383     value => 1
3384     }
3385     ],
3386     [
3387     'slaying',
3388     {
3389     desc => 'If the string starts with \'match \', then it is interpreted as a match expression (e.g. \'match type=POTION\', or \'match type=SPELL in applied type=CONTAINER in inv in originator\'). For details, see http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm Optionally you can leave out the "match " prefix.',
3390     name => 'match expression',
3391     type => 'string'
3392     }
3393     ],
3394     [
3395     'connected',
3396     {
3397     desc => 'When the match is triggered, all objects with the same connection value get activated.',
3398     name => 'connection',
3399     type => 'string'
3400     }
3401     ],
3402     [
3403     'move_on',
3404     {
3405     desc => 'Which movement types automatically (as opposed to manually) activate this object.',
3406 root 1.58 name => 'movement on',
3407 root 1.57 type => 'movement_type'
3408     }
3409     ],
3410     [
3411     'move_off',
3412     {
3413     desc => 'Which movement types deactivate this object (e.g. button).',
3414 root 1.58 name => 'movement off',
3415 root 1.57 type => 'movement_type'
3416     }
3417     ],
3418     [
3419     'move_block',
3420     {
3421     desc => 'Objects using these movement types cannot move over this space.',
3422     name => 'blocked movement',
3423     type => 'movement_type'
3424     }
3425     ]
3426     ],
3427     desc => 'Match objects use the deliantra matching language (http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm) to match items on the same mapspace (if move_on/off are unset) or items trying to enter (if move_blocked is set). If a connected value is given, then it is triggered if the first object matching the expression is put on it, and the last is removed.',
3428     ignore => [
3429     $IGNORE_LIST{non_pickable}
3430     ],
3431     name => 'Item Match',
3432     use => 'If you want to trigger something else (e.g. a gate) when an item is above this object, use the move_on/move_off settings. If you want to keep something from entering if it has (or lacks) a specific item, use the move_blocked setting.'
3433     },
3434 root 1.8 'Item Transformer' => {
3435     attr => [
3436     [
3437     'food',
3438     {
3439     desc => '<number of uses> controls how many times the item transformer can be used. The value 0 means "unlimited"',
3440     name => 'number of uses',
3441     type => 'int'
3442     }
3443     ],
3444     [
3445     'slaying',
3446     {
3447     desc => 'Contains the verb that is used to construct a message to the player applying the item transformer.',
3448     name => 'verb',
3449     type => 'string'
3450     }
3451     ],
3452     [
3453     'startequip',
3454     {
3455     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3456     name => 'godgiven item',
3457     type => 'bool'
3458     }
3459     ],
3460     [
3461     'msg',
3462     {
3463     desc => 'This text may contain a description of the item transformer.',
3464     end => 'endmsg',
3465     name => 'description',
3466     type => 'text'
3467     }
3468     ]
3469     ],
3470     desc => 'An item transformer is simply applied, after having marked a \'victim\' item. If the victim is suitable, it will be transformed into something else.',
3471     name => 'Item Transformer',
3472     use => 'To make an item transformable, you just have to fill the \'slaying\' field. The syntax is: <br> <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre> <br> with [] denoting optional part, and * any number of preceding []. \'new_item\' must be the name of an existing archetype. <br><br> Example, for object apple: slaying knife:2 half_apple <br><br> This means that, when applying a knife (should be an Item Transformer), one \'apple\' will be transformed into 2 \'half_apple\'.'
3473     },
3474 root 1.3 Jewel => {
3475 root 1.7 attr => [
3476     [
3477     'race',
3478     {
3479     type => 'fixed',
3480     value => 'gold and jewels'
3481     }
3482     ],
3483     [
3484     'msg',
3485     {
3486     desc => 'This text may describe the object.',
3487     end => 'endmsg',
3488     name => 'description',
3489     type => 'text'
3490     }
3491     ]
3492     ],
3493 root 1.5 desc => 'Items of the type Gold &amp; Jewels are handled like a currency. Unlike for any other type of item, in shops, the buy- and selling prices differ only marginally.',
3494     name => 'Jewel'
3495 root 1.1 },
3496 root 1.9 Key => {
3497     attr => [
3498     [
3499     'startequip',
3500     {
3501     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3502     name => 'godgiven item',
3503     type => 'bool'
3504     }
3505     ]
3506     ],
3507     desc => 'When carrying a key, a normal door can be opened. The key will disappear.',
3508     name => 'Key'
3509     },
3510 elmex 1.51 Lamp => {
3511     attr => [
3512     [
3513     'speed',
3514     {
3515     desc => 'This field is the speed of the lamp. (If the value 0.00208 is given here the fuel field will specify the burning duration in minutes.)',
3516     name => 'burn speed',
3517     type => 'float'
3518     }
3519     ],
3520     [
3521     'food',
3522     {
3523     desc => 'This field sets the burning duration of the lamp, which depends on the speed field of this object.',
3524     name => 'fuel',
3525     type => 'int'
3526     }
3527     ],
3528     [
3529     'range',
3530     {
3531     desc => 'This field sets the glow radius of the lamp if it is enabled. If you want to make a lamp that is already burning set the "glow radius" field.',
3532     name => 'enabled glow radius',
3533     type => 'int'
3534     }
3535 elmex 1.52 ],
3536     [
3537     'level',
3538     {
3539     desc => 'If this field specyfies the cursed effect\'s level. If it is 0 no cursed effect will be generate. See also the "cursed" flag.',
3540     name => 'level',
3541     type => 'int'
3542     }
3543     ],
3544     [
3545     'cursed',
3546     {
3547     desc => 'Cursed lamps, which have a level above 0, explode if the player applies them.',
3548     name => 'cursed',
3549     type => 'bool'
3550     }
3551 elmex 1.51 ]
3552     ],
3553     desc => 'Lamps are carryable light sources for players with a fuel tank.',
3554     name => 'Lamp'
3555     },
3556 root 1.3 'Locked Door' => {
3557 root 1.7 attr => [
3558     [
3559 root 1.14 'move_type',
3560 root 1.7 {
3561     type => 'fixed',
3562 root 1.14 value => 0
3563 root 1.7 }
3564     ],
3565     [
3566     'no_pick',
3567     {
3568     type => 'fixed',
3569     value => 1
3570     }
3571     ],
3572     [
3573     'slaying',
3574     {
3575 root 1.37 desc => 'The <key string> in the door must be identical with the <key string> in the special key, then the door is unlocked. It is VERY important to set the <key string> to something that is unique among the Deliantra mapset. DONT EVER USE the default string "set_individual_value".',
3576 root 1.7 name => 'key string',
3577     type => 'string'
3578     }
3579     ],
3580     [
3581     'no_magic',
3582     {
3583     desc => 'Restricting the use of spells to pass this door. This should be set in most cases. (Don\'t forget that the spell "dimension door" is easily available at about wisdom level 10).',
3584     name => 'restrict spells',
3585     type => 'bool'
3586     }
3587     ],
3588     [
3589     'damned',
3590     {
3591     desc => 'Restricting the use of prayers to pass this door. This should be set in most cases.',
3592     name => 'restrict prayers',
3593     type => 'bool'
3594     }
3595     ],
3596     [
3597     'msg',
3598     {
3599     desc => 'When a player is trying to open the door without carrying the appropriate key, this text is displayed to the player. This is a good opportunity to place hints about the special key needed to unlock the door.',
3600     end => 'endmsg',
3601     name => 'lock message',
3602     type => 'text'
3603     }
3604     ]
3605     ],
3606     desc => 'A locked door can be opened only when carrying the appropriate special key.',
3607     ignore => [
3608     $IGNORE_LIST{non_pickable}
3609     ],
3610     name => 'Locked Door',
3611     use => 'If you want to create a locked door that cannot be opened (no key), set a &lt;key string&gt; like "no_key_available". This will clearify things and only a fool would create a key matching that string. Door-objects can not only be used for "doors". In many maps these are used with all kinds of faces/names, especially often as "magic force". A good example is the map "Lake_Country/ebony/masterlev". There you have magic forces (door objects) put under certain artifact items. To get your hands on the artifacts, you need to bring up the appropriate quest items (key objects).'
3612     },
3613     'Magic Ear' => {
3614     attr => [
3615     [
3616     'no_pick',
3617     {
3618     type => 'fixed',
3619     value => 1
3620     }
3621     ],
3622     [
3623     'connected',
3624     {
3625     desc => 'The Magic_ear will trigger all objects with the same connection value, every time it is activated.',
3626     name => 'connection',
3627 root 1.50 type => 'string'
3628 root 1.7 }
3629     ],
3630     [
3631     'msg',
3632     {
3633     desc => 'This textfield contains the keyword-matching-syntax. The text should have the following format: "@match <keyword1>|<keyword2>|... ". Any number of keywords from one to infinite is allowed. Make sure they are seperated by a \'|\'. Examples: "@match yes", "@match gold|treasure". The connected value will be triggerd when the player speaks any of the given keywords within a two-square radius. IMPORTANT: Upper/lower case does not make a difference!',
3634     end => 'endmsg',
3635     name => 'keyword-matching',
3636     type => 'text'
3637     }
3638     ]
3639     ],
3640     desc => 'Magic_ears trigger a connected value when the player speaks a specific keyword.',
3641     ignore => [
3642     $IGNORE_LIST{system_object}
3643     ],
3644     name => 'Magic Ear',
3645     use => 'Whenever you put magic_ears on your maps, make sure there are CLEAR and RELYABLE hints about the keywords somewhere. Don\'t make something like a gate that is opened by speaking "open" or "sesame", expecting the player to figure this out all by himself. <br><br> Magic_ears are typically used for interaction with NPCs. You can create the impression that the NPC actually *does* something according to his conversation with a player. Mostly this means opening a gate or handing out some item, but you could be quite creative here.'
3646     },
3647     'Magic Wall' => {
3648     attr => [
3649     [
3650     'dam',
3651     {
3652     desc => 'The magic wall will cast this <spell>.',
3653     name => 'spell',
3654     type => 'spell'
3655     }
3656     ],
3657     [
3658     'level',
3659     {
3660     desc => 'The wall will cast it\'s spells at level <spell level>. "level 1" walls cast spells at minimal strength. "level 100" walls cast deadly spells. Arch default is level 1 - you should always set this value to meet the overall difficulty of your map.',
3661     name => 'spell level',
3662     type => 'int'
3663     }
3664     ],
3665     [
3666     'connected',
3667     {
3668     desc => 'Every time the <connection> value is triggered, the wall will cast it\'s spell. You should set <casting speed> to zero, or this won\'t have much visible effect.',
3669     name => 'connection',
3670 root 1.50 type => 'string'
3671 root 1.7 }
3672     ],
3673     [
3674 elmex 1.21 'activate_on_push',
3675     {
3676     desc => 'Whether the teleporter should only be activated on push.',
3677 root 1.42 name => 'activate on push',
3678 elmex 1.21 type => 'bool'
3679     }
3680     ],
3681     [
3682     'activate_on_release',
3683     {
3684     desc => 'Whether the teleporter should only be activated on release.',
3685 root 1.42 name => 'activate on release',
3686 elmex 1.21 type => 'bool'
3687     }
3688     ],
3689     [
3690 root 1.7 'speed',
3691     {
3692     desc => 'The <casting speed> defines the spellcasting speed of the wall. You can fine-tune how long the duration between two casts shall be. If you want to create a wall that can be activated (cast per trigger) via connected lever/button/etc, you must set "speed 0".',
3693     name => 'casting speed',
3694     type => 'float'
3695     }
3696     ],
3697     [
3698 root 1.17 'speed_left',
3699     {
3700     desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
3701     name => 'speed left',
3702     type => 'float'
3703     }
3704     ],
3705     [
3706 root 1.7 'sp',
3707     {
3708     desc => 'The magic wall will cast it\'s spells always in the specified <direction>. A magic wall with direction set to <none> will always fire in a random direction.',
3709     name => 'direction',
3710     type => 'list',
3711     value => $LIST{direction}
3712     }
3713     ],
3714     [
3715 root 1.14 'move_block',
3716     {
3717     desc => 'Objects using these movement types cannot move over this space.',
3718     name => 'blocked movement',
3719 elmex 1.26 type => 'movement_type'
3720 root 1.14 }
3721     ],
3722     [
3723     'move_allow',
3724     {
3725     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3726     name => 'allowed movement',
3727 elmex 1.26 type => 'movement_type'
3728 root 1.14 }
3729     ],
3730     [
3731     'move_slow',
3732 root 1.7 {
3733 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3734     name => 'slowed movement',
3735 elmex 1.26 type => 'movement_type'
3736 root 1.14 }
3737     ],
3738     [
3739     'move_slow_penalty',
3740     {
3741     desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
3742     name => 'slow movement penalty',
3743     type => 'int'
3744 root 1.7 }
3745     ]
3746 root 1.3 ],
3747     desc => 'Magic walls fire spells in a given direction, in regular intervals. Magic walls can contain any spell. However, some spells do not operate very successfully in them. The only way to know is to test the spell you want to use with a wall. <br><br> Several types of magical walls are predefined for you in the archetypes, and can be found on the "connected" Pickmap.',
3748     ignore => [
3749     $IGNORE_LIST{non_pickable}
3750     ],
3751 root 1.5 name => 'Magic Wall',
3752 root 1.4 section => [
3753     [
3754     'destroyable',
3755 root 1.7 [
3756     [
3757     'alive',
3758     {
3759     desc => 'Walls with <is destroyable> enabled can be attacked and (eventually) destroyed by the player. If disabled, all other attributes on this tab, as well as resistances, are meaningless.',
3760     name => 'is destroyable',
3761     type => 'bool'
3762     }
3763     ],
3764     [
3765     'hp',
3766     {
3767     desc => 'The more <hitpoints> the wall has, the longer it takes to be destroyed.',
3768     name => 'hitpoints',
3769     type => 'int'
3770     }
3771     ],
3772     [
3773     'maxhp',
3774     {
3775     desc => '<max hitpoints> are the maximum amount of hitpoints the wall can have. This only makes sense if the wall can regain health.',
3776     name => 'max hitpoints',
3777     type => 'int'
3778     }
3779     ],
3780     [
3781     'ac',
3782     {
3783     desc => 'A magic wall of high <armour class> is less likely to get hit from an opponent. <armour class> can be considered the "counterpiece" to <weapon class>.',
3784     name => 'armour class',
3785     type => 'int'
3786     }
3787     ]
3788     ]
3789     ],
3790     [
3791     'resistance',
3792     [
3793     [
3794     'resist_physical',
3795     {
3796     name => 'resist physical %',
3797     type => 'int'
3798     }
3799     ],
3800     [
3801     'resist_magic',
3802     {
3803     name => 'resist magic %',
3804     type => 'int'
3805     }
3806     ],
3807     [
3808     'resist_fire',
3809     {
3810     name => 'resist fire %',
3811     type => 'int'
3812     }
3813     ],
3814     [
3815     'resist_electricity',
3816     {
3817     name => 'resist electricity %',
3818     type => 'int'
3819     }
3820     ],
3821     [
3822     'resist_cold',
3823     {
3824     name => 'resist cold %',
3825     type => 'int'
3826     }
3827     ],
3828     [
3829     'resist_confusion',
3830     {
3831     name => 'resist confusion %',
3832     type => 'int'
3833     }
3834     ],
3835     [
3836     'resist_acid',
3837     {
3838     name => 'resist acid %',
3839     type => 'int'
3840     }
3841     ],
3842     [
3843     'resist_drain',
3844     {
3845     name => 'resist draining %',
3846     type => 'int'
3847     }
3848     ],
3849     [
3850     'resist_weaponmagic',
3851     {
3852     name => 'resist weaponmagic %',
3853     type => 'int'
3854     }
3855     ],
3856     [
3857     'resist_ghosthit',
3858     {
3859     name => 'resist ghosthit %',
3860     type => 'int'
3861     }
3862     ],
3863     [
3864     'resist_poison',
3865     {
3866     name => 'resist poison %',
3867     type => 'int'
3868     }
3869     ],
3870     [
3871     'resist_slow',
3872     {
3873     name => 'resist slow %',
3874     type => 'int'
3875     }
3876     ],
3877     [
3878     'resist_paralyze',
3879     {
3880     name => 'resist paralyze %',
3881     type => 'int'
3882     }
3883     ],
3884     [
3885     'resist_fear',
3886     {
3887     name => 'resist fear %',
3888     type => 'int'
3889     }
3890     ],
3891     [
3892     'resist_deplete',
3893     {
3894     name => 'resist depletion %',
3895     type => 'int'
3896     }
3897     ],
3898     [
3899     'resist_death',
3900     {
3901     name => 'resist death-attack %',
3902     type => 'int'
3903     }
3904     ],
3905     [
3906     'resist_chaos',
3907     {
3908     name => 'resist chaos %',
3909     type => 'int'
3910     }
3911     ],
3912     [
3913     'resist_blind',
3914     {
3915     name => 'resist blinding %',
3916     type => 'int'
3917     }
3918     ],
3919     [
3920     'resist_holyword',
3921     {
3922     name => 'resist holy power %',
3923     type => 'int'
3924     }
3925     ],
3926     [
3927     'resist_godpower',
3928     {
3929     name => 'resist godpower %',
3930     type => 'int'
3931     }
3932     ]
3933     ]
3934     ]
3935     ],
3936     use => 'Spellcasting walls pose an interesting alternative to monsters. Usually they are set to be undestroyable. Thus, while monsters in a map can be cleared out, the magic walls remain. Low level characters for example will not be able to pass through their spell-area, hence they cannot loot a map that a high level character might have cleared out. <br><br> Another point of magic walls is that if the player dies, he has to face them all again. Magic walls can add a kind of "permanent thrill" to your maps. <br><br> Be careful that your magic walls don\'t kill the monsters on a map. If placing monsters, eventually take ones that are immune to the walls\' spell(s). <br><br> It is possible to make walls rotate when triggered. But that is so confusing (and useless IMHO) that I did not mention it above. You can find a working example on the map "/pup_land/castle_eureca/castle_eureca8".'
3937     },
3938 root 1.49 'Map Script' => {
3939     attr => [
3940     [
3941     'connected',
3942     {
3943     desc => 'When the map script object is triggered, it will execute the perl script with the triggering object as $activator.',
3944     name => 'connection',
3945 root 1.50 type => 'string'
3946 root 1.49 }
3947     ],
3948     [
3949     'activate_on_push',
3950     {
3951     desc => 'Whether the teleporter should only be activated on push.',
3952     name => 'activate on push',
3953     type => 'bool'
3954     }
3955     ],
3956     [
3957     'activate_on_release',
3958     {
3959     desc => 'Whether the teleporter should only be activated on release.',
3960     name => 'activate on release',
3961     type => 'bool'
3962     }
3963     ],
3964     [
3965     'msg',
3966     {
3967     desc => 'This perl script will be executed each time the objetc is triggered.',
3968     end => 'endmsg',
3969     name => 'script',
3970     type => 'text'
3971     }
3972     ]
3973     ],
3974 root 1.57 desc => 'The map script object is a very special object that can react to connected events and executes a perl script in the msg slot.',
3975 root 1.49 ignore => [
3976     $IGNORE_LIST{system_object}
3977     ],
3978     name => 'Map Script',
3979 root 1.57 use => 'The perl script gets passed a $state value and $activator, $self, $originator objects and can use the set/get/find/timer functions to react to/trigger other objects. See http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/mapscript.pm for details.'
3980 root 1.49 },
3981 root 1.7 Marker => {
3982     attr => [
3983     [
3984     'no_pick',
3985     {
3986     type => 'fixed',
3987     value => 1
3988     }
3989     ],
3990     [
3991     'slaying',
3992     {
3993     desc => 'The <key string> can be detected by inv. checkers/detectors. If the player already has a force with that <key string>, there won\'t be inserted a second one.',
3994     name => 'key string',
3995     type => 'string'
3996     }
3997     ],
3998     [
3999     'connected',
4000     {
4001     desc => 'When the detector is triggered, all objects with the same connection value get activated.',
4002     name => 'connection',
4003 root 1.50 type => 'string'
4004 root 1.7 }
4005     ],
4006     [
4007     'speed',
4008 root 1.4 {
4009 root 1.7 desc => 'The <marking speed> defines how quickly it will mark something standing on the marker. Set this value rather high to make sure the player really gets his mark. I think <marking speed> 1.0 should do fine.',
4010     name => 'marking speed',
4011     type => 'float'
4012 root 1.4 }
4013     ],
4014     [
4015 root 1.17 'speed_left',
4016     {
4017     desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
4018     name => 'speed left',
4019     type => 'float'
4020     }
4021     ],
4022     [
4023 root 1.7 'food',
4024     {
4025     desc => 'This value defines the duration of the force it inserts. If nonzero, the duration of the player\'s mark is finite: about 1 food per 10 seconds. <mark duration> zero/unset means the mark will stay on the player forever.',
4026     name => 'mark duration',
4027     type => 'int'
4028     }
4029     ],
4030     [
4031     'name',
4032     {
4033     desc => 'When the player steps onto the marker, all existing forces in the players inventory with a <key string> matching <delete mark> will be removed. If you don\'t want to remove any marks, leave this textfield empty. Note that the string <delete mark> is set as the name of this marker. So don\'t be confused, and remember changing the name will take effect on the marker\'s functionality.',
4034     name => 'delete mark',
4035     type => 'string'
4036     }
4037     ],
4038     [
4039     'msg',
4040 root 1.4 {
4041 root 1.7 desc => 'In the moment when the player gets marked, this text is displayed to him. You should really set a message in any marker you create, because it\'s the only way for the player to notice what\'s going on.',
4042     end => 'endmsg',
4043     name => 'marking message',
4044     type => 'text'
4045 root 1.4 }
4046     ]
4047     ],
4048 root 1.62 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 (by setting the "name" slot to the name of the marker to be removed). <br><br> Note that the player has no possibility to "see" his own marks, except by the effect that they cause on the maps.',
4049 root 1.3 ignore => [
4050     $IGNORE_LIST{system_object}
4051     ],
4052 root 1.5 name => 'Marker',
4053 root 1.3 use => 'Markers hold real cool possibilities for map-making. I encourage you to use them frequently. However there is one negative point about markers: Players don\'t "see" what\'s going on with them. It is your task, as map-creator, to make sure the player is always well informed and never confused. <br><br> Please avoid infinite markers when they aren\'t needed. They\'re using a little space in the player file after all, so if there is no real purpose, set an expire time.'
4054     },
4055     Misc => {
4056 root 1.7 attr => [
4057     [
4058 root 1.14 'move_block',
4059     {
4060     desc => 'Objects using these movement types cannot move over this space.',
4061     name => 'blocked movement',
4062 elmex 1.26 type => 'movement_type'
4063 root 1.14 }
4064     ],
4065     [
4066     'move_allow',
4067     {
4068     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
4069     name => 'allowed movement',
4070 elmex 1.26 type => 'movement_type'
4071 root 1.14 }
4072     ],
4073     [
4074     'move_slow',
4075 root 1.7 {
4076 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
4077     name => 'slowed movement',
4078 elmex 1.26 type => 'movement_type'
4079 root 1.14 }
4080     ],
4081     [
4082     'move_slow_penalty',
4083     {
4084     desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
4085     name => 'slow movement penalty',
4086     type => 'int'
4087 root 1.7 }
4088     ],
4089     [
4090     'cursed',
4091     {
4092     desc => 'Curses can have various effects: On equipment and food, they generally harm the player in some way.',
4093     name => 'cursed',
4094     type => 'bool'
4095     }
4096     ],
4097     [
4098     'damned',
4099     {
4100     desc => 'A damned item/floor on the ground makes it impossible for players to use prayers on that spot. It also prevents players from saving. Damnation on equipment works similar to a curse.',
4101     name => 'damned',
4102     type => 'bool'
4103     }
4104     ],
4105     [
4106     'unique',
4107     {
4108     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
4109     name => 'unique item',
4110     type => 'bool'
4111     }
4112     ],
4113     [
4114     'startequip',
4115     {
4116     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4117     name => 'godgiven item',
4118     type => 'bool'
4119     }
4120     ],
4121     [
4122     'msg',
4123     {
4124     desc => 'This text may describe the object.',
4125     end => 'endmsg',
4126     name => 'description',
4127     type => 'text'
4128     }
4129     ]
4130     ],
4131 root 1.5 name => 'Misc'
4132 root 1.1 },
4133 root 1.3 Money => {
4134 root 1.7 attr => [
4135     [
4136     'race',
4137     {
4138     type => 'fixed',
4139     value => 'gold and jewels'
4140     }
4141     ]
4142     ],
4143 root 1.3 desc => 'Items of the type Money are handled as currency. Money cannot be sold/bought in shops. When money is dropped in a shop, it stays the same.<br> When a player picks an item from a shop and attempts to walk over the shop mat, the item\'s selling-price is automatically subtracted from the player\'s money. <br><br> For money, always use the default arches. Don\'t modify them.',
4144     ignore => [
4145     'unpaid'
4146 root 1.5 ],
4147     name => 'Money'
4148 root 1.3 },
4149     'Monster & NPC' => {
4150 root 1.7 attr => [
4151     [
4152     'alive',
4153     {
4154     type => 'fixed',
4155     value => 1
4156     }
4157     ],
4158     [
4159     'randomitems',
4160     {
4161     desc => 'When the monster is killed, items from the treasurelist will drop to the ground. This is a common way to reward players for killing (masses of) monsters. Note that you can always put items into the monster\'s inventory. Those will drop-at-kill just like the stuff from the <treasurelist>.',
4162     name => 'treasurelist',
4163     type => 'treasurelist'
4164     }
4165     ],
4166     [
4167 root 1.28 'treasure_env',
4168     {
4169     desc => 'Set this flag to move treasure items created into the environment (map) instead of putting them into the object.',
4170     name => 'treasure in env',
4171     type => 'bool'
4172     }
4173     ],
4174     [
4175 root 1.7 'level',
4176     {
4177     desc => 'A monster\'s <level> is the most important attribute. <level> affects the power of a monster in various ways.',
4178     name => 'level',
4179     type => 'int'
4180     }
4181     ],
4182     [
4183     'race',
4184     {
4185 root 1.17 desc => 'Every monster should have a race set to categorize it. The monster\'s <race> can have different effects: Slaying weapons inflict tripple damage against enemy races and holy word kills only enemy races of the god.',
4186 root 1.7 name => 'race',
4187     type => 'string'
4188     }
4189     ],
4190     [
4191     'exp',
4192     {
4193 root 1.17 desc => 'When a player kills this monster, he will get exactly this amount of <experience>. The experience will flow into the skill-category the player used for the kill. If you create special monsters of tweaked strenght/abilities, always make sure that the <experience> is set to a reasonable value. Compare with existing arches to get a feeling what reasonable means. Keep in mind that spellcasting monsters are a lot harder to kill than non-spellcasters!',
4194 root 1.7 name => 'experience',
4195     type => 'int'
4196     }
4197     ],
4198     [
4199     'speed',
4200     {
4201     desc => 'The <speed> determines how fast a monster will both move and fight. High <speed> makes a monster considerably stronger.',
4202     name => 'speed',
4203     type => 'float'
4204     }
4205     ],
4206     [
4207 root 1.17 'speed_left',
4208     {
4209     desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
4210     name => 'speed left',
4211     type => 'float'
4212     }
4213     ],
4214     [
4215 root 1.7 'other_arch',
4216     {
4217     desc => 'This only takes effect if <multiply> is enabled. The monster will create a <breed monster> every once in a while. <breed monster> can be set to any valid arch-name of a monster. Multipart monster should not be used.',
4218     name => 'breed monster',
4219     type => 'string'
4220     }
4221     ],
4222     [
4223     'generator',
4224     {
4225     desc => 'Monsters with <generator> enabled will create a <breed monster> every once in a while. Mice are a good example for this effect. If enabled, you must also set <breed monster> or check <template generation> and put other monsters in the inventory.',
4226     name => 'multiply',
4227     type => 'bool'
4228     }
4229     ],
4230     [
4231     'use_content_on_gen',
4232     {
4233     desc => 'This only takes effect if <multiply> is enabled. The monster will create a new monster every once in a while by duplicating it\'s inventory. In this case, the <breed monster> value is never used and can be forgotten. Each time the monster need to generate an object, it will be a randomly chosen item from the inventory. When generator is destroyed, inventory is destroyed.',
4234     name => 'template generation',
4235     type => 'bool'
4236     }
4237     ],
4238     [
4239 root 1.14 'move_type',
4240 root 1.7 {
4241 root 1.14 desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
4242     name => 'movement type',
4243 elmex 1.26 type => 'movement_type'
4244 root 1.7 }
4245     ],
4246     [
4247     'undead',
4248     {
4249     desc => 'Several spells only affect undead monsters: turn undead, banish undead, holy word, etc.',
4250     name => 'undead',
4251     type => 'bool'
4252     }
4253     ],
4254     [
4255     'carrying',
4256     {
4257     desc => 'If a monster has something in the inventory, this value can be set to reflect the slowdown due to the carried weight.',
4258     name => 'carries weight',
4259     type => 'int'
4260     }
4261     ],
4262     [
4263 root 1.28 'precious',
4264     {
4265 elmex 1.32 desc => 'Set this flag to indicate that this monster is precious, i.e. it should not be lightly destroyed. This is most useful on pets and keeps the server from destroying them on destroy_pets/monster floors and will try to save them when the player logs out.',
4266 root 1.28 name => 'precious',
4267     type => 'bool'
4268     }
4269     ],
4270     [
4271 root 1.7 'msg',
4272     {
4273     end => 'endmsg',
4274     name => 'npc message',
4275     type => 'text'
4276     }
4277     ]
4278     ],
4279 root 1.3 desc => 'Monsters can behave in various kinds of ways. They can be aggressive, attacking the player. Or peaceful, helping the player - maybe joining him as pet. The unagressive creatures who communicate with players are usually called "NPCs" (Non Player Character), a well-known term in role-play environments.',
4280     ignore => [
4281     'material',
4282     'name_pl',
4283     'nrof',
4284     'value',
4285     'unpaid'
4286     ],
4287 root 1.5 name => 'Monster & NPC',
4288 root 1.4 section => [
4289     [
4290     'melee',
4291 root 1.7 [
4292     [
4293     'attacktype',
4294     {
4295     desc => 'This number is a bitmask, specifying the monster\'s attacktypes for melee damage. Attacktypes are: physical, magical, fire, cold.. etc. Strong monsters often have more than just physical attacktype. When a monster with multiple attacktypes hits aan oponent, it will do as much damage as the "best" of it\'s attacktypes does. So, the more attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are somehow exceptions.',
4296     name => 'attacktype',
4297     type => 'bitmask',
4298     value => $BITMASK{attacktype}
4299     }
4300     ],
4301     [
4302     'dam',
4303     {
4304     desc => 'Among other parameters, <damage> affects how much melee damage a monster inflicts. <damage> is used as base value for damage per hit. <level>, <speed>, <weapon class> and resistances also take effect on the melee damage of a monster.',
4305     name => 'damage',
4306     type => 'int'
4307     }
4308     ],
4309     [
4310     'wc',
4311     {
4312     desc => 'Monsters of high <weapon class> are more likely to really hit their opponent. <weapon class> can be considered the "counterpiece" to <armour class>.',
4313     name => 'weapon class',
4314     type => 'int'
4315     }
4316     ],
4317     [
4318     'hp',
4319     {
4320     desc => 'The <health points> of a monster define how long it takes to kill it. With every successful hit from an opponent, <health points> get drained - The monster dies by zero <health points>.',
4321     name => 'health points',
4322     type => 'int'
4323     }
4324     ],
4325     [
4326     'maxhp',
4327     {
4328     desc => '<max health> is the maximum amount of <health points> this monster can have.',
4329     name => 'max health',
4330     type => 'int'
4331     }
4332     ],
4333     [
4334     'ac',
4335     {
4336     desc => 'Monsters of low <armour class> are less likely to get hit from their opponent. <armour class> can be considered the "counterpiece" to <weapon class>. Values typically range between +20 (very bad) to -20 (quite good).',
4337     name => 'armour class',
4338     type => 'int'
4339     }
4340     ],
4341     [
4342     'Con',
4343     {
4344 root 1.8 desc => 'Monsters regenerate this many health points each 4 ticks. Hence, the healing rate is independent of <speed>.',
4345 root 1.7 name => 'healing rate',
4346     type => 'int'
4347     }
4348     ],
4349     [
4350     'reflect_missile',
4351     {
4352     desc => 'A monster with this flag has the ability to <reflect missiles>, all kinds of projectiles (e.g. arrows, bolts, boulders) will bounce off.',
4353     name => 'reflect missiles',
4354     type => 'bool'
4355     }
4356     ],
4357     [
4358     'hitback',
4359     {
4360     desc => 'Monsters with <hitback> enabled hurt the attacker in proportion to the amount of damage the *attacker* inflicted. This damage is additional to the regular melee damage of the monster. As far as I know, hitback uses acid attacktype, and it only takes effect if the monster actually has acid attacktype at it\'s disposal. Acid spheres for example use this feature.',
4361     name => 'hitback',
4362     type => 'bool'
4363     }
4364     ],
4365     [
4366     'one_hit',
4367     {
4368     desc => 'Monsters with <one hit only> dissapear after one successful hit to a player.',
4369     name => 'one hit only',
4370     type => 'bool'
4371     }
4372     ]
4373     ]
4374     ],
4375     [
4376     'spellcraft',
4377     [
4378     [
4379     'can_cast_spell',
4380     {
4381     desc => 'If <can cast spell> is disabled, the monster cannot cast any spell. Only wands/rods/etc can be used, given the appropriate abilities.',
4382     name => 'can cast spell',
4383     type => 'bool'
4384     }
4385     ],
4386     [
4387     'reflect_spell',
4388     {
4389     desc => 'A monster with this flag has the ability to <reflect spells>, all kinds of spell-bullets and -beams will bounce off. Generally this flag should not be set because it puts wizard-type players at an unfair disadvantage.',
4390     name => 'reflect spells',
4391     type => 'bool'
4392     }
4393     ],
4394     [
4395     'sp',
4396     {
4397     desc => 'Like players, monsters need <spellpoints> to do magic. Monsters use them for both wizard- and prayer-spells. However, this value defines only the amount of *initial* spellpoints the monster starts with. When creating a spellcasting monster, remember that <max spellpoints> and <spellpoint regen.> are more important than just initial <spellpoints>.',
4398     name => 'spellpoints',
4399     type => 'int'
4400     }
4401     ],
4402     [
4403     'maxsp',
4404     {
4405     desc => '<max spellpoints> is the maximum number of spellpoints a monster can hold. Setting this to high values has little effect unless the monster has a decent <spellpoint regen.>, or the spell "regenerate mana" at it\'s disposal.',
4406     name => 'max spellpoints',
4407     type => 'int'
4408     }
4409     ],
4410     [
4411     'Pow',
4412     {
4413 root 1.8 desc => 'Monsters regenerate this many spellpoints each 16 ticks. Hence, the spellpoint regeneration rate is independent of <speed>. To make a real tough spellcasting monster, the rate of spellpoint regeneration is most important. If your monster is still not casting fast enough, give it the spell-ability of "regenerate mana". That, paired with high <max spellpoints>, is the ultimate thing.',
4414 root 1.7 name => 'spellpoint regen.',
4415     type => 'int'
4416     }
4417     ],
4418     [
4419     'path_attuned',
4420     {
4421     desc => 'Click on the <attuned paths> button to select spellpaths. The creature will get attuned to the specified spellpaths.',
4422     name => 'attuned paths',
4423     type => 'bitmask',
4424     value => $BITMASK{spellpath}
4425     }
4426     ],
4427     [
4428     'path_repelled',
4429     {
4430     desc => 'Click on the <repelled paths> button to select spellpaths. The creature will get repelled to the specified spellpaths.',
4431     name => 'repelled paths',
4432     type => 'bitmask',
4433     value => $BITMASK{spellpath}
4434     }
4435     ],
4436     [
4437     'path_denied',
4438     {
4439     desc => 'Click on the <denied paths> button to select spellpaths. The creature won\'t be able to cast spells of the specified paths.',
4440     name => 'denied paths',
4441     type => 'bitmask',
4442     value => $BITMASK{spellpath}
4443     }
4444     ]
4445     ]
4446     ],
4447     [
4448     'ability',
4449     [
4450     [
4451     'Int',
4452     {
4453     desc => 'The <detect hidden> value gives monsters the ablitity to find hidden/invisible creatures. Higher values make for better detection-skills. Enabling <see invisible> makes this value obsolete.',
4454     name => 'detect hidden',
4455     type => 'int'
4456     }
4457     ],
4458     [
4459     'see_invisible',
4460     {
4461     desc => 'A monster with the ability to <see invisible> cannot be fooled with by invisible or hiding players. This flag is a must-have for high-level monsters. When a monster is unable to detect invisible players, it can be killed without fighting back.',
4462     name => 'see invisible',
4463     type => 'bool'
4464     }
4465     ],
4466     [
4467     'can_see_in_dark',
4468     {
4469     desc => 'A monster with the ability to <see in darkness> cannot be fooled by spells of darkness or dark maps. This flag is a "should-have" for high-level monsters. When a monster is unable to see in darkness, players can cast darkness and sneak around it safely.',
4470     name => 'see in darkness',
4471     type => 'bool'
4472     }
4473     ],
4474     [
4475     'can_use_weapon',
4476     {
4477     desc => 'Monster is able to wield weapon type objects.',
4478     name => 'can use weapons',
4479     type => 'bool'
4480     }
4481     ],
4482     [
4483     'can_use_bow',
4484     {
4485     desc => 'Monster is able to use missile-weapon type objects.',
4486     name => 'can use bows',
4487     type => 'bool'
4488     }
4489     ],
4490     [
4491     'can_use_armour',
4492     {
4493     desc => 'Monster is able to wear protective equipment like brestplate armour, shields, helmets etc.',
4494     name => 'can use armour',
4495     type => 'bool'
4496     }
4497     ],
4498     [
4499     'can_use_ring',
4500     {
4501     desc => 'Monster is able to wear rings.',
4502     name => 'can use rings',
4503     type => 'bool'
4504     }
4505     ],
4506     [
4507     'can_use_wand',
4508     {
4509     desc => 'Monster is able to use wands and staves.',
4510     name => 'can use wands',
4511     type => 'bool'
4512     }
4513     ],
4514     [
4515     'can_use_rod',
4516     {
4517     desc => 'Monster is able to use rods.',
4518     name => 'can use rods',
4519     type => 'bool'
4520     }
4521     ],
4522     [
4523     'can_use_scroll',
4524     {
4525     desc => 'Monster is able to read scrolls.',
4526     name => 'can use scrolls',
4527     type => 'bool'
4528     }
4529     ],
4530     [
4531     'can_use_skill',
4532     {
4533     desc => 'Monster is able to use skills from it\'s inventory. For example, you can put a throwing skill object and some boulders into the monster\'s object and set <can use skills>.',
4534     name => 'can use skills',
4535     type => 'bool'
4536     }
4537     ]
4538     ]
4539     ],
4540     [
4541     'behave',
4542     [
4543     [
4544     'monster',
4545     {
4546     desc => 'When <monster behaviour> is enabled, this object will behave like a monster: It can move and attack enemies (which are typically players). This flag should be set for all monsters as-such. Monsters which don\'t move, like guards, should also have <monster behaviour>, but in combination with <stand still>. It should *not* be set for things like immobile generators.',
4547     name => 'monster behaviour',
4548     type => 'bool'
4549     }
4550     ],
4551     [
4552     'unaggressive',
4553     {
4554     desc => '<unaggressive> monsters do not attack players unless attacked first.',
4555     name => 'unaggressive',
4556     type => 'bool'
4557     }
4558     ],
4559     [
4560     'friendly',
4561     {
4562     desc => '<friendly> monsters help the player, attacking any non-friendly monsters in range.',
4563     name => 'friendly',
4564     type => 'bool'
4565     }
4566     ],
4567     [
4568     'stand_still',
4569     {
4570 root 1.36 desc => 'Monsters which <stand still> won\'t move to leave their position. When agressive, they will attack all enemies who get close to them. This behaviour is commonly known from castle guards. In older versions of Deliantra it was possible to eventually push a <stand still>-monster out of position by force. I believe this is no longer possible. Neverthless, you should still be cautious when lining up <stand still>-monster in order to "defend" something: Such monsters are rather easy to kill. It\'s good for low level maps, but not much more.',
4571 root 1.7 name => 'stand still',
4572     type => 'bool'
4573     }
4574     ],
4575     [
4576     'sleep',
4577     {
4578     desc => 'Being <asleep>, a monster won\'t move unless a player enters the <sensing range> of the monster. Usually the sensing range is larger than the players line of sight. Due to that, in most cases the player won\'t ever notice weither a monster was asleep or not.',
4579     name => 'asleep',
4580     type => 'bool'
4581     }
4582     ],
4583     [
4584     'will_apply',
4585     {
4586     desc => 'This entry defines which kinds of environment actions the creature is able to perform.',
4587     name => 'misc. actions',
4588     type => 'bitmask',
4589     value => $BITMASK{will_apply}
4590     }
4591     ],
4592     [
4593     'pick_up',
4594     {
4595     desc => 'Click on the <pick up> button and select which types of objects the creature should try to pick up. Note also that if <can use armor>, <can use weapon>, <can use ring>... etc are set, then the creature will pick up the matching items even if this is not set here.',
4596     name => 'pick up',
4597     type => 'bitmask',
4598     value => $BITMASK{pick_up}
4599     }
4600     ],
4601     [
4602     'Wis',
4603     {
4604     desc => '<sensing range> determines how close a player needs to be before the creature wakes up. This is done as a square, for reasons of speed. Thus, if the <sensing range> is 11, any player that moves within the 11x11 square of the monster will wake the monster up. If the player has stealth, the size of this square is reduced in half plus 1.',
4605     name => 'sensing range',
4606     type => 'int'
4607     }
4608     ],
4609     [
4610 root 1.15 'attack_movement_bits_0_3',
4611 root 1.7 {
4612 root 1.15 desc => 'If this is set to default, the standard mode of movement will be used.',
4613 root 1.7 name => 'attack movement',
4614 root 1.15 type => 'list',
4615     value => $LIST{attack_movement_bits_0_3}
4616     }
4617     ],
4618     [
4619     'attack_movement_bits_4_7',
4620     {
4621     desc => 'This movement is not in effect when the monster has an enemy and should only be used for non agressive monsters.',
4622     name => 'normal movement',
4623     type => 'list',
4624     value => $LIST{attack_movement_bits_4_7}
4625 root 1.7 }
4626     ],
4627     [
4628     'run_away',
4629     {
4630     desc => 'This is a percentage value in the range 0-100. When the monster\'s health points drop below this percentage (relative to max health), it attempts to run away from the attacker.',
4631     name => 'run at % health',
4632     type => 'int'
4633     }
4634     ]
4635     ]
4636     ],
4637     [
4638     'resistance',
4639     [
4640     [
4641     'resist_physical',
4642     {
4643     name => 'resist physical %',
4644     type => 'int'
4645     }
4646     ],
4647     [
4648     'resist_magic',
4649     {
4650     name => 'resist magic %',
4651     type => 'int'
4652     }
4653     ],
4654     [
4655     'resist_fire',
4656     {
4657     name => 'resist fire %',
4658     type => 'int'
4659     }
4660     ],
4661     [
4662     'resist_electricity',
4663     {
4664     name => 'resist electricity %',
4665     type => 'int'
4666     }
4667     ],
4668     [
4669     'resist_cold',
4670     {
4671     name => 'resist cold %',
4672     type => 'int'
4673     }
4674     ],
4675     [
4676     'resist_confusion',
4677     {
4678     name => 'resist confusion %',
4679     type => 'int'
4680     }
4681     ],
4682     [
4683     'resist_acid',
4684     {
4685     name => 'resist acid %',
4686     type => 'int'
4687     }
4688     ],
4689     [
4690     'resist_drain',
4691     {
4692     name => 'resist draining %',
4693     type => 'int'
4694     }
4695     ],
4696     [
4697     'resist_weaponmagic',
4698     {
4699     name => 'resist weaponmagic %',
4700     type => 'int'
4701     }
4702     ],
4703     [
4704     'resist_ghosthit',
4705     {
4706     name => 'resist ghosthit %',
4707     type => 'int'
4708     }
4709     ],
4710     [
4711     'resist_poison',
4712     {
4713     name => 'resist poison %',
4714     type => 'int'
4715     }
4716     ],
4717     [
4718     'resist_slow',
4719     {
4720     name => 'resist slow %',
4721     type => 'int'
4722     }
4723     ],
4724     [
4725     'resist_paralyze',
4726     {
4727     name => 'resist paralyze %',
4728     type => 'int'
4729     }
4730     ],
4731     [
4732     'resist_fear',
4733     {
4734     name => 'resist fear %',
4735     type => 'int'
4736     }
4737     ],
4738     [
4739     'resist_deplete',
4740     {
4741     name => 'resist depletion %',
4742     type => 'int'
4743     }
4744     ],
4745     [
4746     'resist_death',
4747     {
4748     name => 'resist death-attack %',
4749     type => 'int'
4750     }
4751     ],
4752     [
4753     'resist_chaos',
4754     {
4755     name => 'resist chaos %',
4756     type => 'int'
4757     }
4758     ],
4759     [
4760     'resist_blind',
4761     {
4762     name => 'resist blinding %',
4763     type => 'int'
4764     }
4765     ],
4766     [
4767     'resist_holyword',
4768     {
4769     name => 'resist holy power %',
4770     type => 'int'
4771     }
4772     ],
4773     [
4774     'resist_godpower',
4775     {
4776     name => 'resist godpower %',
4777     type => 'int'
4778     }
4779     ]
4780     ]
4781     ]
4782     ],
4783     use => 'Monsters play a central role in most maps. Choosing the right combination of monsters for your map is vital: <UL> <LI> Place only monsters of slightly varying (increasing) strength. It\'s no fun to play for two hours just to find out the last monster is unbeatable. Similar, it\'s not exciting to fight orcs after passing a room of dragons.<br> This rule applies only for linear maps (one room after the other), with treasure at the end. You can sprinkle the treasure around, or make non-linear maps - That is often more entertaining. <LI> Places with high level monsters must not be easy to reach. Balrogs, Dragonmen and the likes should be at the end of a quest, not at the beginning. <LI> Don\'t stick monsters together that tend to kill each other. Fire- and cold dragons in one room for example is a bad idea. By weakening and killing each other they are easy prey for players, not worth the experience they hold. <LI> Create your own monsters, especially for "boss"-type monsters. Having stage-bosses guarding treasure is a lot of fun when done right. Avoid to create monsters with completely non-intuitive abilities: Don\'t give ice-spells to firedragons or vice versa. Don\'t add draining attack to trolls, etc. Additionally, you should inform the player before he bumps right into some very special/unusual monster. <LI> Last but not least: Always keep an eye on the experience your monsters hold. Design your maps in a way that high experience is always well-defended. Don\'t make large rooms full with only one kind of monster. Keep in mind the different abilities/techniques players can use. </UL> I know it\'s impossible to make the perfectly balanced map. There\'s always some part which is found too easy or too hard for a certain kind of player. Just give it your best shot. And listen to feedback from players if you receive some. :-)'
4784     },
4785 root 1.9 'Monster (Grimreaper)' => {
4786     desc => 'A grimreaper is a monster that vanishes after it did some number of draining attacks.',
4787     ignore => [
4788     'material',
4789     'name_pl',
4790     'nrof',
4791     'value',
4792     'unpaid'
4793     ],
4794     import => [
4795 root 1.29 'Monster & NPC'
4796 root 1.9 ],
4797     name => 'Monster (Grimreaper)',
4798     section => [
4799     [
4800     'grimreaper',
4801     [
4802     [
4803     'value',
4804     {
4805     desc => 'The object vanishes after this number of draining attacks.',
4806     name => 'attacks',
4807     type => 'int'
4808     }
4809     ]
4810     ]
4811     ]
4812     ]
4813     },
4814 root 1.7 'Mood Floor' => {
4815     attr => [
4816     [
4817     'no_pick',
4818 root 1.4 {
4819 root 1.7 type => 'fixed',
4820     value => 1
4821 root 1.4 }
4822     ],
4823     [
4824 root 1.7 'last_sp',
4825     {
4826     desc => '<mood> is used to determine what will happen to the monster when affected by the mood floor: <mood> \'furious\': Makes all monsters aggressive <mood> \'angry\': As above but pets are unaffected <mood> \'calm\': Makes all monsters unaggressive <mood> \'sleep\': Puts all monsters to sleep <mood> \'charm\': Turns monster into a pet of person who triggers the square. This setting is not enabled for continous operation, you need to insert a <connection> value!',
4827     name => 'mood',
4828     type => 'list',
4829     value => $LIST{mood}
4830     }
4831     ],
4832     [
4833     'connected',
4834     {
4835     desc => 'This should only be set in combination with <mood number> 4. Normally, monsters are affected by the mood floor as soon as they step on it. But charming (monster -> pet) is too powerful, so it needs to be activated. Typically it is connected to an altar, for buying a "hireling". But a powerful pet could as well be the reward for solving a quest. Or even better: It could be *part* of a quest!',
4836     name => 'connection',
4837 root 1.50 type => 'string'
4838 root 1.7 }
4839     ],
4840     [
4841     'no_magic',
4842     {
4843     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
4844     name => 'no spells',
4845     type => 'bool'
4846     }
4847     ],
4848     [
4849     'damned',
4850     {
4851     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
4852     name => 'no prayers',
4853     type => 'bool'
4854     }
4855     ]
4856     ],
4857     desc => 'As the name implies, mood floors can change the "mood" of a monsters/NPC. For example, an unagressive monster could be turned mad to start attacking. Similar, an agressive monster could be calmed.',
4858     ignore => [
4859     $IGNORE_LIST{system_object}
4860     ],
4861     name => 'Mood Floor',
4862     use => 'Mood floors are absolutely cool for NPC interaction. To make an unaggressive monster/NPC attack, put a creator with "other_arch furious_floor" under it. Connect the creator to a magic_ear, so the player speaks a keyword like "stupid sucker" - and the monster attacks. <br><br> To turn an NPC into a pet, put a charm_floor under it and connect it directly to a magic_ear. Then the player speaks a keyword like "help me" - and the NPC joins him as pet. <br><br> (Of course you must always give clear hints about keywords! And there is no reason why you couldn\'t use a button/lever/pedestal etc. instead of a magic_ear.)'
4863     },
4864     Mover => {
4865     attr => [
4866     [
4867     'attacktype',
4868     {
4869     desc => 'If forced movement is enabled, the mover "freezes" anyone it moves (so they are forced to move along a chain). For players there is no way to escape this forced movement, except being pushed by a second player.',
4870     name => 'forced movement',
4871     type => 'bool'
4872     }
4873     ],
4874     [
4875     'maxsp',
4876     {
4877     desc => 'The player will be "frozen" for that many moves. If <freeze duration> is zero, with <forced movement> enabled, then <freeze duration> gets assigned the "default value" 2 automatically.',
4878     name => 'freeze duration',
4879     type => 'int'
4880     }
4881     ],
4882     [
4883     'speed',
4884     {
4885     desc => 'The movement speed value determines how fast a chain of these movers will push a player along (default is -0.2).',
4886     name => 'movement speed',
4887     type => 'float'
4888     }
4889     ],
4890     [
4891 root 1.17 'speed_left',
4892     {
4893     desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
4894     name => 'speed left',
4895     type => 'float'
4896     }
4897     ],
4898     [
4899 root 1.7 'sp',
4900     {
4901     desc => 'The mover will push creatures in the specified <direction>. A mover with direction set to <none> will spin clockwise, thus pushing creatures in unpredictable directions.',
4902     name => 'direction',
4903     type => 'list',
4904     value => $LIST{direction}
4905     }
4906     ],
4907     [
4908     'lifesave',
4909     {
4910 root 1.9 desc => 'If enabled, the mover gets "used up" after a certain number of moves (specified by <number of uses>). If disabled, the mover works infinitely.',
4911 root 1.7 name => 'gets used up',
4912     type => 'bool'
4913     }
4914     ],
4915     [
4916     'hp',
4917     {
4918     desc => 'This value has only a meaning if <gets used up> is set: <number of uses> is the number of times minus one, that it will move a creature before disappearing. (It will move someone <number of uses>+1 times, then vanish).',
4919     name => 'number of uses',
4920     type => 'int'
4921     }
4922     ]
4923     ],
4924     desc => 'Movers move the objects above them. However, only living objects are affected (monsters/NPCs always, players optional). Movers have a direction, so players can be made to move in a pattern, and so can monsters. Motion is involuntary. Additionally, players or monsters can be "frozen" while ontop of movers so that they MUST move along a chain of them. <br><br> Multisquare monsters can be moved as well, given enough space. Movers are usually invisible.',
4925     ignore => [
4926     $IGNORE_LIST{non_pickable}
4927     ],
4928     name => 'Mover',
4929     section => [
4930     [
4931     'targets',
4932     [
4933     [
4934     'level',
4935     {
4936     desc => 'If <move players> is enabled, both players and monsters will be moved. In the arches\' default it is disabled - thus ONLY monsters get moved. Remember that "monsters" includes NPCs! This feature provides you with the possibility to make NPCs literally "come to life". Example: The player is talking with an NPC, speaking a certain keyword. This triggers a magic_ear and activates creators, creating (per default: monster-only) movers under the NPC\'s feet. The NPC starts "walking" on a predefined route! Note that it\'s useful to set this NPC immune to everything, preventing the player to push the NPC off his trace.',
4937     name => 'move players',
4938     type => 'bool'
4939     }
4940     ],
4941     [
4942 root 1.14 'move_on',
4943 root 1.7 {
4944 root 1.14 desc => 'Which movement types activate the mover.',
4945     name => 'movement type',
4946     type => 'movement_type'
4947 root 1.7 }
4948     ]
4949     ]
4950     ]
4951     ],
4952     use => 'NEVER EVER consider a mover being unpassable in the backwards direction. Setting "forced movement" makes it seemingly impossible but there is still a trick: One player can push a second player past the mover, in opposite to the mover\'s direction! The more movers, the more players needed. Hence, don\'t make a treasure room that is surrounded by movers instead of solid walls/gates. <br><br> Btw, it does not make a difference putting movers above or below the floor. Moreover, movers that are set to be invisible cannot be discovered with the show_invisible spell. <br><br> Note that Movers and Directors are seperate objects, even though they look and act similar. Directors only do spells/missiles, while movers only do living creatures (depending on how it is set: monsters and players).'
4953     },
4954     Pedestal => {
4955     attr => [
4956     [
4957     'no_pick',
4958 root 1.4 {
4959 root 1.7 type => 'fixed',
4960     value => 1
4961 root 1.4 }
4962     ],
4963     [
4964 root 1.7 'slaying',
4965 root 1.4 {
4966 root 1.56 desc => 'the <match race> defines the object we\'re looking for. If <match race> matches the monster\'s or the player\'s race, we have a match. Yes, pedestals can detect a player\'s race! E.g. you could create a place where only fireborns can enter, by setting "slaying unnatural". If it is set to "player", any player stepping on the pedestal is a match. Very useful if you want to open a gate for players but not for monsters. If the string starts with \'match \', then it is interpreted as a match expression (e.g. \'match type=POTION\', or \'match type=SPELL in applied type=CONTAINER in inv in originator\'). For details, see http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm',
4967 root 1.7 name => 'match race',
4968     type => 'string'
4969 root 1.4 }
4970     ],
4971     [
4972 root 1.7 'connected',
4973 root 1.4 {
4974 root 1.7 desc => 'When the pedestal is triggered, all objects with the same connection value get activated.',
4975     name => 'connection',
4976 root 1.50 type => 'string'
4977 root 1.4 }
4978     ],
4979     [
4980 root 1.14 'move_on',
4981 root 1.4 {
4982 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
4983 root 1.58 name => 'movement on',
4984 elmex 1.26 type => 'movement_type'
4985 root 1.4 }
4986     ]
4987     ],
4988 root 1.3 desc => 'Pedestals are designed to detect certain types of living objects. When a predefined type of living creature steps on the pedestal, the connected value is triggered.',
4989     ignore => [
4990     $IGNORE_LIST{non_pickable}
4991     ],
4992 root 1.5 name => 'Pedestal',
4993 root 1.3 use => 'If you want to create a place where only players of a certain race can enter, put a teleporter over your pedestal. So the teleporter is only activated for players of the matching race. Do not use gates, because many other players could sneak in. If you put powerful artifacts into such places, generally set "startequip 1", so that they are preserved for that one race and can\'t be traded to others.'
4994     },
4995 root 1.60 'Pedestal Trigger' => {
4996     desc => 'Pedestal triggers are pedestals which reset after a short period of time. Every time it is either applied or reset, the &lt;connection&gt; value is triggered.',
4997     ignore => [
4998     $IGNORE_LIST{non_pickable}
4999     ],
5000     import => [
5001     'Pedestal'
5002     ],
5003     name => 'Pedestal Trigger'
5004     },
5005 root 1.3 Pit => {
5006 root 1.7 attr => [
5007     [
5008     'no_pick',
5009     {
5010     type => 'fixed',
5011     value => 1
5012     }
5013     ],
5014     [
5015 root 1.42 'range',
5016     {
5017 root 1.44 desc => 'The radius of the square area that the pit will randomly put the player into (0 to 3, default 1).',
5018 root 1.43 name => 'spread radius',
5019 root 1.42 type => 'int'
5020     }
5021     ],
5022     [
5023 root 1.7 'connected',
5024     {
5025     desc => 'When a <connection> value is set, the pit can be opened/closed by activating the connection.',
5026     name => 'connection',
5027 root 1.50 type => 'string'
5028 root 1.7 }
5029     ],
5030     [
5031 elmex 1.21 'activate_on_push',
5032     {
5033     desc => 'Whether the teleporter should only be activated on push.',
5034 root 1.42 name => 'activate on push',
5035 elmex 1.21 type => 'bool'
5036     }
5037     ],
5038     [
5039     'activate_on_release',
5040     {
5041     desc => 'Whether the teleporter should only be activated on release.',
5042 root 1.42 name => 'activate on release',
5043 elmex 1.21 type => 'bool'
5044     }
5045     ],
5046     [
5047 root 1.7 'hp',
5048     {
5049     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!',
5050     name => 'destination X',
5051     type => 'int'
5052     }
5053     ],
5054     [
5055     'sp',
5056     {
5057     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!',
5058     name => 'destination Y',
5059     type => 'int'
5060     }
5061     ],
5062     [
5063     'wc',
5064     {
5065     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.',
5066     name => 'position state',
5067     type => 'int'
5068     }
5069     ],
5070     [
5071 root 1.14 'move_on',
5072 root 1.7 {
5073 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5074 root 1.58 name => 'movement on',
5075 elmex 1.26 type => 'movement_type'
5076 root 1.7 }
5077     ]
5078     ],
5079 root 1.42 desc => 'Pits are holes, transporting the player when he walks (and falls) into them. A speciality about pits is that they don\'t transport the player to the exact destination, but within a configurable radius of the destination (never on blocked squares).<br> Optionally, pits can get closed and opened, similar to gates.<br><br> Monsters and items are affected by pits just as well as players. Even multipart monsters can fall through them, given enough space.',
5080 root 1.3 ignore => [
5081     $IGNORE_LIST{non_pickable}
5082     ],
5083 root 1.5 name => 'Pit',
5084 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.'
5085     },
5086     'Poison Food' => {
5087 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.',
5088     name => 'Poison Food'
5089 root 1.3 },
5090     Potion => {
5091 root 1.7 attr => [
5092     [
5093     'level',
5094     {
5095     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.',
5096     name => 'potion level',
5097     type => 'int'
5098     }
5099     ],
5100     [
5101     'sp',
5102     {
5103     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".',
5104     name => 'spell',
5105     type => 'spell'
5106     }
5107     ],
5108     [
5109     'attacktype',
5110     {
5111     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.',
5112     name => 'special effect',
5113     type => 'list',
5114     value => $LIST{potion_effect}
5115     }
5116     ],
5117     [
5118     'cursed',
5119     {
5120     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 >:)',
5121     name => 'cursed',
5122     type => 'bool'
5123     }
5124     ],
5125     [
5126     'startequip',
5127     {
5128     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5129     name => 'godgiven item',
5130     type => 'bool'
5131     }
5132     ]
5133     ],
5134 root 1.3 desc => 'The player can drink these and gain various kinds of benefits (/penalties) by doing so.',
5135 root 1.5 name => 'Potion',
5136 root 1.4 section => [
5137     [
5138     'stats',
5139 root 1.7 [
5140     [
5141     'Str',
5142     {
5143     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.',
5144     name => 'strength',
5145     type => 'int'
5146     }
5147     ],
5148     [
5149     'Dex',
5150     {
5151 elmex 1.33 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
5152 root 1.7 name => 'dexterity',
5153     type => 'int'
5154     }
5155     ],
5156     [
5157     'Con',
5158     {
5159 elmex 1.33 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
5160 root 1.7 name => 'constitution',
5161     type => 'int'
5162     }
5163     ],
5164     [
5165     'Int',
5166     {
5167 elmex 1.33 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
5168 root 1.7 name => 'intelligence',
5169     type => 'int'
5170     }
5171     ],
5172     [
5173     'Pow',
5174     {
5175 elmex 1.33 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
5176 root 1.7 name => 'power',
5177     type => 'int'
5178     }
5179     ],
5180     [
5181     'Wis',
5182     {
5183 elmex 1.33 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
5184 root 1.7 name => 'wisdom',
5185     type => 'int'
5186     }
5187     ],
5188     [
5189     'Cha',
5190     {
5191 elmex 1.33 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
5192 root 1.7 name => 'charisma',
5193     type => 'int'
5194     }
5195     ]
5196     ]
5197     ],
5198     [
5199     'resistance',
5200     [
5201     [
5202     'resist_physical',
5203     {
5204     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5205     name => 'resist physical %',
5206     type => 'int'
5207     }
5208     ],
5209     [
5210     'resist_magic',
5211     {
5212 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5213 root 1.7 name => 'resist magic %',
5214     type => 'int'
5215     }
5216     ],
5217     [
5218     'resist_fire',
5219     {
5220 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5221 root 1.7 name => 'resist fire %',
5222     type => 'int'
5223     }
5224     ],
5225     [
5226     'resist_electricity',
5227     {
5228 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5229 root 1.7 name => 'resist electricity %',
5230     type => 'int'
5231     }
5232     ],
5233     [
5234     'resist_cold',
5235     {
5236 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5237 root 1.7 name => 'resist cold %',
5238     type => 'int'
5239     }
5240     ],
5241     [
5242     'resist_acid',
5243     {
5244 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5245 root 1.7 name => 'resist acid %',
5246     type => 'int'
5247     }
5248     ],
5249     [
5250     'resist_confusion',
5251     {
5252 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5253 root 1.7 name => 'resist confusion %',
5254     type => 'int'
5255     }
5256     ],
5257     [
5258     'resist_weaponmagic',
5259     {
5260 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5261 root 1.7 name => 'resist weaponmagic %',
5262     type => 'int'
5263     }
5264     ],
5265     [
5266 elmex 1.33 'resist_ghosthit',
5267 root 1.7 {
5268 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5269     name => 'resist ghosthit %',
5270 root 1.7 type => 'int'
5271     }
5272     ],
5273     [
5274 elmex 1.33 'resist_slow',
5275 root 1.7 {
5276 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5277     name => 'resist slow %',
5278 root 1.7 type => 'int'
5279     }
5280     ],
5281     [
5282 elmex 1.33 'resist_fear',
5283 root 1.7 {
5284 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5285     name => 'resist fear %',
5286 root 1.7 type => 'int'
5287     }
5288     ],
5289     [
5290 elmex 1.33 'resist_death',
5291 root 1.7 {
5292 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5293     name => 'resist death-attack %',
5294     type => 'int'
5295     }
5296     ],
5297     [
5298     'resist_chaos',
5299     {
5300     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5301     name => 'resist chaos %',
5302     type => 'int'
5303     }
5304     ],
5305     [
5306     'resist_blind',
5307     {
5308     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5309     name => 'resist blinding %',
5310     type => 'int'
5311     }
5312     ],
5313     [
5314     'resist_holyword',
5315     {
5316     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5317     name => 'resist holy power %',
5318     type => 'int'
5319     }
5320     ],
5321     [
5322     'resist_godpower',
5323     {
5324     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5325     name => 'resist godpower %',
5326     type => 'int'
5327     }
5328     ],
5329     [
5330     'resist_paralyze',
5331     {
5332     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5333     name => 'resist paralyze %',
5334     type => 'int'
5335     }
5336     ],
5337     [
5338     'resist_drain',
5339     {
5340     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5341     name => 'resist draining %',
5342     type => 'int'
5343     }
5344     ],
5345     [
5346     'resist_deplete',
5347     {
5348     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5349     name => 'resist depletion %',
5350     type => 'int'
5351     }
5352     ],
5353     [
5354     'resist_poison',
5355     {
5356     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5357     name => 'resist poison %',
5358 root 1.7 type => 'int'
5359     }
5360     ]
5361     ]
5362     ]
5363     ],
5364     use => 'One potion should never give multiple benefits at once.'
5365     },
5366     'Power Crystal' => {
5367     attr => [
5368     [
5369     'sp',
5370 root 1.4 {
5371 root 1.7 desc => '<initial mana> is the amount of spellpoints that the crystal holds when the map is loaded.',
5372     name => 'initial mana',
5373     type => 'int'
5374 root 1.4 }
5375     ],
5376     [
5377 root 1.7 'maxsp',
5378 root 1.4 {
5379 root 1.7 desc => 'The <mana capacity> defines how much mana can be stored in the crystal. This is what makes the crystal interesting. Wizard-players will always seek for crystals with large capacities.',
5380     name => 'mana capacity',
5381     type => 'int'
5382 root 1.4 }
5383     ]
5384     ],
5385 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.',
5386     name => 'Power Crystal'
5387 root 1.1 },
5388 root 1.3 Projectile => {
5389 root 1.7 attr => [
5390     [
5391     'attacktype',
5392     {
5393     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.',
5394     name => 'attacktype',
5395     type => 'bitmask',
5396     value => $BITMASK{attacktype}
5397     }
5398     ],
5399     [
5400     'race',
5401     {
5402     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>.',
5403     name => 'ammunition class',
5404     type => 'string'
5405     }
5406     ],
5407     [
5408     'slaying',
5409     {
5410     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.',
5411     name => 'slaying race',
5412     type => 'string'
5413     }
5414     ],
5415     [
5416     'dam',
5417     {
5418     desc => 'The projectile <damage> significantly affects the damage done. Damage can be further increased by the shooting weapon\'s attributes.',
5419     name => 'damage',
5420     type => 'int'
5421     }
5422     ],
5423     [
5424     'wc',
5425     {
5426     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.',
5427     name => 'weaponclass',
5428     type => 'int'
5429     }
5430     ],
5431     [
5432     'food',
5433     {
5434     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).',
5435     name => 'chance to break',
5436     type => 'int'
5437     }
5438     ],
5439     [
5440     'magic',
5441     {
5442     desc => 'Magic bonus increases chance to hit and damage a little bit.',
5443     name => 'magic bonus',
5444     type => 'int'
5445     }
5446     ],
5447     [
5448     'unique',
5449     {
5450     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5451     name => 'unique item',
5452     type => 'bool'
5453     }
5454     ],
5455     [
5456     'startequip',
5457     {
5458     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5459     name => 'godgiven item',
5460     type => 'bool'
5461     }
5462     ],
5463     [
5464     'no_drop',
5465     {
5466     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.',
5467     name => 'don\'t drop',
5468     type => 'bool'
5469     }
5470     ],
5471     [
5472     'msg',
5473     {
5474     desc => 'This text may describe the projectile. This could be nice for very special ones.',
5475     end => 'endmsg',
5476     name => 'description',
5477     type => 'text'
5478     }
5479     ]
5480     ],
5481     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.',
5482     name => 'Projectile',
5483     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.'
5484     },
5485     Ring => {
5486     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.',
5487     import => [
5488 root 1.29 'Amulet'
5489 root 1.7 ],
5490     name => 'Ring',
5491     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.'
5492     },
5493     Rod => {
5494     attr => [
5495     [
5496     'sp',
5497     {
5498     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!',
5499     name => 'spell',
5500     type => 'spell'
5501     }
5502     ],
5503     [
5504     'level',
5505     {
5506     desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should be set to something reasonable.',
5507     name => 'casting level',
5508     type => 'int'
5509     }
5510     ],
5511     [
5512     'hp',
5513     {
5514     desc => 'This value represents the initial amount of spellpoints in the rod. Naturally, this is quite unimportant.',
5515     name => 'initial spellpoints',
5516     type => 'int'
5517     }
5518     ],
5519     [
5520     'maxhp',
5521     {
5522     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.',
5523     name => 'max. spellpoints',
5524     type => 'int'
5525     }
5526     ],
5527     [
5528     'startequip',
5529     {
5530     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5531     name => 'godgiven item',
5532     type => 'bool'
5533     }
5534     ],
5535     [
5536     'msg',
5537     {
5538     desc => 'This text may contain a description of the rod.',
5539     end => 'endmsg',
5540     name => 'description',
5541     type => 'text'
5542     }
5543     ]
5544     ],
5545     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.',
5546     ignore => [
5547     'title'
5548     ],
5549     name => 'Rod',
5550     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>'
5551     },
5552     Rune => {
5553     attr => [
5554     [
5555     'no_pick',
5556     {
5557     type => 'fixed',
5558     value => 1
5559     }
5560     ],
5561     [
5562 root 1.14 'move_on',
5563 root 1.7 {
5564 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5565 root 1.58 name => 'movement on',
5566 elmex 1.26 type => 'movement_type'
5567 root 1.7 }
5568     ],
5569     [
5570     'level',
5571     {
5572     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.',
5573     name => 'rune level',
5574     type => 'int'
5575     }
5576     ],
5577     [
5578     'Cha',
5579     {
5580     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.',
5581     name => 'visibility',
5582     type => 'int'
5583     }
5584     ],
5585     [
5586     'hp',
5587     {
5588     desc => 'The rune will detonate <number of charges> times before disappearing.',
5589     name => 'number of charges',
5590     type => 'int'
5591     }
5592     ],
5593     [
5594     'dam',
5595     {
5596     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.',
5597     name => 'direct damage',
5598     type => 'int'
5599     }
5600     ],
5601     [
5602     'attacktype',
5603     {
5604     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.',
5605     name => 'attacktype',
5606     type => 'bitmask',
5607     value => $BITMASK{attacktype}
5608     }
5609     ],
5610     [
5611     'msg',
5612     {
5613     desc => 'When the rune detonates, this text is displayed to the victim. For especially powerful runes, create an appropriate thrilling description. ;)',
5614     end => 'endmsg',
5615     name => 'detonation text',
5616     type => 'text'
5617     }
5618     ]
5619 root 1.3 ],
5620     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.',
5621     ignore => [
5622     'no_pick',
5623     'title',
5624     'name_pl',
5625     'weight',
5626     'value',
5627     'material',
5628     'unpaid'
5629     ],
5630 root 1.5 name => 'Rune',
5631 root 1.4 section => [
5632     [
5633     'spellcraft',
5634 root 1.7 [
5635     [
5636     'sp',
5637     {
5638     desc => 'The selected <spell> defines the spell in the rune, if any. (Many runes do direct damage).',
5639     name => 'spell',
5640     type => 'spell'
5641     }
5642     ],
5643     [
5644     'slaying',
5645     {
5646     desc => 'Name of the spell in the rune, if any. <spell name> is optional, but if present, overrides the <spell> setting.',
5647     name => 'spell name',
5648     type => 'string'
5649     }
5650     ],
5651     [
5652     'other_arch',
5653     {
5654     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.',
5655     name => 'spell arch',
5656     type => 'string'
5657     }
5658     ],
5659     [
5660     'maxsp',
5661     {
5662     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.',
5663     name => 'direction',
5664     type => 'list',
5665     value => $LIST{direction}
5666     }
5667     ],
5668     [
5669     'race',
5670     {
5671     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.',
5672     name => 'summon monster',
5673     type => 'string'
5674     }
5675     ],
5676     [
5677     'maxhp',
5678     {
5679     desc => 'This should only be set to a summoning rune. It will then summon that many creatures of the kind <summon monster>.',
5680     name => 'summon amount',
5681     type => 'int'
5682     }
5683     ]
5684     ]
5685 root 1.4 ]
5686     ],
5687 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.'
5688     },
5689 root 1.37 'Safe ground' => {
5690 elmex 1.23 attr => [
5691     [
5692 root 1.35 'move_block',
5693     {
5694     desc => 'Objects using these movement types cannot move over this space.',
5695     name => 'blocked movement',
5696     type => 'movement_type'
5697     }
5698     ],
5699     [
5700     'move_allow',
5701     {
5702     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
5703     name => 'allowed movement',
5704     type => 'movement_type'
5705     }
5706     ],
5707     [
5708     'move_slow',
5709     {
5710     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
5711     name => 'slowed movement',
5712     type => 'movement_type'
5713     }
5714     ],
5715     [
5716     'move_slow_penalty',
5717     {
5718     desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
5719     name => 'slow movement penalty',
5720     type => 'int'
5721     }
5722     ],
5723     [
5724 elmex 1.23 'no_pick',
5725     {
5726     type => 'fixed',
5727     value => 1
5728     }
5729     ]
5730     ],
5731 root 1.37 desc => 'Safe ground is a special object that prevents any effects that might be harmful for the map, other players or items on the map. It blocks all magic and prayers, usage of alchemy, prevents potions from being used and blocks bombs from exploding. Note that altars that do cast spells still work.',
5732 elmex 1.23 ignore => [
5733     $IGNORE_LIST{non_pickable}
5734     ],
5735 root 1.37 name => 'Safe ground',
5736 elmex 1.24 use => 'Safe ground can be used to prevents any means of burning or destroying the items in a shop. Put this object below all floor tiles in your map and your shop will be safe. It\'s generally useful for making areas where really no kind of spell should be invoked by a player.'
5737 elmex 1.23 },
5738 root 1.3 Savebed => {
5739 root 1.7 attr => [
5740     [
5741     'no_pick',
5742     {
5743     type => 'fixed',
5744     value => 1
5745     }
5746     ],
5747     [
5748     'no_magic',
5749     {
5750     type => 'fixed',
5751     value => 1
5752     }
5753     ],
5754     [
5755     'damned',
5756     {
5757     type => 'fixed',
5758     value => 1
5759     }
5760     ]
5761     ],
5762 root 1.3 desc => 'When the player applies a savebed, he is not only saved. Both his respawn-after-death and his word-of-recall positions are pointing to the last-applied savebed.',
5763     ignore => [
5764     $IGNORE_LIST{non_pickable}
5765     ],
5766 root 1.5 name => 'Savebed',
5767 root 1.35 use => 'Put savebed locations in towns, do not put them into dungeons. It is absolutely neccessary that a place with savebeds is 100% secure. That means: <UL> <LI> Monsters must not be able to reach the savebeds under any circumstances! <LI> If there are NPCs around, make sure they have the friendly-flag set. <LI> Insert a reliable exit! Make sure there is no possibility that players get trapped in a savebed location. <LI> If possible, mark the whole site as no-spell area (Insert this arch called "dungeon_magic" everywhere). This is not required, but it makes the place much more safe. </UL>'
5768 root 1.3 },
5769     Scroll => {
5770 root 1.7 attr => [
5771     [
5772     'level',
5773     {
5774     desc => 'The spell of the scroll will be casted at this level. This value should always be set, at least to 1.',
5775     name => 'casting level',
5776     type => 'int'
5777     }
5778     ],
5779     [
5780     'sp',
5781     {
5782     desc => 'When a player/monster applies this scroll, the selected <spell> will be casted (once). This should work for any given spell.',
5783     name => 'spell',
5784     type => 'spell'
5785     }
5786     ],
5787     [
5788     'startequip',
5789     {
5790     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5791     name => 'godgiven item',
5792     type => 'bool'
5793     }
5794     ]
5795     ],
5796 root 1.3 desc => 'Scrolls contain spells (similar to spell-potions). Unlike potions, scrolls require a certain literacy skill to read successfully. Accordingly, for a successful reading, a small amount of experience is gained. Scrolls allow only one time usage, but usually they are sold in bulks.',
5797     ignore => [
5798     'title'
5799     ],
5800 root 1.5 name => 'Scroll',
5801 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.'
5802     },
5803     Shield => {
5804 root 1.7 attr => [
5805     [
5806     'magic',
5807     {
5808     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.',
5809     name => 'magic bonus',
5810     type => 'int'
5811     }
5812     ]
5813     ],
5814 root 1.3 desc => 'Wearing a shield, the object\'s stats will directly be inherited to the player. Shields usually provide good defense, only surpassed by brestplate armour. Resistances on shields aren\'t uncommon either.',
5815     import => [
5816 root 1.29 'Amulet'
5817 root 1.3 ],
5818 root 1.5 name => 'Shield',
5819 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.'
5820     },
5821     'Shooting Weapon' => {
5822 root 1.7 attr => [
5823     [
5824     'race',
5825     {
5826     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.',
5827     name => 'ammunition class',
5828     type => 'string'
5829     }
5830     ],
5831     [
5832     'sp',
5833     {
5834     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).',
5835     name => 'shooting speed',
5836     type => 'int'
5837     }
5838     ],
5839     [
5840     'dam',
5841     {
5842     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.',
5843     name => 'base damage',
5844     type => 'int'
5845     }
5846     ],
5847     [
5848     'wc',
5849     {
5850     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.',
5851     name => 'weaponclass',
5852     type => 'int'
5853     }
5854     ],
5855     [
5856     'item_power',
5857     {
5858 root 1.37 desc => 'The <item power> value measures how "powerful" an artifact is. Players will only be able to wear equipment with a certain total amount of <item power>, depending on their own level. This is the only way to prevent low level players to wear "undeserved" equipment (like gifts from other players or cheated items). It is very important to adjust the <item power> value carefully for every artifact you create! If zero/unset, the Deliantra server will calculate a provisional value at runtime, but this is never going to be an accurate measurement of <item power>.',
5859 root 1.7 name => 'item power',
5860     type => 'int'
5861     }
5862     ],
5863     [
5864     'no_strength',
5865     {
5866     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.',
5867     name => 'ignore strength',
5868     type => 'bool'
5869     }
5870     ],
5871     [
5872     'damned',
5873     {
5874     desc => 'A damned shooting weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
5875     name => 'damnation',
5876     type => 'bool'
5877     }
5878     ],
5879     [
5880     'cursed',
5881     {
5882     desc => 'A cursed shooting weapon cannot be unwielded unless the curse is removed.',
5883     name => 'curse',
5884     type => 'bool'
5885     }
5886     ],
5887     [
5888     'unique',
5889     {
5890     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5891     name => 'unique item',
5892     type => 'bool'
5893     }
5894     ],
5895     [
5896     'startequip',
5897     {
5898     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5899     name => 'godgiven item',
5900     type => 'bool'
5901     }
5902     ],
5903     [
5904     'msg',
5905     {
5906     desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
5907     end => 'endmsg',
5908     name => 'description',
5909     type => 'text'
5910     }
5911     ]
5912     ],
5913 elmex 1.22 desc => 'Shooting weapons like bows/crossbows are used to shoot projectiles (arrows/bolts). Shooting weapons and normal (melee) weapons can be wielded both at the same time. Like with any other equipment, stats/bonuses from shooting weapons are directly inherited to the player. <br><br> It\'s very easy to add new pairs of weapons &amp; projectiles. Just set matching &lt;ammunition class&gt; both for shooting weapon and projectile.',
5914 root 1.5 name => 'Shooting Weapon',
5915 root 1.4 section => [
5916     [
5917     'stats',
5918 root 1.7 [
5919     [
5920     'Str',
5921     {
5922     desc => 'The player\'s strentgh will rise/fall by the given value while wearing this shooting weapon.',
5923     name => 'strength',
5924     type => 'int'
5925     }
5926     ],
5927     [
5928     'Dex',
5929     {
5930     desc => 'The player\'s dexterity will rise/fall by the given value while wearing this shooting weapon.',
5931     name => 'dexterity',
5932     type => 'int'
5933     }
5934     ],
5935     [
5936     'Con',
5937     {
5938     desc => 'The player\'s constitution will rise/fall by the given value while wearing this shooting weapon.',
5939     name => 'constitution',
5940     type => 'int'
5941     }
5942     ],
5943     [
5944     'Int',
5945     {
5946     desc => 'The player\'s intelligence will rise/fall by the given value while wearing this shooting weapon.',
5947     name => 'intelligence',
5948     type => 'int'
5949     }
5950     ],
5951     [
5952     'Pow',
5953     {
5954     desc => 'The player\'s power will rise/fall by the given value while wearing this shooting weapon.',
5955     name => 'power',
5956     type => 'int'
5957     }
5958     ],
5959     [
5960     'Wis',
5961     {
5962     desc => 'The player\'s wisdom will rise/fall by the given value while wearing this shooting weapon.',
5963     name => 'wisdom',
5964     type => 'int'
5965     }
5966     ],
5967     [
5968     'Cha',
5969     {
5970     desc => 'The player\'s charisma will rise/fall by the given value while wearing this shooting weapon.',
5971     name => 'charisma',
5972     type => 'int'
5973     }
5974     ]
5975     ]
5976     ],
5977     [
5978     'bonus',
5979     [
5980     [
5981     'luck',
5982     {
5983     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.',
5984     name => 'luck bonus',
5985     type => 'int'
5986     }
5987     ],
5988     [
5989     'magic',
5990     {
5991     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.',
5992     name => 'magic bonus',
5993     type => 'int'
5994     }
5995     ]
5996     ]
5997     ]
5998     ],
5999 elmex 1.22 use => 'Shooting weapons should not add bonuses in general. There\'s already enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. Shooting weapons should especially not add bonuses to the player that have nothing to do with schooting. A Wisdom bonus on a bow is crap for example! A name like "Longbow of great Wisdom" doesn\'t help - still crap.'
6000 root 1.7 },
6001     'Shop Floor' => {
6002     attr => [
6003     [
6004     'is_floor',
6005     {
6006     type => 'fixed',
6007     value => 1
6008     }
6009     ],
6010     [
6011     'no_pick',
6012     {
6013     type => 'fixed',
6014     value => 1
6015     }
6016     ],
6017     [
6018     'no_magic',
6019     {
6020     type => 'fixed',
6021     value => 1
6022     }
6023     ],
6024     [
6025     'auto_apply',
6026 root 1.4 {
6027 root 1.7 desc => 'If enabled, items will appear on this square when the map is loaded. You need to specify a <treasurelist> to define what kinds of items are generated. The items will be unpaid.',
6028     name => 'generate goods',
6029     type => 'bool'
6030 root 1.4 }
6031     ],
6032     [
6033 root 1.7 'randomitems',
6034     {
6035     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.',
6036     name => 'treasurelist',
6037     type => 'treasurelist'
6038     }
6039     ],
6040     [
6041     'exp',
6042     {
6043     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.',
6044     name => 'quality level',
6045     type => 'int'
6046     }
6047     ],
6048     [
6049     'damned',
6050 root 1.4 {
6051 root 1.7 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving. (Remember that <no magic> is always set for shop floors.)',
6052     name => 'no prayers',
6053     type => 'bool'
6054 root 1.4 }
6055     ]
6056     ],
6057 root 1.3 desc => 'Shop floor is used for shops. It acts like a combination of the common floor- and the treasure type: When the map is loaded, randomitems (depending on the setings) are generated on it. These items are all flagged as unpaid. When a player drops an item onto shop floor, the item becomes unpaid and the player receives payment according to the item\'s selling-value. Shopfloor always prevents magic (To hinder players from burning or freezing the goods).',
6058     ignore => [
6059     $IGNORE_LIST{non_pickable}
6060     ],
6061 root 1.5 name => 'Shop Floor',
6062 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.'
6063     },
6064 elmex 1.27 'Shop Inventory' => {
6065     attr => [
6066     [
6067     'shop_coords',
6068     {
6069     desc => 'The format of this field is: \'x1,y1,x2,y2\'. It defines a rectangle on the map that will be searched for unpaid items.',
6070     name => 'shop rectangle',
6071     type => 'string'
6072     }
6073     ]
6074     ],
6075     desc => 'The purpose of a sign is to display the contents of a shop.',
6076     ignore => [
6077     $IGNORE_LIST{non_pickable}
6078     ],
6079     name => 'Shop Inventory',
6080     use => 'Use these signs to present the player a list of the items in the shop'
6081     },
6082 root 1.3 'Shop Mat' => {
6083 root 1.7 attr => [
6084     [
6085     'no_pick',
6086     {
6087     type => 'fixed',
6088     value => 1
6089     }
6090     ],
6091     [
6092 root 1.14 'move_on',
6093 root 1.7 {
6094 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6095 root 1.58 name => 'movement on',
6096 elmex 1.26 type => 'movement_type'
6097 root 1.7 }
6098     ]
6099     ],
6100 root 1.3 desc => 'Shop mats are used for entering/leaving shops. You should always have exactly TWO shop mats on your shop-map: One inside the "shopping-area" and one outside. Shop mats don\'t use exit paths/ or -destinations. When stepping onto a shopmat the player gets beamed to the nearest other mat. If the player has unpaid items in his inventory, the price gets charged from his coins automatically. If the player has insufficient coins to buy his unpaid items, he is unable to pass any shopmat (So he has to drop unpaid items).',
6101     ignore => [
6102     $IGNORE_LIST{non_pickable}
6103     ],
6104 root 1.5 name => 'Shop Mat',
6105 root 1.3 use => 'As stated above, always place TWO shop mats into your shop. Not more and not less than that.'
6106     },
6107     'Sign & MagicMouth' => {
6108 root 1.7 attr => [
6109     [
6110     'connected',
6111     {
6112     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.',
6113     name => 'connection',
6114 root 1.50 type => 'string'
6115 root 1.7 }
6116     ],
6117     [
6118 elmex 1.21 'activate_on_push',
6119     {
6120     desc => 'Whether the teleporter should only be activated on push.',
6121 root 1.42 name => 'activate on push',
6122 elmex 1.21 type => 'bool'
6123     }
6124     ],
6125     [
6126     'activate_on_release',
6127     {
6128     desc => 'Whether the teleporter should only be activated on release.',
6129 root 1.42 name => 'activate on release',
6130 elmex 1.21 type => 'bool'
6131     }
6132     ],
6133     [
6134 root 1.14 'move_on',
6135 root 1.7 {
6136 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6137 root 1.58 name => 'movement on',
6138 elmex 1.26 type => 'movement_type'
6139 root 1.7 }
6140     ],
6141     [
6142     'food',
6143     {
6144     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).',
6145     name => 'counter',
6146     type => 'int'
6147     }
6148     ],
6149     [
6150     'msg',
6151     {
6152     desc => 'This text will be displayed to the player.',
6153     end => 'endmsg',
6154     name => 'message',
6155     type => 'text'
6156     }
6157     ]
6158     ],
6159     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).',
6160     ignore => [
6161     $IGNORE_LIST{non_pickable}
6162     ],
6163     name => 'Sign & MagicMouth',
6164     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.'
6165     },
6166     Skill => {
6167     attr => [
6168     [
6169     'invisible',
6170     {
6171     type => 'fixed',
6172     value => 1
6173     }
6174     ],
6175     [
6176     'no_drop',
6177     {
6178     type => 'fixed',
6179     value => 1
6180     }
6181     ],
6182     [
6183     'skill',
6184     {
6185     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.',
6186     name => 'skill name',
6187     type => 'string'
6188     }
6189     ],
6190     [
6191     'expmul',
6192     {
6193     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.',
6194     name => 'exp multiplier',
6195     type => 'float'
6196     }
6197     ],
6198     [
6199     'subtype',
6200     {
6201 root 1.36 desc => 'The <skill type> defines the base functionality of the skill. Skill types are hardcoded in the Deliantra server. It isn\'t hard to create new skill types, but it requires a bit of server-coding.',
6202 root 1.7 name => 'skill type',
6203     type => 'list',
6204     value => $LIST{skill_type}
6205     }
6206     ],
6207     [
6208     'level',
6209     {
6210     name => 'level',
6211     type => 'int'
6212     }
6213     ],
6214     [
6215     'exp',
6216     {
6217     name => 'experience',
6218     type => 'int'
6219     }
6220     ],
6221     [
6222     'can_use_skill',
6223     {
6224     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.',
6225     name => 'is native skill',
6226     type => 'bool'
6227     }
6228     ]
6229 root 1.3 ],
6230     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.',
6231     ignore => [
6232     $IGNORE_LIST{system_object}
6233     ],
6234 root 1.5 name => 'Skill',
6235 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>'
6236     },
6237     'Skill Scroll' => {
6238 root 1.7 attr => [
6239     [
6240     'race',
6241     {
6242     type => 'fixed',
6243     value => 'scrolls'
6244     }
6245     ],
6246     [
6247     'skill',
6248     {
6249     desc => 'The <skill name> matches the skill object that can be learned from this scroll.',
6250     name => 'skill name',
6251     type => 'string'
6252     }
6253     ]
6254     ],
6255 root 1.3 desc => 'By reading a skill scroll, a player has a chance to learn the contained skill.',
6256 root 1.5 name => 'Skill Scroll',
6257 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.'
6258     },
6259 elmex 1.33 'Skill Tool' => {
6260     attr => [
6261     [
6262     'skill',
6263     {
6264     desc => 'This field describes which skill the player will be able to use wearing this item.',
6265     name => 'skill name',
6266     type => 'string'
6267     }
6268     ]
6269     ],
6270     desc => 'Wearing a skill tool will give the player the ability to use a skill.',
6271     name => 'Skill Tool',
6272     section => [
6273     [
6274     'stats',
6275     [
6276     [
6277     'Str',
6278     {
6279     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.',
6280     name => 'strength',
6281     type => 'int'
6282     }
6283     ],
6284     [
6285     'Dex',
6286     {
6287     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.',
6288     name => 'dexterity',
6289     type => 'int'
6290     }
6291     ],
6292     [
6293     'Con',
6294     {
6295     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.',
6296     name => 'constitution',
6297     type => 'int'
6298     }
6299     ],
6300     [
6301     'Int',
6302     {
6303     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.',
6304     name => 'intelligence',
6305     type => 'int'
6306     }
6307     ],
6308     [
6309     'Pow',
6310     {
6311     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.',
6312     name => 'power',
6313     type => 'int'
6314     }
6315     ],
6316     [
6317     'Wis',
6318     {
6319     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.',
6320     name => 'wisdom',
6321     type => 'int'
6322     }
6323     ],
6324     [
6325     'Cha',
6326     {
6327     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.',
6328     name => 'charisma',
6329     type => 'int'
6330     }
6331     ]
6332     ]
6333     ],
6334     [
6335     'resistance',
6336     [
6337     [
6338     'resist_physical',
6339     {
6340     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6341     name => 'resist physical %',
6342     type => 'int'
6343     }
6344     ],
6345     [
6346     'resist_magic',
6347     {
6348     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6349     name => 'resist magic %',
6350     type => 'int'
6351     }
6352     ],
6353     [
6354     'resist_fire',
6355     {
6356     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6357     name => 'resist fire %',
6358     type => 'int'
6359     }
6360     ],
6361     [
6362     'resist_electricity',
6363     {
6364     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6365     name => 'resist electricity %',
6366     type => 'int'
6367     }
6368     ],
6369     [
6370     'resist_cold',
6371     {
6372     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6373     name => 'resist cold %',
6374     type => 'int'
6375     }
6376     ],
6377     [
6378     'resist_acid',
6379     {
6380     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6381     name => 'resist acid %',
6382     type => 'int'
6383     }
6384     ],
6385     [
6386     'resist_confusion',
6387     {
6388     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6389     name => 'resist confusion %',
6390     type => 'int'
6391     }
6392     ],
6393     [
6394     'resist_weaponmagic',
6395     {
6396     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6397     name => 'resist weaponmagic %',
6398     type => 'int'
6399     }
6400     ],
6401     [
6402     'resist_ghosthit',
6403     {
6404     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6405     name => 'resist ghosthit %',
6406     type => 'int'
6407     }
6408     ],
6409     [
6410     'resist_slow',
6411     {
6412     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6413     name => 'resist slow %',
6414     type => 'int'
6415     }
6416     ],
6417     [
6418     'resist_fear',
6419     {
6420     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6421     name => 'resist fear %',
6422     type => 'int'
6423     }
6424     ],
6425     [
6426     'resist_death',
6427     {
6428     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6429     name => 'resist death-attack %',
6430     type => 'int'
6431     }
6432     ],
6433     [
6434     'resist_chaos',
6435     {
6436     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6437     name => 'resist chaos %',
6438     type => 'int'
6439     }
6440     ],
6441     [
6442     'resist_blind',
6443     {
6444     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6445     name => 'resist blinding %',
6446     type => 'int'
6447     }
6448     ],
6449     [
6450     'resist_holyword',
6451     {
6452     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6453     name => 'resist holy power %',
6454     type => 'int'
6455     }
6456     ],
6457     [
6458     'resist_godpower',
6459     {
6460     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6461     name => 'resist godpower %',
6462     type => 'int'
6463     }
6464     ],
6465     [
6466     'resist_paralyze',
6467     {
6468     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6469     name => 'resist paralyze %',
6470     type => 'int'
6471     }
6472     ],
6473     [
6474     'resist_drain',
6475     {
6476     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6477     name => 'resist draining %',
6478     type => 'int'
6479     }
6480     ],
6481     [
6482     'resist_deplete',
6483     {
6484     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6485     name => 'resist depletion %',
6486     type => 'int'
6487     }
6488     ],
6489     [
6490     'resist_poison',
6491     {
6492     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6493     name => 'resist poison %',
6494     type => 'int'
6495     }
6496     ]
6497     ]
6498     ]
6499     ],
6500     use => 'Feel free to assign resistancies and stats to a skill tools or change the skill that is given.'
6501     },
6502 root 1.3 'Special Key' => {
6503 root 1.7 attr => [
6504     [
6505     'slaying',
6506     {
6507     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.',
6508     name => 'key string',
6509     type => 'string'
6510     }
6511     ],
6512     [
6513     'material',
6514     {
6515     desc => 'For Special Keys, material should always be unset or set to Adamantite. This prevents the key from getting burned or otherwise destroyed.',
6516     name => 'material',
6517     type => 'bitmask',
6518     value => $BITMASK{material}
6519     }
6520     ],
6521     [
6522     'unique',
6523     {
6524     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.',
6525     name => 'unique item',
6526     type => 'bool'
6527     }
6528     ],
6529     [
6530     'startequip',
6531     {
6532     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6533     name => 'godgiven item',
6534     type => 'bool'
6535     }
6536     ],
6537     [
6538     'msg',
6539     {
6540     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.',
6541     end => 'endmsg',
6542     name => 'description',
6543     type => 'text'
6544     }
6545     ]
6546     ],
6547 root 1.3 desc => 'When carrying the appropriate special key, a locked door can be opened. The key will dissapear. <br><br> This object-type can also be used for "passport"-like items: When walking onto an invetory checker, a gate for example might get opened. The "passport" will stay in the player\'s inventory.',
6548     ignore => [
6549     'material'
6550     ],
6551 root 1.5 name => 'Special Key',
6552 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".'
6553     },
6554     Spell => {
6555 root 1.7 attr => [
6556     [
6557     'no_drop',
6558     {
6559     type => 'fixed',
6560     value => 1
6561     }
6562     ],
6563     [
6564     'invisible',
6565     {
6566     type => 'fixed',
6567     value => 1
6568     }
6569     ],
6570     [
6571     'skill',
6572     {
6573     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.',
6574     name => 'skill name',
6575     type => 'string'
6576     }
6577     ],
6578     [
6579     'subtype',
6580     {
6581     desc => 'The <spell type> defines the basic type of spell. Some of these types are of a more generic nature than others.',
6582     name => 'spell type',
6583     type => 'list',
6584     value => $LIST{spell_type}
6585     }
6586     ],
6587     [
6588     'level',
6589     {
6590     name => 'spell level',
6591     type => 'int'
6592     }
6593     ],
6594     [
6595     'casting_time',
6596     {
6597     name => 'casting time',
6598     type => 'int'
6599     }
6600     ],
6601     [
6602     'duration',
6603     {
6604     name => 'duration',
6605     type => 'int'
6606     }
6607     ],
6608     [
6609     'other_arch',
6610     {
6611     name => 'create object',
6612     type => 'string'
6613     }
6614     ],
6615     [
6616     'sp',
6617     {
6618     name => 'cost spellpoints',
6619     type => 'int'
6620     }
6621     ],
6622     [
6623     'grace',
6624     {
6625     name => 'cost grace',
6626     type => 'int'
6627     }
6628     ],
6629     [
6630     'maxsp',
6631     {
6632     name => 'double cost per level',
6633     type => 'int'
6634     }
6635     ]
6636     ],
6637 root 1.3 desc => 'Spell objects define a spell. When a spell is put in a spellbook, players can learn it by reading the book. Once learned, players can use the spell as often as they like. With increasing skill level of the player, spells may gain power but also increase cost.<br> Monsters can use spells which are put in their inventory (provided that certain "enabling" settings are correct). The monster\'s &lt;treasurelist&gt; can also be used to provide it with spells.',
6638     ignore => [
6639     $IGNORE_LIST{system_object}
6640     ],
6641 root 1.5 name => 'Spell',
6642 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.'
6643     },
6644     Spellbook => {
6645 root 1.7 attr => [
6646     [
6647     'skill',
6648     {
6649     type => 'fixed',
6650     value => 'literacy'
6651     }
6652     ],
6653     [
6654     'randomitems',
6655     {
6656     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.',
6657     name => 'treasurelist',
6658     type => 'treasurelist'
6659     }
6660     ],
6661     [
6662     'startequip',
6663     {
6664     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6665     name => 'godgiven item',
6666     type => 'bool'
6667     }
6668     ],
6669     [
6670     'msg',
6671     {
6672     desc => 'This text may contain a nice description of the spellbook\'s cover or something.',
6673     end => 'endmsg',
6674     name => 'description',
6675     type => 'text'
6676     }
6677     ]
6678     ],
6679 root 1.3 desc => 'By reading a spellbook, the player has a chance of learning the contained spell. Once learned from a book, the spell is available forever. Spellbooks with high level spells require some skill-level to read.<br><br> You can create widely customized spells only by adjusting the spell object in the spellbooks inventory. Refer to the description of spell objects for detailed information how to customize spells.<br> If you want to have a random spellbook instead, choose a &lt;treasurelist&gt; with a compilation of spells that the book may contain.',
6680 root 1.5 name => 'Spellbook',
6681 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.'
6682     },
6683     Spinner => {
6684 root 1.7 attr => [
6685     [
6686     'sp',
6687     {
6688     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.',
6689     name => 'direction number',
6690     type => 'int'
6691     }
6692     ],
6693     [
6694 root 1.14 'move_on',
6695 root 1.7 {
6696 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6697 root 1.58 name => 'movement on',
6698 elmex 1.26 type => 'movement_type'
6699 root 1.7 }
6700     ]
6701     ],
6702 root 1.3 desc => 'Spinners change the direction of spell objects and other projectiles that fly past. Unlike directors, it does make a difference from what angle you shoot into the spinner. The direction of objects flying past is always changed by a certain degree.',
6703     ignore => [
6704     $IGNORE_LIST{non_pickable}
6705     ],
6706 root 1.5 name => 'Spinner',
6707 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.'
6708     },
6709     Swamp => {
6710 root 1.7 attr => [
6711     [
6712     'is_floor',
6713     {
6714     type => 'fixed',
6715     value => 1
6716     }
6717     ],
6718     [
6719     'is_wooded',
6720     {
6721     type => 'fixed',
6722     value => 1
6723     }
6724     ],
6725     [
6726     'speed',
6727     {
6728     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.',
6729     name => 'drowning speed',
6730     type => 'float'
6731     }
6732     ],
6733     [
6734 root 1.17 'speed_left',
6735     {
6736     desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
6737     name => 'speed left',
6738     type => 'float'
6739     }
6740     ],
6741     [
6742 root 1.14 'move_on',
6743     {
6744     desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6745 root 1.58 name => 'movement on',
6746 elmex 1.26 type => 'movement_type'
6747 root 1.14 }
6748     ],
6749     [
6750     'move_block',
6751 root 1.7 {
6752 root 1.14 desc => 'Objects using these movement types cannot move over this space.',
6753     name => 'blocked movement',
6754 elmex 1.26 type => 'movement_type'
6755 root 1.14 }
6756     ],
6757     [
6758     'move_allow',
6759     {
6760     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6761     name => 'allowed movement',
6762 elmex 1.26 type => 'movement_type'
6763 root 1.14 }
6764     ],
6765     [
6766     'move_slow',
6767     {
6768     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6769     name => 'slowed movement',
6770 elmex 1.26 type => 'movement_type'
6771 root 1.14 }
6772     ],
6773     [
6774     'move_slow_penalty',
6775     {
6776     desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
6777     name => 'slow movement penalty',
6778 root 1.7 type => 'int'
6779     }
6780     ],
6781     [
6782     'no_magic',
6783     {
6784     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
6785     name => 'no spells',
6786     type => 'bool'
6787     }
6788     ],
6789     [
6790     'damned',
6791     {
6792     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
6793     name => 'no prayers',
6794     type => 'bool'
6795     }
6796     ]
6797     ],
6798 root 1.3 desc => 'Swamp areas show a special behaviour: When a player stands still on a swamp-square for too long, he will start to sink in and eventually drown and die. Items dropped on the swamp sink in and dissapear. Players with knowledge of the woodsman skill are a lot less likely to die in the swamp.',
6799     ignore => [
6800     $IGNORE_LIST{non_pickable}
6801 root 1.5 ],
6802     name => 'Swamp'
6803 root 1.3 },
6804     Teleporter => {
6805 root 1.7 attr => [
6806     [
6807     'slaying',
6808     {
6809     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.',
6810     name => 'exit path',
6811     type => 'string'
6812     }
6813     ],
6814     [
6815     'hp',
6816     {
6817     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.',
6818     name => 'destination X',
6819     type => 'int'
6820     }
6821     ],
6822     [
6823     'sp',
6824     {
6825     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.',
6826     name => 'destination Y',
6827     type => 'int'
6828     }
6829     ],
6830     [
6831     'connected',
6832     {
6833     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.',
6834     name => 'connection',
6835 root 1.50 type => 'string'
6836 root 1.7 }
6837     ],
6838     [
6839 elmex 1.21 'activate_on_push',
6840     {
6841     desc => 'Whether the teleporter should only be activated on push.',
6842 root 1.42 name => 'activate on push',
6843 elmex 1.21 type => 'bool'
6844     }
6845     ],
6846     [
6847     'activate_on_release',
6848     {
6849     desc => 'Whether the teleporter should only be activated on release.',
6850 root 1.42 name => 'activate on release',
6851 elmex 1.21 type => 'bool'
6852     }
6853     ],
6854     [
6855 root 1.7 'speed',
6856     {
6857     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!',
6858     name => 'activation speed',
6859     type => 'float'
6860     }
6861 root 1.17 ],
6862     [
6863     'speed_left',
6864     {
6865     desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
6866     name => 'speed left',
6867     type => 'float'
6868     }
6869 root 1.7 ]
6870     ],
6871 root 1.3 desc => 'When the player walks into a teleporter, he is transferred to a different location. The main difference to the object-type exit is the possibility to have teleporters connected to levers/buttons/etc. Sometimes teleporters are activated even against the players will. <br><br> Unlike exits, teleporters can also transfer items and monsters to different locations on the same map.',
6872     ignore => [
6873     $IGNORE_LIST{non_pickable}
6874     ],
6875 root 1.5 name => 'Teleporter',
6876 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.'
6877     },
6878 root 1.8 'Timed Gate' => {
6879     attr => [
6880     [
6881     'no_pick',
6882     {
6883     type => 'fixed',
6884     value => 1
6885     }
6886     ],
6887     [
6888     'connected',
6889     {
6890     desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled. If unset, the gate opens automatically after some time.',
6891     name => 'connection',
6892 root 1.50 type => 'string'
6893 root 1.8 }
6894     ],
6895     [
6896 elmex 1.21 'activate_on_push',
6897     {
6898     desc => 'Whether the teleporter should only be activated on push.',
6899 root 1.42 name => 'activate on push',
6900 elmex 1.21 type => 'bool'
6901     }
6902     ],
6903     [
6904     'activate_on_release',
6905     {
6906     desc => 'Whether the teleporter should only be activated on release.',
6907 root 1.42 name => 'activate on release',
6908 elmex 1.21 type => 'bool'
6909     }
6910     ],
6911     [
6912 root 1.8 'wc',
6913     {
6914     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.',
6915     name => 'position state',
6916     type => 'int'
6917     }
6918     ],
6919     [
6920 root 1.14 'move_block',
6921     {
6922     desc => 'Objects using these movement types cannot move over this space.',
6923     name => 'blocked movement',
6924 elmex 1.26 type => 'movement_type'
6925 root 1.14 }
6926     ],
6927     [
6928     'move_allow',
6929     {
6930     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6931     name => 'allowed movement',
6932 elmex 1.26 type => 'movement_type'
6933 root 1.14 }
6934     ],
6935     [
6936     'move_slow',
6937 root 1.8 {
6938 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6939     name => 'slowed movement',
6940 elmex 1.26 type => 'movement_type'
6941 root 1.14 }
6942     ],
6943     [
6944     'move_slow_penalty',
6945     {
6946     desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
6947     name => 'slow movement penalty',
6948     type => 'int'
6949 root 1.8 }
6950     ],
6951     [
6952     'no_magic',
6953     {
6954     desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
6955     name => 'restrict spells',
6956     type => 'bool'
6957     }
6958     ],
6959     [
6960     'damned',
6961     {
6962     desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
6963     name => 'restrict prayers',
6964     type => 'bool'
6965     }
6966     ],
6967     [
6968     'hp',
6969     {
6970     desc => 'Defines the duration the gate remains closed. This only takes effect if the gate is not connected.',
6971     name => 'open duration',
6972     type => 'int'
6973     }
6974     ]
6975     ],
6976 root 1.36 desc => 'Gates play an important role in Deliantra. Gates can be opened by activating a button/trigger, by speaking passwords (-> magic_ear) or carrying special key-objects (-> inventory checker). Unlike locked doors, gates can get shut again after a player has passed, which makes them more practical in many cases. Unlike normal gates, timed gates open when triggered but automatically close again after some time.',
6977 root 1.8 ignore => [
6978     $IGNORE_LIST{non_pickable}
6979     ],
6980     name => 'Timed Gate',
6981     use => 'Use gates to divide your maps into separated areas. After solving area A, the player gains access to area B, and so on. Make your maps more complex than "one-way".'
6982     },
6983 elmex 1.51 Torch => {
6984     attr => [
6985     [
6986 elmex 1.59 'is_lightable',
6987     {
6988     desc => 'This flag controls whether the torch can be lit up again using a lighter or whether it can only be used once, in which case they can be enabled by simply applying them without any special tools.',
6989     name => 'reignitable',
6990     type => 'bool'
6991     }
6992     ],
6993     [
6994 elmex 1.51 'food',
6995     {
6996     desc => 'This field specifies the burning duration of the torch.',
6997     name => 'burning duration',
6998     type => 'int'
6999     }
7000     ],
7001     [
7002     'range',
7003     {
7004     desc => 'This field sets the glow radius of the torch if it is enabled. If you want to make a torch that is already burning set the "glow radius" field.',
7005     name => 'enabled glow radius',
7006     type => 'int'
7007     }
7008 elmex 1.52 ],
7009     [
7010     'level',
7011     {
7012     desc => 'If this field specyfies the cursed effect\'s level. If it is 0 no cursed effect will be generate. See also the "cursed" flag.',
7013     name => 'level',
7014     type => 'int'
7015     }
7016     ],
7017     [
7018     'cursed',
7019     {
7020     desc => 'Cursed torches, which have a level above 0, explode if the player applies them.',
7021     name => 'cursed',
7022     type => 'bool'
7023     }
7024 elmex 1.51 ]
7025     ],
7026 elmex 1.59 desc => 'Torches are a special kind of Lamp that offer the option of lighting them up without using a lighter (These torches are usually called \'pyrophor torches\'. See also the \'reignitable\' setting). The other kind of torches, that are reignitable, can be put out and put on again using a lighter.',
7027 elmex 1.51 name => 'Torch'
7028     },
7029 root 1.3 Trap => {
7030 root 1.7 attr => [
7031     [
7032     'no_pick',
7033     {
7034     type => 'fixed',
7035     value => 1
7036     }
7037     ],
7038     [
7039 root 1.14 'move_on',
7040 root 1.7 {
7041 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
7042 root 1.58 name => 'movement on',
7043 elmex 1.26 type => 'movement_type'
7044 root 1.7 }
7045     ],
7046     [
7047     'level',
7048     {
7049     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.',
7050     name => 'trap level',
7051     type => 'int'
7052     }
7053     ],
7054     [
7055     'Cha',
7056     {
7057     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.',
7058     name => 'visibility',
7059     type => 'int'
7060     }
7061     ],
7062     [
7063     'hp',
7064     {
7065     desc => 'The trap will detonate <number of charges> times before disappearing.',
7066     name => 'number of charges',
7067     type => 'int'
7068     }
7069     ],
7070     [
7071     'dam',
7072     {
7073     desc => '<direct damage> specifies how much damage is done by the trap. This should be set in reasonable relation to the trap\'s level.',
7074     name => 'direct damage',
7075     type => 'int'
7076     }
7077     ],
7078     [
7079     'attacktype',
7080     {
7081     desc => 'This attribute defines what attacktype to use for direct damage when the trap detonates.',
7082     name => 'attacktype',
7083     type => 'bitmask',
7084     value => $BITMASK{attacktype}
7085     }
7086     ],
7087     [
7088     'connected',
7089     {
7090     desc => 'When the trap is detonated, all objects with the same connection value get activated.',
7091     name => 'connection',
7092 root 1.50 type => 'string'
7093 root 1.7 }
7094     ],
7095     [
7096     'msg',
7097     {
7098     desc => 'When the trap detonates, this text is displayed to the victim. For especially powerful or complex traps, create an appropriate and thrilling description. ;)',
7099     end => 'endmsg',
7100     name => 'detonation text',
7101     type => 'text'
7102     }
7103     ]
7104     ],
7105 root 1.3 desc => 'A trap is a object that can either do damage or trigger another connected object when detonated. Traps are like runes except they are not magical in nature, and generally have either a physical attack or trigger a reaction. <br><br> Traps hit any monster or person who steps on them for \'dam\' damage in \'attacktype\' attacktype and/or trigger a reaction. <br><br> Many traps are already defined in the archetypes.',
7106     ignore => [
7107     'no_pick',
7108     'title',
7109     'name_pl',
7110     'weight',
7111     'value',
7112     'material',
7113     'unpaid'
7114     ],
7115 root 1.5 name => 'Trap',
7116 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.'
7117     },
7118     Trapdoor => {
7119 root 1.7 attr => [
7120     [
7121     'no_pick',
7122     {
7123     type => 'fixed',
7124     value => 1
7125     }
7126     ],
7127     [
7128 root 1.14 'move_on',
7129 root 1.7 {
7130 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
7131 root 1.58 name => 'movement on',
7132 elmex 1.26 type => 'movement_type'
7133 root 1.7 }
7134     ],
7135     [
7136     'weight',
7137     {
7138     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.',
7139     name => 'hold weight',
7140     type => 'int'
7141     }
7142     ],
7143     [
7144     'hp',
7145     {
7146     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!',
7147     name => 'destination X',
7148     type => 'int'
7149     }
7150     ],
7151     [
7152     'sp',
7153     {
7154     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!',
7155     name => 'destination Y',
7156     type => 'int'
7157     }
7158     ]
7159     ],
7160 root 1.3 desc => 'Trapdoors are very similar to pits. The difference is that they can not be closed. Instead, the weight of the object on the trapdoor determines weither it slams the trapdoor open and falls through or not.<br> Once a trapdoor has been opened (by a creature or items of sufficient weight,) it remains open, acting like an opened pit.',
7161     ignore => [
7162     $IGNORE_LIST{non_pickable}
7163     ],
7164 root 1.5 name => 'Trapdoor',
7165 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.'
7166     },
7167     Treasure => {
7168 root 1.7 attr => [
7169     [
7170     'randomitems',
7171     {
7172     desc => 'This entry determines what kind of treasure will appear. Look into /crossfire/share/crossfire/treasures for details about existing treasurelists.',
7173     name => 'treasurelist',
7174     type => 'treasurelist'
7175     }
7176     ],
7177     [
7178     'auto_apply',
7179     {
7180     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.',
7181     name => 'auto-generate',
7182     type => 'bool'
7183     }
7184     ],
7185     [
7186     'hp',
7187     {
7188     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.',
7189     name => 'create number',
7190     type => 'int'
7191     }
7192     ],
7193     [
7194     'exp',
7195     {
7196     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).',
7197     name => 'quality level',
7198     type => 'int'
7199     }
7200     ]
7201     ],
7202 root 1.3 desc => 'A treasure-object turns into certain randomitems when the map is loaded into the game.',
7203     ignore => [
7204     'nrof',
7205     'title',
7206     'name_pl',
7207     'weight',
7208     'value',
7209     'material'
7210     ],
7211 root 1.5 name => 'Treasure',
7212 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.'
7213     },
7214     'Trigger Marker' => {
7215 root 1.7 attr => [
7216     [
7217     'no_pick',
7218     {
7219     type => 'fixed',
7220     value => 1
7221     }
7222     ],
7223     [
7224     'slaying',
7225     {
7226     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.',
7227     name => 'key string',
7228     type => 'string'
7229     }
7230     ],
7231     [
7232     'connected',
7233     {
7234     desc => 'Unlike a regular marker this is the connection that triggers this marker to activate.',
7235     name => 'connection',
7236 root 1.50 type => 'string'
7237 root 1.7 }
7238     ],
7239     [
7240     'food',
7241     {
7242     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.',
7243     name => 'mark duration',
7244     type => 'int'
7245     }
7246     ],
7247     [
7248     'name',
7249     {
7250     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.',
7251     name => 'delete mark',
7252     type => 'string'
7253     }
7254     ],
7255     [
7256     'msg',
7257     {
7258     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.',
7259     end => 'endmsg',
7260     name => 'marking message',
7261     type => 'text'
7262     }
7263     ]
7264     ],
7265 root 1.62 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. (by setting the "name" slot to the name of the marker to be removed). <br><br> Note that the player has no possibility to "see" his own marks, except by the effect that they cause on the maps.',
7266 root 1.3 ignore => [
7267     $IGNORE_LIST{system_object}
7268     ],
7269 root 1.5 name => 'Trigger Marker',
7270 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.'
7271     },
7272     Wall => {
7273 root 1.7 attr => [
7274     [
7275 root 1.14 'move_block',
7276     {
7277     desc => 'Objects using these movement types cannot move over this space.',
7278     name => 'blocked movement',
7279 elmex 1.26 type => 'movement_type'
7280 root 1.14 }
7281     ],
7282     [
7283     'move_allow',
7284     {
7285     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
7286     name => 'allowed movement',
7287 elmex 1.26 type => 'movement_type'
7288 root 1.14 }
7289     ],
7290     [
7291     'move_slow',
7292 root 1.7 {
7293 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
7294     name => 'slowed movement',
7295 elmex 1.26 type => 'movement_type'
7296 root 1.14 }
7297     ],
7298     [
7299     'move_slow_penalty',
7300     {
7301     desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
7302     name => 'slow movement penalty',
7303     type => 'int'
7304 root 1.7 }
7305     ],
7306     [
7307     'can_roll',
7308     {
7309     desc => 'If set, the object is able to "roll", so it can be pushed around. This setting is used for boulders and barrels.',
7310     name => 'moveable',
7311     type => 'bool'
7312     }
7313     ],
7314     [
7315     'no_magic',
7316     {
7317     desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
7318     name => 'restrict spells',
7319     type => 'bool'
7320     }
7321     ],
7322     [
7323     'damned',
7324     {
7325     desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
7326     name => 'restrict prayers',
7327     type => 'bool'
7328     }
7329     ]
7330     ],
7331 root 1.3 desc => 'Walls usually block passage and sight.',
7332     ignore => [
7333     'nrof',
7334     'title',
7335     'name_pl',
7336     'value',
7337     'unpaid'
7338     ],
7339 root 1.19 name => 'Wall'
7340 root 1.3 },
7341     'Wand & Staff' => {
7342 root 1.7 attr => [
7343     [
7344     'sp',
7345     {
7346     desc => 'The <spell> specifies the contained spell.',
7347     name => 'spell',
7348     type => 'spell'
7349     }
7350     ],
7351     [
7352     'level',
7353     {
7354     desc => 'The <casting level> of the wand determines it\'s power. An average level for wands in shops is about 10.',
7355     name => 'casting level',
7356     type => 'int'
7357     }
7358     ],
7359     [
7360     'food',
7361     {
7362     desc => 'The wand can be used <number of charges> times before it is used up. It can be recharged with scrolls of charging.',
7363     name => 'number of charges',
7364     type => 'int'
7365     }
7366     ],
7367     [
7368     'startequip',
7369     {
7370     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
7371     name => 'godgiven item',
7372     type => 'bool'
7373     }
7374     ],
7375     [
7376     'msg',
7377     {
7378     desc => 'This text may contain a description of the wand.',
7379     end => 'endmsg',
7380     name => 'description',
7381     type => 'text'
7382     }
7383     ]
7384     ],
7385 root 1.3 desc => 'Wands contain a certain spell. The player can apply (ready) and fire the wand. After a defined number of casts, the wand is "used up". It is possible to recharge a wand with scrolls of charging, but usually that isn\'t worth the cost.',
7386 root 1.5 name => 'Wand & Staff',
7387 root 1.9 use => 'Wands are quite seldomly used. The reason prolly is that they\'re generally not cost-efficient. Handing out high-level wands with powerful special spells isn\'t a good idea either, because of the recharge ability. <br><br> For low levels, staffs of healing/cure and word of recall are quite desirable though. Ideal rewards for low level quests.'
7388 root 1.3 },
7389     'Weak Wall' => {
7390 root 1.7 attr => [
7391     [
7392     'alive',
7393     {
7394     type => 'fixed',
7395     value => 1
7396     }
7397     ],
7398     [
7399     'no_pick',
7400     {
7401     type => 'fixed',
7402     value => 1
7403     }
7404     ],
7405     [
7406     'tear_down',
7407     {
7408     type => 'fixed',
7409     value => 1
7410     }
7411     ],
7412     [
7413     'race',
7414     {
7415     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.',
7416     name => 'race',
7417     type => 'string'
7418     }
7419     ],
7420     [
7421     'level',
7422     {
7423     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.',
7424     name => 'level',
7425     type => 'int'
7426     }
7427     ],
7428     [
7429     'hp',
7430     {
7431     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.',
7432     name => 'health points',
7433     type => 'int'
7434     }
7435     ],
7436     [
7437     'maxhp',
7438     {
7439     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.',
7440     name => 'max health',
7441     type => 'int'
7442     }
7443     ],
7444     [
7445     'ac',
7446     {
7447     desc => 'Weak walls of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
7448     name => 'armour class',
7449     type => 'int'
7450     }
7451     ]
7452     ],
7453 root 1.3 desc => 'A weak wall is a breakable spot amidsts a solid wall. Typically these weak walls look similar to their solid "relatives" except for a small crack or little chunks of wall on the ground.',
7454     ignore => [
7455     $IGNORE_LIST{non_pickable}
7456     ],
7457 root 1.5 name => 'Weak Wall',
7458 root 1.4 section => [
7459     [
7460     'resistance',
7461 root 1.7 [
7462     [
7463     'resist_physical',
7464     {
7465     name => 'resist physical %',
7466     type => 'int'
7467     }
7468     ],
7469     [
7470     'resist_magic',
7471     {
7472     name => 'resist magic %',
7473     type => 'int'
7474     }
7475     ],
7476     [
7477     'resist_fire',
7478     {
7479     name => 'resist fire %',
7480     type => 'int'
7481     }
7482     ],
7483     [
7484     'resist_electricity',
7485     {
7486     name => 'resist electricity %',
7487     type => 'int'
7488     }
7489     ],
7490     [
7491     'resist_cold',
7492     {
7493     name => 'resist cold %',
7494     type => 'int'
7495     }
7496     ],
7497     [
7498     'resist_confusion',
7499     {
7500     name => 'resist confusion %',
7501     type => 'int'
7502     }
7503     ],
7504     [
7505     'resist_acid',
7506     {
7507     name => 'resist acid %',
7508     type => 'int'
7509     }
7510     ],
7511     [
7512     'resist_drain',
7513     {
7514     name => 'resist draining %',
7515     type => 'int'
7516     }
7517     ],
7518     [
7519     'resist_weaponmagic',
7520     {
7521     name => 'resist weaponmagic %',
7522     type => 'int'
7523     }
7524     ],
7525     [
7526     'resist_ghosthit',
7527     {
7528     name => 'resist ghosthit %',
7529     type => 'int'
7530     }
7531     ],
7532     [
7533     'resist_poison',
7534     {
7535     name => 'resist poison %',
7536     type => 'int'
7537     }
7538     ],
7539     [
7540     'resist_slow',
7541     {
7542     name => 'resist slow %',
7543     type => 'int'
7544     }
7545     ],
7546     [
7547     'resist_paralyze',
7548     {
7549     name => 'resist paralyze %',
7550     type => 'int'
7551     }
7552     ],
7553     [
7554     'resist_fear',
7555     {
7556     name => 'resist fear %',
7557     type => 'int'
7558     }
7559     ],
7560     [
7561     'resist_deplete',
7562     {
7563     name => 'resist depletion %',
7564     type => 'int'
7565     }
7566     ],
7567     [
7568     'resist_death',
7569     {
7570     name => 'resist death-attack %',
7571     type => 'int'
7572     }
7573     ],
7574     [
7575     'resist_chaos',
7576     {
7577     name => 'resist chaos %',
7578     type => 'int'
7579     }
7580     ],
7581     [
7582     'resist_blind',
7583     {
7584     name => 'resist blinding %',
7585     type => 'int'
7586     }
7587     ],
7588     [
7589     'resist_holyword',
7590     {
7591     name => 'resist holy power %',
7592     type => 'int'
7593     }
7594     ],
7595     [
7596     'resist_godpower',
7597     {
7598     name => 'resist godpower %',
7599     type => 'int'
7600     }
7601     ]
7602     ]
7603 root 1.4 ]
7604     ],
7605 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.'
7606     },
7607     Weapon => {
7608 root 1.7 attr => [
7609     [
7610     'attacktype',
7611     {
7612     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.',
7613     name => 'attacktype',
7614     type => 'bitmask',
7615     value => $BITMASK{attacktype}
7616     }
7617     ],
7618     [
7619     'weapontype',
7620     {
7621     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.',
7622     name => 'weapontype',
7623     type => 'list',
7624     value => $LIST{weapon_type}
7625     }
7626     ],
7627     [
7628     'skill',
7629     {
7630     desc => 'Matching <skill name> of the skill that is required to use this weapon.',
7631     name => 'skill name',
7632     type => 'string'
7633     }
7634     ],
7635     [
7636     'dam',
7637     {
7638     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.',
7639     name => 'damage',
7640     type => 'int'
7641     }
7642     ],
7643     [
7644     'slaying',
7645     {
7646     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.',
7647     name => 'slaying race',
7648     type => 'string'
7649     }
7650     ],
7651     [
7652     'last_sp',
7653     {
7654     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.',
7655     name => 'weapon speed',
7656     type => 'int'
7657     }
7658     ],
7659     [
7660     'wc',
7661     {
7662     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.',
7663     name => 'weapon class',
7664     type => 'int'
7665     }
7666     ],
7667     [
7668     'magic',
7669     {
7670     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.',
7671     name => 'magic bonus',
7672     type => 'int'
7673     }
7674     ],
7675     [
7676     'item_power',
7677     {
7678 root 1.37 desc => 'The <item power> value measures how "powerful" an artifact is. Players will only be able to wear equipment with a certain total amount of <item power>, depending on their own level. This is the only way to prevent low level players to wear "undeserved" equipment (like gifts from other players or cheated items). It is very important to adjust the <item power> value carefully for every artifact you create! If zero/unset, the Deliantra server will calculate a provisional value at runtime, but this is never going to be an accurate measurement of <item power>.',
7679 root 1.7 name => 'item power',
7680     type => 'int'
7681     }
7682     ],
7683     [
7684     'damned',
7685     {
7686     desc => 'A damned weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
7687     name => 'damnation',
7688     type => 'bool'
7689     }
7690     ],
7691     [
7692     'cursed',
7693     {
7694     desc => 'A cursed weapon cannot be unwielded unless the curse is removed.',
7695     name => 'curse',
7696     type => 'bool'
7697     }
7698     ],
7699     [
7700     'lifesave',
7701     {
7702 root 1.9 desc => 'An item with this flag enabled will save the players life for one time: When the player is wearing this item and his health points reach zero, the item disappears, replenishing half of the player\'s health. An item with <save life> should not have any decent additional bonuses!',
7703 root 1.7 name => 'save life',
7704     type => 'bool'
7705     }
7706     ],
7707     [
7708     'unique',
7709     {
7710     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
7711     name => 'unique item',
7712     type => 'bool'
7713     }
7714     ],
7715     [
7716     'startequip',
7717     {
7718     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
7719     name => 'godgiven item',
7720     type => 'bool'
7721     }
7722     ],
7723     [
7724     'msg',
7725     {
7726     desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
7727     end => 'endmsg',
7728     name => 'description',
7729     type => 'text'
7730     }
7731     ]
7732     ],
7733 root 1.3 desc => 'Wielding a weapon, the object\'s stats will directly be inherited to the player. Usually enhancing his fighting-abilities. Non-magical weapons can be improved with scrolls.',
7734 root 1.5 name => 'Weapon',
7735 root 1.4 section => [
7736     [
7737 elmex 1.33 'stats',
7738     [
7739     [
7740     'Str',
7741     {
7742     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.',
7743     name => 'strength',
7744     type => 'int'
7745     }
7746     ],
7747     [
7748     'Dex',
7749     {
7750     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.',
7751     name => 'dexterity',
7752     type => 'int'
7753     }
7754     ],
7755     [
7756     'Con',
7757     {
7758     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.',
7759     name => 'constitution',
7760     type => 'int'
7761     }
7762     ],
7763     [
7764     'Int',
7765     {
7766     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.',
7767     name => 'intelligence',
7768     type => 'int'
7769     }
7770     ],
7771     [
7772     'Pow',
7773     {
7774     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.',
7775     name => 'power',
7776     type => 'int'
7777     }
7778     ],
7779     [
7780     'Wis',
7781     {
7782     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.',
7783     name => 'wisdom',
7784     type => 'int'
7785     }
7786     ],
7787     [
7788     'Cha',
7789     {
7790     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.',
7791     name => 'charisma',
7792     type => 'int'
7793     }
7794     ]
7795     ]
7796     ],
7797     [
7798 root 1.4 'resistance',
7799 root 1.7 [
7800     [
7801     'resist_physical',
7802     {
7803 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7804 root 1.7 name => 'resist physical %',
7805     type => 'int'
7806     }
7807     ],
7808     [
7809     'resist_magic',
7810     {
7811 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7812 root 1.7 name => 'resist magic %',
7813     type => 'int'
7814     }
7815     ],
7816     [
7817     'resist_fire',
7818     {
7819 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7820 root 1.7 name => 'resist fire %',
7821     type => 'int'
7822     }
7823     ],
7824     [
7825     'resist_electricity',
7826     {
7827 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7828 root 1.7 name => 'resist electricity %',
7829     type => 'int'
7830     }
7831     ],
7832     [
7833     'resist_cold',
7834     {
7835 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7836 root 1.7 name => 'resist cold %',
7837     type => 'int'
7838     }
7839     ],
7840     [
7841     'resist_acid',
7842     {
7843 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7844 root 1.7 name => 'resist acid %',
7845     type => 'int'
7846     }
7847     ],
7848     [
7849 elmex 1.33 'resist_confusion',
7850 root 1.7 {
7851 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7852     name => 'resist confusion %',
7853 root 1.7 type => 'int'
7854     }
7855     ],
7856     [
7857     'resist_weaponmagic',
7858     {
7859 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7860 root 1.7 name => 'resist weaponmagic %',
7861     type => 'int'
7862     }
7863     ],
7864     [
7865     'resist_ghosthit',
7866     {
7867 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7868 root 1.7 name => 'resist ghosthit %',
7869     type => 'int'
7870     }
7871     ],
7872     [
7873     'resist_slow',
7874     {
7875 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7876 root 1.7 name => 'resist slow %',
7877     type => 'int'
7878     }
7879     ],
7880     [
7881     'resist_fear',
7882     {
7883 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7884 root 1.7 name => 'resist fear %',
7885     type => 'int'
7886     }
7887     ],
7888     [
7889     'resist_death',
7890     {
7891 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7892 root 1.7 name => 'resist death-attack %',
7893     type => 'int'
7894     }
7895     ],
7896     [
7897     'resist_chaos',
7898     {
7899 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7900 root 1.7 name => 'resist chaos %',
7901     type => 'int'
7902     }
7903     ],
7904     [
7905     'resist_blind',
7906     {
7907 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7908 root 1.7 name => 'resist blinding %',
7909     type => 'int'
7910     }
7911     ],
7912     [
7913     'resist_holyword',
7914     {
7915 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7916 root 1.7 name => 'resist holy power %',
7917     type => 'int'
7918     }
7919     ],
7920     [
7921 elmex 1.33 'resist_godpower',
7922 root 1.7 {
7923 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7924     name => 'resist godpower %',
7925 root 1.7 type => 'int'
7926     }
7927     ],
7928     [
7929 elmex 1.33 'resist_paralyze',
7930 root 1.7 {
7931 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7932     name => 'resist paralyze %',
7933 root 1.7 type => 'int'
7934     }
7935     ],
7936     [
7937 elmex 1.33 'resist_drain',
7938 root 1.7 {
7939 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7940     name => 'resist draining %',
7941 root 1.7 type => 'int'
7942     }
7943     ],
7944     [
7945 elmex 1.33 'resist_deplete',
7946 root 1.7 {
7947 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7948     name => 'resist depletion %',
7949 root 1.7 type => 'int'
7950     }
7951     ],
7952     [
7953 elmex 1.33 'resist_poison',
7954 root 1.7 {
7955 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7956     name => 'resist poison %',
7957 root 1.7 type => 'int'
7958     }
7959     ]
7960     ]
7961 root 1.4 ],
7962     [
7963     'misc',
7964 root 1.7 [
7965     [
7966     'luck',
7967     {
7968     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.',
7969     name => 'luck bonus',
7970     type => 'int'
7971     }
7972     ],
7973     [
7974     'hp',
7975     {
7976     desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
7977     name => 'health regen.',
7978     type => 'int'
7979     }
7980     ],
7981     [
7982     'sp',
7983     {
7984     desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
7985     name => 'mana regen.',
7986     type => 'int'
7987     }
7988     ],
7989     [
7990     'grace',
7991     {
7992     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!!',
7993     name => 'grace regen.',
7994     type => 'int'
7995     }
7996     ],
7997     [
7998     'food',
7999     {
8000     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.',
8001     name => 'food bonus',
8002     type => 'int'
8003     }
8004     ],
8005     [
8006     'xrays',
8007     {
8008 root 1.9 desc => 'Xray vision allows the player to see through obstacles in a two-square-wide radius. This is extremely helpful and desirable, so don\'t give it away for cheap on equipment.',
8009 root 1.7 name => 'xray vision',
8010     type => 'bool'
8011     }
8012     ],
8013     [
8014     'stealth',
8015     {
8016     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)',
8017     name => 'stealth',
8018     type => 'bool'
8019     }
8020     ],
8021     [
8022     'reflect_spell',
8023     {
8024     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!',
8025     name => 'reflect spells',
8026     type => 'bool'
8027     }
8028     ],
8029     [
8030     'reflect_missile',
8031     {
8032     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.',
8033     name => 'reflect missiles',
8034     type => 'bool'
8035     }
8036     ],
8037     [
8038     'path_attuned',
8039     {
8040     desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this weapon.',
8041     name => 'attuned paths',
8042     type => 'bitmask',
8043     value => $BITMASK{spellpath}
8044     }
8045     ],
8046     [
8047     'path_repelled',
8048     {
8049     desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this weapon.',
8050     name => 'repelled paths',
8051     type => 'bitmask',
8052     value => $BITMASK{spellpath}
8053     }
8054     ],
8055     [
8056     'path_denied',
8057     {
8058     desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this weapon.',
8059     name => 'denied paths',
8060     type => 'bitmask',
8061     value => $BITMASK{spellpath}
8062     }
8063     ]
8064     ]
8065 root 1.4 ]
8066     ],
8067 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.'
8068 root 1.1 }
8069     );
8070    
8071 root 1.3 our %ATTR = (
8072     3 => $TYPE{Rod},
8073     4 => $TYPE{Treasure},
8074     5 => $TYPE{Potion},
8075     6 => $TYPE{Food},
8076     7 => $TYPE{'Poison Food'},
8077     8 => $TYPE{Book},
8078     9 => $TYPE{Clock},
8079     13 => $TYPE{Projectile},
8080     14 => $TYPE{'Shooting Weapon'},
8081     15 => $TYPE{Weapon},
8082     16 => $TYPE{'Brestplate Armour'},
8083     17 => $TYPE{Pedestal},
8084     18 => $TYPE{Altar},
8085 root 1.57 19 => $TYPE{'Item Match'},
8086 root 1.3 20 => $TYPE{'Locked Door'},
8087     21 => $TYPE{'Special Key'},
8088 root 1.9 23 => $TYPE{Door},
8089     24 => $TYPE{Key},
8090 root 1.8 26 => $TYPE{'Timed Gate'},
8091 root 1.3 27 => $TYPE{'Handle Trigger'},
8092 root 1.9 28 => $TYPE{'Monster (Grimreaper)'},
8093 root 1.3 29 => $TYPE{'Magic Ear'},
8094 root 1.9 30 => $TYPE{'Button Trigger'},
8095 root 1.3 31 => $TYPE{'Altar Trigger'},
8096 root 1.60 32 => $TYPE{'Pedestal Trigger'},
8097 root 1.3 33 => $TYPE{Shield},
8098     34 => $TYPE{Helmet},
8099     35 => $TYPE{Horn},
8100     36 => $TYPE{Money},
8101 root 1.9 37 => $TYPE{'Class Changer'},
8102 root 1.3 39 => $TYPE{Amulet},
8103     40 => $TYPE{Mover},
8104     41 => $TYPE{Teleporter},
8105     42 => $TYPE{Creator},
8106     43 => $TYPE{Skill},
8107     51 => $TYPE{Detector},
8108     52 => $TYPE{'Trigger Marker'},
8109     55 => $TYPE{Marker},
8110     56 => $TYPE{'Holy Altar'},
8111     58 => $TYPE{Battleground},
8112     60 => $TYPE{Jewel},
8113     62 => $TYPE{'Magic Wall'},
8114     64 => $TYPE{'Inventory Checker'},
8115     65 => $TYPE{'Mood Floor'},
8116     66 => $TYPE{Exit},
8117     67 => $TYPE{'Floor (Encounter)'},
8118     68 => $TYPE{'Shop Floor'},
8119     69 => $TYPE{'Shop Mat'},
8120     70 => $TYPE{Ring},
8121     72 => $TYPE{Flesh},
8122     73 => $TYPE{Inorganic},
8123 elmex 1.33 74 => $TYPE{'Skill Tool'},
8124 elmex 1.51 81 => $TYPE{Torch},
8125     82 => $TYPE{Lamp},
8126 root 1.3 83 => $TYPE{Duplicator},
8127     85 => $TYPE{Spellbook},
8128     87 => $TYPE{Cloak},
8129     88 => $TYPE{'Hazard Floor'},
8130     90 => $TYPE{Spinner},
8131     91 => $TYPE{Gate},
8132     92 => $TYPE{Button},
8133     93 => $TYPE{Handle},
8134     94 => $TYPE{Pit},
8135     95 => $TYPE{Trapdoor},
8136     98 => $TYPE{'Sign & MagicMouth'},
8137     99 => $TYPE{Boots},
8138     100 => $TYPE{Gloves},
8139     101 => $TYPE{Spell},
8140     103 => $TYPE{Converter},
8141     104 => $TYPE{Bracers},
8142     106 => $TYPE{Savebed},
8143     109 => $TYPE{'Wand & Staff'},
8144 root 1.54 110 => $TYPE{Inscribable},
8145 root 1.3 111 => $TYPE{Scroll},
8146     112 => $TYPE{Director},
8147     113 => $TYPE{Girdle},
8148 root 1.10 116 => $TYPE{'Event Connector'},
8149 root 1.3 122 => $TYPE{Container},
8150     130 => $TYPE{'Skill Scroll'},
8151     138 => $TYPE{Swamp},
8152 elmex 1.27 150 => $TYPE{'Shop Inventory'},
8153 root 1.3 154 => $TYPE{Rune},
8154     155 => $TYPE{Trap},
8155     156 => $TYPE{'Power Crystal'},
8156 root 1.8 158 => $TYPE{Disease},
8157 elmex 1.23 163 => $TYPE{'Item Transformer'},
8158 root 1.49 164 => $TYPE{'Map Script'},
8159 root 1.45 165 => $TYPE{'Safe ground'},
8160     999 => $TYPE{Ability}
8161 root 1.1 );
8162    
8163 root 1.3 our %TYPENAME = (
8164     0 => '*NONE*',
8165     1 => 'PLAYER',
8166 root 1.9 2 => 'TRANSPORT',
8167 root 1.3 3 => 'ROD',
8168     4 => 'TREASURE',
8169     5 => 'POTION',
8170     6 => 'FOOD',
8171     7 => 'POISON',
8172     8 => 'BOOK',
8173     9 => 'CLOCK',
8174     12 => 'LIGHTNING',
8175     13 => 'ARROW',
8176     14 => 'BOW',
8177     15 => 'WEAPON',
8178     16 => 'ARMOUR',
8179     17 => 'PEDESTAL',
8180     18 => 'ALTAR',
8181     20 => 'LOCKED_DOOR',
8182     21 => 'SPECIAL_KEY',
8183     22 => 'MAP',
8184     23 => 'DOOR',
8185     24 => 'KEY',
8186     26 => 'TIMED_GATE',
8187     27 => 'TRIGGER',
8188     28 => 'GRIMREAPER',
8189     29 => 'MAGIC_EAR',
8190     30 => 'TRIGGER_BUTTON',
8191     31 => 'TRIGGER_ALTAR',
8192     32 => 'TRIGGER_PEDESTAL',
8193     33 => 'SHIELD',
8194     34 => 'HELMET',
8195     35 => 'HORN',
8196     36 => 'MONEY',
8197     37 => 'CLASS',
8198     38 => 'GRAVESTONE',
8199     39 => 'AMULET',
8200     40 => 'PLAYERMOVER',
8201     41 => 'TELEPORTER',
8202     42 => 'CREATOR',
8203     43 => 'SKILL',
8204     44 => 'EXPERIENCE',
8205     45 => 'EARTHWALL',
8206     46 => 'GOLEM',
8207     48 => 'THROWN_OBJ',
8208     49 => 'BLINDNESS',
8209     50 => 'GOD',
8210     51 => 'DETECTOR',
8211     52 => 'TRIGGER_MARKER',
8212     53 => 'DEAD_OBJECT',
8213     54 => 'DRINK',
8214     55 => 'MARKER',
8215     56 => 'HOLY_ALTAR',
8216     57 => 'PLAYER_CHANGER',
8217     58 => 'BATTLEGROUND',
8218     59 => 'PEACEMAKER',
8219     60 => 'GEM',
8220     62 => 'FIREWALL',
8221     63 => 'ANVIL',
8222     64 => 'CHECK_INV',
8223     65 => 'MOOD_FLOOR',
8224     66 => 'EXIT',
8225     67 => 'ENCOUNTER',
8226     68 => 'SHOP_FLOOR',
8227     69 => 'SHOP_MAT',
8228     70 => 'RING',
8229     71 => 'FLOOR',
8230     72 => 'FLESH',
8231     73 => 'INORGANIC',
8232     74 => 'SKILL_TOOL',
8233     75 => 'LIGHTER',
8234     76 => 'TRAP_PART',
8235     77 => 'WALL',
8236     78 => 'LIGHT_SOURCE',
8237     79 => 'MISC_OBJECT',
8238     80 => 'MONSTER',
8239     81 => 'SPAWN_GENERATOR',
8240     82 => 'LAMP',
8241     83 => 'DUPLICATOR',
8242     84 => 'TOOL',
8243     85 => 'SPELLBOOK',
8244     86 => 'BUILDFAC',
8245     87 => 'CLOAK',
8246     90 => 'SPINNER',
8247     91 => 'GATE',
8248     92 => 'BUTTON',
8249     93 => 'CF_HANDLE',
8250     94 => 'HOLE',
8251     95 => 'TRAPDOOR',
8252     98 => 'SIGN',
8253     99 => 'BOOTS',
8254     100 => 'GLOVES',
8255     101 => 'SPELL',
8256     102 => 'SPELL_EFFECT',
8257     103 => 'CONVERTER',
8258     104 => 'BRACERS',
8259     105 => 'POISONING',
8260     106 => 'SAVEBED',
8261     107 => 'POISONCLOUD',
8262     108 => 'FIREHOLES',
8263     109 => 'WAND',
8264 root 1.54 110 => 'INSCRIBABLE',
8265 root 1.3 111 => 'SCROLL',
8266     112 => 'DIRECTOR',
8267     113 => 'GIRDLE',
8268     114 => 'FORCE',
8269     115 => 'POTION_EFFECT',
8270 root 1.11 116 => 'EVENT_CONNECTOR',
8271 root 1.3 121 => 'CLOSE_CON',
8272     122 => 'CONTAINER',
8273     123 => 'ARMOUR_IMPROVER',
8274     124 => 'WEAPON_IMPROVER',
8275     130 => 'SKILLSCROLL',
8276     138 => 'DEEP_SWAMP',
8277     139 => 'IDENTIFY_ALTAR',
8278     150 => 'MENU',
8279     154 => 'RUNE',
8280     155 => 'TRAP',
8281     156 => 'POWER_CRYSTAL',
8282     157 => 'CORPSE',
8283     158 => 'DISEASE',
8284     159 => 'SYMPTOM',
8285     160 => 'BUILDER',
8286 root 1.9 161 => 'MATERIAL',
8287     162 => 'GPS',
8288     163 => 'ITEM_TRANSFORMER',
8289     164 => 'QUEST'
8290 root 1.1 );
8291    
8292     our %SPELL = (
8293 root 1.3 0 => 'magic bullet',
8294     1 => 'small fireball',
8295     2 => 'medium fireball',
8296     3 => 'large fireball',
8297     4 => 'burning hands',
8298     5 => 'small lightning',
8299     6 => 'large lightning',
8300     7 => 'magic missile',
8301     8 => 'create bomb',
8302     9 => 'summon golem',
8303     10 => 'summon fire elemental',
8304     11 => 'summon earth elemental',
8305     12 => 'summon water elemental',
8306     13 => 'summon air elemental',
8307     14 => 'dimension door',
8308     15 => 'create earth wall',
8309     16 => 'paralyze',
8310     17 => 'icestorm',
8311     18 => 'magic mapping',
8312     19 => 'turn undead',
8313     20 => 'fear',
8314     21 => 'poison cloud',
8315     22 => 'wonder',
8316     23 => 'destruction',
8317     24 => 'perceive self',
8318     25 => 'word of recall',
8319     26 => 'invisible',
8320     27 => 'invisible to undead',
8321     28 => 'probe',
8322     29 => 'large bullet',
8323     30 => 'improved invisibility',
8324     31 => 'holy word',
8325     32 => 'minor healing',
8326     33 => 'medium healing',
8327     34 => 'major healing',
8328     35 => 'heal',
8329     36 => 'create food',
8330     37 => 'earth to dust',
8331     38 => 'armour',
8332     39 => 'strength',
8333     40 => 'dexterity',
8334     41 => 'constitution',
8335     42 => 'charisma',
8336     43 => 'create fire wall',
8337     44 => 'create frost wall',
8338     45 => 'protection from cold',
8339     46 => 'protection from electricity',
8340     47 => 'protection from fire',
8341     48 => 'protection from poison',
8342     49 => 'protection from slow',
8343     50 => 'protection from paralysis',
8344     51 => 'protection from draining',
8345     52 => 'protection from magic',
8346     53 => 'protection from attack',
8347     54 => 'levitate',
8348     55 => 'small speedball',
8349     56 => 'large speedball',
8350     57 => 'hellfire',
8351     58 => 'dragonbreath',
8352     59 => 'large icestorm',
8353     60 => 'charging',
8354     61 => 'polymorph',
8355     62 => 'cancellation',
8356     63 => 'confusion',
8357     64 => 'mass confusion',
8358     65 => 'summon pet monster',
8359     66 => 'slow',
8360     67 => 'regenerate spellpoints',
8361     68 => 'cure poison',
8362     69 => 'protection from confusion',
8363     70 => 'protection from cancellation',
8364     71 => 'protection from depletion',
8365     72 => 'alchemy',
8366     73 => 'remove curse',
8367     74 => 'remove damnation',
8368     75 => 'identify',
8369     76 => 'detect magic',
8370     77 => 'detect monster',
8371     78 => 'detect evil',
8372     79 => 'detect curse',
8373     80 => 'heroism',
8374     81 => 'aggravation',
8375     82 => 'firebolt',
8376     83 => 'frostbolt',
8377     84 => 'shockwave',
8378     85 => 'color spray',
8379     86 => 'haste',
8380     87 => 'face of death',
8381     88 => 'ball lightning',
8382     89 => 'meteor swarm',
8383     90 => 'comet',
8384     91 => 'mystic fist',
8385     92 => 'raise dead',
8386     93 => 'resurrection',
8387     94 => 'reincarnation',
8388     95 => 'immunity to cold',
8389     96 => 'immunity to electricity',
8390     97 => 'immunity to fire',
8391     98 => 'immunity to poison',
8392     99 => 'immunity to slow',
8393     100 => 'immunity to paralysis',
8394     101 => 'immunity to draining',
8395     102 => 'immunity to magic',
8396     103 => 'immunity to attack',
8397     104 => 'invulnerability',
8398     105 => 'defense',
8399     106 => 'rune of fire',
8400     107 => 'rune of frost',
8401     108 => 'rune of shocking',
8402     109 => 'rune of blasting',
8403     110 => 'rune of death',
8404     111 => 'marking rune',
8405     112 => 'build director',
8406     113 => 'create pool of chaos',
8407     114 => 'build bullet wall',
8408     115 => 'build lightning wall',
8409     116 => 'build fireball wall',
8410     117 => 'magic rune',
8411     118 => 'rune of magic drain',
8412     119 => 'antimagic rune',
8413     120 => 'rune of transferrence',
8414     121 => 'transferrence',
8415     122 => 'magic drain',
8416     123 => 'counterspell',
8417     124 => 'disarm',
8418     125 => 'cure confusion',
8419     126 => 'restoration',
8420     127 => 'summon evil monster',
8421     128 => 'counterwall',
8422     129 => 'cause light wounds',
8423     130 => 'cause medium wounds',
8424     131 => 'cause serious wounds',
8425     132 => 'charm monsters',
8426     133 => 'banishment',
8427     134 => 'create missile',
8428     135 => 'show invisible',
8429     136 => 'xray',
8430     137 => 'pacify',
8431     138 => 'summon fog',
8432     139 => 'steambolt',
8433     140 => 'command undead',
8434     141 => 'holy orb',
8435     142 => 'summon avatar',
8436     143 => 'holy possession',
8437     144 => 'bless',
8438     145 => 'curse',
8439     146 => 'regeneration',
8440     147 => 'consecrate',
8441     148 => 'summon cult monsters',
8442     149 => 'cause critical wounds',
8443     150 => 'holy wrath',
8444     151 => 'retributive strike',
8445     152 => 'finger of death',
8446     153 => 'insect plague',
8447     154 => 'call holy servant',
8448     155 => 'wall of thorns',
8449     156 => 'staff to snake',
8450     157 => 'light',
8451     158 => 'darkness',
8452     159 => 'nightfall',
8453     160 => 'daylight',
8454     161 => 'sunspear',
8455     162 => 'faery fire',
8456     163 => 'cure blindness',
8457     164 => 'dark vision',
8458     165 => 'bullet swarm',
8459     166 => 'bullet storm',
8460     167 => 'cause many wounds',
8461     168 => 'small snowstorm',
8462     169 => 'medium snowstorm',
8463     170 => 'large snowstorm',
8464     171 => 'cure disease',
8465     172 => 'cause red death',
8466     173 => 'cause flu',
8467     174 => 'cause black death',
8468     175 => 'cause leprosy',
8469     176 => 'cause smallpox',
8470     177 => 'cause white death',
8471     178 => 'cause anthrax',
8472     179 => 'cause typhoid',
8473     180 => 'mana blast',
8474     181 => 'small manaball',
8475     182 => 'medium manaball',
8476     183 => 'large manaball',
8477     184 => 'mana bolt',
8478     185 => 'dancing sword',
8479     186 => 'animate weapon',
8480     187 => 'cause cold',
8481     188 => 'divine shock',
8482     189 => 'windstorm',
8483     190 => 'sanctuary',
8484     191 => 'peace',
8485     192 => 'spiderweb',
8486     193 => 'conflict',
8487     194 => 'rage',
8488     195 => 'forked lightning',
8489     196 => 'poison fog',
8490     197 => 'flaming aura',
8491     198 => 'vitriol',
8492     199 => 'vitriol splash',
8493     200 => 'ironwood skin',
8494     201 => 'wrathful eye',
8495     202 => 'town portal',
8496     203 => 'missile swarm',
8497     204 => 'cause rabies',
8498     205 => 'glyph'
8499 root 1.1 );
8500    
8501    
8502     =head1 AUTHOR
8503    
8504     Marc Lehmann <schmorp.de>
8505     http://home.schmorp.de/
8506    
8507     The source files are part of the CFJavaEditor.
8508    
8509     =cut
8510    
8511     1