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Revision: 1.66
Committed: Tue Mar 9 15:20:00 2010 UTC (14 years, 3 months ago) by elmex
Branch: MAIN
Changes since 1.65: +24 -0 lines
Log Message:
added unique and buildable flags.

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 root 1.63 4 => 'charm',
168     5 => 'destroy monster',
169     6 => 'destroy pet'
170 root 1.1 },
171 root 1.3 potion_effect => {
172     0 => '<none>',
173     65536 => 'life restoration',
174     1048576 => 'improvement'
175 root 1.1 },
176 root 1.3 skill_type => {
177     1 => 'lockpicking',
178     2 => 'hiding',
179     3 => 'smithery',
180     4 => 'bowyer',
181     5 => 'jeweler',
182     6 => 'alchemy',
183     7 => 'stealing',
184     8 => 'literacy',
185     9 => 'bargaining',
186     10 => 'jumping',
187     11 => 'detect magic',
188     12 => 'oratory',
189     13 => 'singing',
190     14 => 'detect curse',
191     15 => 'find traps',
192     16 => 'mediatation',
193     17 => 'punching',
194     18 => 'flame touch',
195     19 => 'karate',
196     20 => 'climbing',
197     21 => 'woodsman',
198     22 => 'inscription',
199     23 => 'one handed weapons',
200     24 => 'missile weapons',
201     25 => 'throwing',
202     26 => 'use magic item',
203     27 => 'disarm traps',
204     28 => 'set traps',
205     29 => 'thaumaturgy',
206     30 => 'praying',
207     31 => 'clawing',
208     32 => 'levitation',
209     33 => 'summoning',
210     34 => 'pyromancy',
211     35 => 'evocation',
212     36 => 'sorcery',
213     37 => 'two handed weapons'
214 root 1.1 },
215 root 1.3 spell_type => {
216     1 => 'raise dead',
217     2 => 'rune',
218     3 => 'make mark',
219     4 => 'bolt',
220     5 => 'bullet',
221     6 => 'explosion',
222     7 => 'cone',
223     8 => 'bomb',
224     9 => 'wonder',
225     10 => 'smite',
226     11 => 'magic missile',
227     12 => 'summon golem',
228     13 => 'dimension door',
229     14 => 'magic mapping',
230     15 => 'magic wall',
231     16 => 'destruction',
232     17 => 'perceive self',
233     18 => 'word of recall',
234     19 => 'invisible',
235     20 => 'probe',
236     21 => 'healing',
237     22 => 'create food',
238     23 => 'earth to dust',
239     24 => 'change ability',
240     25 => 'bless',
241     26 => 'curse',
242     27 => 'summon monster',
243     28 => 'recharge',
244     29 => 'polymorph',
245     30 => 'alchemy',
246     31 => 'remove curse',
247     32 => 'identify',
248     33 => 'detection',
249     34 => 'mood change',
250     35 => 'moving ball',
251     36 => 'swarm',
252     37 => 'charge mana',
253     38 => 'dispel rune',
254     39 => 'create missile',
255     40 => 'consecrate',
256     41 => 'animate weapon',
257     42 => 'light',
258     43 => 'change map light',
259     44 => 'faery fire',
260     45 => 'disease',
261     46 => 'aura',
262     47 => 'town portal'
263 root 1.1 },
264 root 1.3 weapon_type => {
265     0 => '<unknown>',
266     1 => 'sword',
267     2 => 'arrows',
268     3 => 'axe',
269     4 => 'katana',
270     5 => 'knife, dagger',
271     6 => 'whip, chain',
272     7 => 'hammer, flail',
273     8 => 'club, stick'
274     }
275     );
276    
277     our %IGNORE_LIST = (
278     non_pickable => [
279     'value',
280     'nrof',
281     'weight',
282     'name_pl',
283     'material',
284     'no_pick',
285     'unpaid',
286     'title',
287     'identified'
288     ],
289     system_object => [
290     'value',
291     'nrof',
292     'weight',
293     'name_pl',
294     'material',
295     'no_pick',
296     'unpaid',
297     'title',
298     'glow_radius',
299     'identified',
300     'blocksview',
301     'invisible'
302     ]
303     );
304    
305     our %DEFAULT_ATTR = (
306 root 1.7 attr => [
307     [
308     'name',
309     {
310     desc => 'This is the name of the object, displayed to the player.',
311     name => 'name',
312     type => 'string'
313     }
314     ],
315     [
316     'name_pl',
317     {
318     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.',
319     name => 'plural name',
320     type => 'string'
321     }
322     ],
323     [
324     'title',
325     {
326 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.',
327 root 1.7 name => 'title',
328     type => 'string'
329     }
330     ],
331     [
332     'face',
333     {
334 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.',
335 root 1.7 name => 'image',
336     type => 'string'
337     }
338     ],
339     [
340 elmex 1.38 'animation',
341     {
342     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.',
343     name => 'animation',
344     type => 'string'
345     }
346     ],
347     [
348 root 1.34 'tag',
349     {
350     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.',
351     name => 'tag',
352     type => 'string'
353     }
354     ],
355     [
356 root 1.7 'nrof',
357     {
358     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.',
359     name => 'number',
360     type => 'int'
361     }
362     ],
363     [
364     'weight',
365     {
366 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 ;) ).',
367 root 1.7 name => 'weight',
368     type => 'int'
369     }
370     ],
371     [
372     'value',
373     {
374 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.',
375 root 1.7 name => 'value',
376     type => 'int'
377     }
378     ],
379     [
380     'glow_radius',
381     {
382 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.',
383 root 1.7 name => 'glow radius',
384     type => 'int'
385     }
386     ],
387     [
388     'material',
389     {
390     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.',
391     name => 'material',
392     type => 'bitmask',
393     value => $BITMASK{material}
394     }
395     ],
396     [
397     'no_pick',
398     {
399     desc => 'If set, the object cannot be picked up (Neither by players nor monsters).',
400     name => 'non-pickable',
401     type => 'bool'
402     }
403     ],
404     [
405     'invisible',
406     {
407     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.',
408     name => 'invisible',
409     type => 'bool'
410     }
411     ],
412     [
413     'blocksview',
414     {
415 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.',
416 root 1.7 name => 'block view',
417     type => 'bool'
418     }
419     ],
420     [
421     'identified',
422     {
423     desc => 'If an item is identified, the player has full knowledge about it.',
424     name => 'identified',
425     type => 'bool'
426     }
427     ],
428     [
429     'unpaid',
430     {
431 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.',
432 root 1.7 name => 'unpaid',
433     type => 'bool'
434     }
435 elmex 1.32 ],
436     [
437     'sound',
438     {
439     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',
440     name => 'sound',
441     type => 'string'
442     }
443     ],
444     [
445     'sound_destroy',
446     {
447     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',
448     name => 'destroy sound',
449     type => 'string'
450     }
451 elmex 1.66 ],
452     [
453     'unique',
454     {
455     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
456     name => 'unique',
457     type => 'bool'
458     }
459 root 1.7 ]
460     ]
461 root 1.3 );
462    
463     our %TYPE = (
464     Ability => {
465 root 1.7 attr => [
466     [
467     'invisible',
468     {
469     type => 'fixed',
470     value => 1
471     }
472     ],
473     [
474     'no_drop',
475     {
476     type => 'fixed',
477     value => 1
478     }
479     ],
480     [
481     'sp',
482     {
483     desc => 'The monster will use the specified <short range spell> when the player is within 6-square radius (of the monster\'s head).',
484     name => 'short range spell',
485     type => 'spell'
486     }
487     ],
488     [
489     'hp',
490     {
491     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.',
492     name => 'long range spell',
493     type => 'nz_spell'
494     }
495     ],
496     [
497     'maxsp',
498     {
499     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".',
500     name => 'importance',
501     type => 'int'
502     }
503     ],
504     [
505     'attacktype',
506     {
507 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.',
508 root 1.7 name => 'is magical',
509     type => 'bool',
510     value => [
511     0,
512     2
513     ]
514     }
515     ]
516     ],
517 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;.',
518 root 1.3 ignore => [
519     $IGNORE_LIST{system_object}
520     ],
521 root 1.5 name => 'Ability',
522 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?'
523     },
524     Altar => {
525 root 1.7 attr => [
526     [
527     'no_pick',
528     {
529     type => 'fixed',
530     value => 1
531     }
532     ],
533     [
534 root 1.14 'move_on',
535 root 1.7 {
536 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
537 root 1.58 name => 'movement on',
538 elmex 1.26 type => 'movement_type'
539 root 1.7 }
540     ],
541     [
542     'slaying',
543     {
544 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',
545 root 1.7 name => 'match item name',
546     type => 'string'
547     }
548     ],
549     [
550     'food',
551     {
552     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.',
553     name => 'drop amount',
554     type => 'int'
555     }
556     ],
557     [
558     'connected',
559     {
560     desc => 'If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.',
561     name => 'connection',
562 root 1.50 type => 'string'
563 root 1.7 }
564     ],
565     [
566     'sp',
567     {
568 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.',
569 root 1.7 name => 'spell',
570     type => 'spell'
571     }
572     ],
573     [
574     'msg',
575     {
576     desc => 'This text will be displayed to the player in the exact moment when the altar is activated.',
577     end => 'endmsg',
578     name => 'message',
579     type => 'text'
580     }
581     ]
582     ],
583 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.',
584 root 1.3 ignore => [
585     $IGNORE_LIST{non_pickable}
586 root 1.5 ],
587     name => 'Altar'
588 root 1.3 },
589     'Altar Trigger' => {
590 root 1.7 attr => [
591     [
592     'no_pick',
593     {
594     type => 'fixed',
595     value => 1
596     }
597     ],
598     [
599     'slaying',
600     {
601 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',
602 root 1.7 name => 'match item name',
603     type => 'string'
604     }
605     ],
606     [
607     'food',
608     {
609     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.',
610     name => 'drop amount',
611     type => 'int'
612     }
613     ],
614     [
615     'connected',
616     {
617     desc => 'If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.',
618     name => 'connection',
619 root 1.50 type => 'string'
620 root 1.7 }
621     ],
622     [
623     'sp',
624     {
625 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.',
626 root 1.7 name => 'spell',
627     type => 'spell'
628     }
629     ],
630     [
631     'exp',
632     {
633     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.',
634     name => 'reset time',
635     type => 'int'
636     }
637     ],
638     [
639     'last_sp',
640     {
641     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.',
642     name => 'ignore reset',
643     type => 'bool'
644     }
645     ],
646     [
647 root 1.14 'move_on',
648 root 1.7 {
649 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
650 root 1.58 name => 'movement on',
651 elmex 1.26 type => 'movement_type'
652 root 1.7 }
653     ],
654     [
655     'msg',
656     {
657     desc => 'This text will be displayed to the player in the exact moment when the altar is activated.',
658     end => 'endmsg',
659     name => 'message',
660     type => 'text'
661     }
662     ]
663     ],
664 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.',
665 root 1.3 ignore => [
666     $IGNORE_LIST{non_pickable}
667     ],
668 root 1.5 name => 'Altar Trigger',
669 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. =)'
670     },
671     Amulet => {
672 root 1.7 attr => [
673     [
674     'ac',
675     {
676     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.',
677     name => 'armour class',
678     type => 'int'
679     }
680     ],
681     [
682     'wc',
683     {
684     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.',
685     name => 'weapon class',
686     type => 'int'
687     }
688     ],
689     [
690     'item_power',
691     {
692 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>.',
693 root 1.7 name => 'item power',
694     type => 'int'
695     }
696     ],
697     [
698     'damned',
699     {
700     desc => 'A damned piece of equipment cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
701     name => 'damnation',
702     type => 'bool'
703     }
704     ],
705     [
706     'cursed',
707     {
708     desc => 'A cursed piece of equipment cannot be unwielded unless the curse is removed.',
709     name => 'curse',
710     type => 'bool'
711     }
712     ],
713     [
714     'lifesave',
715     {
716 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!',
717 root 1.7 name => 'save life',
718     type => 'bool'
719     }
720     ],
721     [
722     'unique',
723     {
724     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
725     name => 'unique item',
726     type => 'bool'
727     }
728     ],
729     [
730     'startequip',
731     {
732     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
733     name => 'godgiven item',
734     type => 'bool'
735     }
736     ],
737     [
738     'applied',
739     {
740     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.',
741     name => 'is applied',
742     type => 'bool'
743     }
744     ],
745     [
746     'msg',
747     {
748     desc => 'This text describes the item\'s "story". Every decent artifact should have such a description.',
749     end => 'endmsg',
750     name => 'description',
751     type => 'text'
752     }
753     ]
754     ],
755 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.',
756 root 1.5 name => 'Amulet',
757 root 1.4 section => [
758     [
759 elmex 1.33 'stats',
760     [
761     [
762     'Str',
763     {
764     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.',
765     name => 'strength',
766     type => 'int'
767     }
768     ],
769     [
770     'Dex',
771     {
772     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.',
773     name => 'dexterity',
774     type => 'int'
775     }
776     ],
777     [
778     'Con',
779     {
780     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.',
781     name => 'constitution',
782     type => 'int'
783     }
784     ],
785     [
786     'Int',
787     {
788     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.',
789     name => 'intelligence',
790     type => 'int'
791     }
792     ],
793     [
794     'Pow',
795     {
796     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.',
797     name => 'power',
798     type => 'int'
799     }
800     ],
801     [
802     'Wis',
803     {
804     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.',
805     name => 'wisdom',
806     type => 'int'
807     }
808     ],
809     [
810     'Cha',
811     {
812     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.',
813     name => 'charisma',
814     type => 'int'
815     }
816     ]
817     ]
818     ],
819     [
820 root 1.4 'resistance',
821 root 1.7 [
822     [
823     'resist_physical',
824     {
825 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!',
826 root 1.7 name => 'resist physical %',
827     type => 'int'
828     }
829     ],
830     [
831     'resist_magic',
832     {
833 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!',
834 root 1.7 name => 'resist magic %',
835     type => 'int'
836     }
837     ],
838     [
839     'resist_fire',
840     {
841 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!',
842 root 1.7 name => 'resist fire %',
843     type => 'int'
844     }
845     ],
846     [
847     'resist_electricity',
848     {
849 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!',
850 root 1.7 name => 'resist electricity %',
851     type => 'int'
852     }
853     ],
854     [
855     'resist_cold',
856     {
857 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!',
858 root 1.7 name => 'resist cold %',
859     type => 'int'
860     }
861     ],
862     [
863     'resist_acid',
864     {
865 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!',
866 root 1.7 name => 'resist acid %',
867     type => 'int'
868     }
869     ],
870     [
871 elmex 1.33 'resist_confusion',
872 root 1.7 {
873 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!',
874     name => 'resist confusion %',
875 root 1.7 type => 'int'
876     }
877     ],
878     [
879     'resist_weaponmagic',
880     {
881 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!',
882 root 1.7 name => 'resist weaponmagic %',
883     type => 'int'
884     }
885     ],
886     [
887     'resist_ghosthit',
888     {
889 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!',
890 root 1.7 name => 'resist ghosthit %',
891     type => 'int'
892     }
893     ],
894     [
895     'resist_slow',
896     {
897 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!',
898 root 1.7 name => 'resist slow %',
899     type => 'int'
900     }
901     ],
902     [
903     'resist_fear',
904     {
905 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!',
906 root 1.7 name => 'resist fear %',
907     type => 'int'
908     }
909     ],
910     [
911     'resist_death',
912     {
913 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!',
914 root 1.7 name => 'resist death-attack %',
915     type => 'int'
916     }
917     ],
918     [
919     'resist_chaos',
920     {
921 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!',
922 root 1.7 name => 'resist chaos %',
923     type => 'int'
924     }
925     ],
926     [
927     'resist_blind',
928     {
929 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!',
930 root 1.7 name => 'resist blinding %',
931     type => 'int'
932     }
933     ],
934     [
935     'resist_holyword',
936     {
937 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!',
938 root 1.7 name => 'resist holy power %',
939     type => 'int'
940     }
941     ],
942     [
943 elmex 1.33 'resist_godpower',
944 root 1.7 {
945 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!',
946     name => 'resist godpower %',
947 root 1.7 type => 'int'
948     }
949     ],
950     [
951 elmex 1.33 'resist_paralyze',
952 root 1.7 {
953 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!',
954     name => 'resist paralyze %',
955 root 1.7 type => 'int'
956     }
957     ],
958     [
959 elmex 1.33 'resist_drain',
960 root 1.7 {
961 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!',
962     name => 'resist draining %',
963 root 1.7 type => 'int'
964     }
965     ],
966     [
967 elmex 1.33 'resist_deplete',
968 root 1.7 {
969 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!',
970     name => 'resist depletion %',
971 root 1.7 type => 'int'
972     }
973     ],
974     [
975 elmex 1.33 'resist_poison',
976 root 1.7 {
977 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!',
978     name => 'resist poison %',
979 root 1.7 type => 'int'
980     }
981     ]
982     ]
983     ],
984     [
985     'misc',
986     [
987     [
988     'luck',
989     {
990     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.',
991     name => 'luck bonus',
992     type => 'int'
993     }
994     ],
995     [
996     'hp',
997     {
998     desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
999     name => 'health regen.',
1000     type => 'int'
1001     }
1002     ],
1003     [
1004     'sp',
1005     {
1006     desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
1007     name => 'mana regen.',
1008     type => 'int'
1009     }
1010     ],
1011     [
1012     'grace',
1013     {
1014     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!!',
1015     name => 'grace regen.',
1016     type => 'int'
1017     }
1018     ],
1019     [
1020     'food',
1021     {
1022     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.',
1023     name => 'food bonus',
1024     type => 'int'
1025     }
1026     ],
1027     [
1028     'xrays',
1029     {
1030 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.',
1031 root 1.7 name => 'xray vision',
1032     type => 'bool'
1033     }
1034     ],
1035     [
1036     'stealth',
1037     {
1038     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)',
1039     name => 'stealth',
1040     type => 'bool'
1041     }
1042     ],
1043     [
1044     'reflect_spell',
1045     {
1046     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!',
1047     name => 'reflect spells',
1048     type => 'bool'
1049     }
1050     ],
1051     [
1052     'reflect_missile',
1053     {
1054     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.',
1055     name => 'reflect missiles',
1056     type => 'bool'
1057     }
1058     ],
1059     [
1060 root 1.14 'move_type',
1061 root 1.7 {
1062 root 1.14 desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
1063     name => 'movement type',
1064 elmex 1.26 type => 'movement_type'
1065 root 1.7 }
1066     ],
1067     [
1068     'path_attuned',
1069     {
1070     desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this item.',
1071     name => 'attuned paths',
1072     type => 'bitmask',
1073     value => $BITMASK{spellpath}
1074     }
1075     ],
1076     [
1077     'path_repelled',
1078     {
1079     desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this item.',
1080     name => 'repelled paths',
1081     type => 'bitmask',
1082     value => $BITMASK{spellpath}
1083     }
1084     ],
1085     [
1086     'path_denied',
1087     {
1088     desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this item.',
1089     name => 'denied paths',
1090     type => 'bitmask',
1091     value => $BITMASK{spellpath}
1092     }
1093     ]
1094     ]
1095     ]
1096     ],
1097     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1098     },
1099     Battleground => {
1100     attr => [
1101     [
1102     'no_pick',
1103     {
1104     type => 'fixed',
1105     value => 1
1106     }
1107     ],
1108     [
1109     'is_floor',
1110 root 1.4 {
1111 root 1.7 type => 'fixed',
1112     value => 1
1113 root 1.4 }
1114     ],
1115     [
1116 root 1.7 'hp',
1117 root 1.4 {
1118 root 1.7 desc => 'The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.',
1119     name => 'destination X',
1120     type => 'int'
1121 root 1.4 }
1122     ],
1123     [
1124 root 1.7 'sp',
1125 root 1.4 {
1126 root 1.7 desc => 'The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.',
1127     name => 'destination Y',
1128     type => 'int'
1129 root 1.4 }
1130     ]
1131     ],
1132 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.',
1133     ignore => [
1134     $IGNORE_LIST{non_pickable}
1135     ],
1136 root 1.5 name => 'Battleground',
1137 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.)'
1138     },
1139     Book => {
1140 root 1.7 attr => [
1141     [
1142     'level',
1143     {
1144     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.',
1145     name => 'literacy level',
1146     type => 'int'
1147     }
1148     ],
1149     [
1150     'startequip',
1151     {
1152     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1153     name => 'godgiven item',
1154     type => 'bool'
1155     }
1156     ],
1157     [
1158     'unique',
1159     {
1160     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
1161     name => 'unique item',
1162     type => 'bool'
1163     }
1164     ],
1165     [
1166     'msg',
1167     {
1168     desc => 'This is the text that appears "written" in the book.',
1169     end => 'endmsg',
1170     name => 'book content',
1171     type => 'text'
1172     }
1173 root 1.14 ],
1174     [
1175     'slaying',
1176     {
1177     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)',
1178     name => 'key string',
1179     type => 'string'
1180     }
1181 elmex 1.48 ],
1182     [
1183     'no_skill_ident',
1184     {
1185     desc => 'If this flag is true the player won\'t be able to identify this item with by using a skill.',
1186     name => 'no skill ident',
1187     type => 'bool'
1188     }
1189 root 1.7 ]
1190     ],
1191 root 1.5 desc => 'Applying a book, the containing message is displayed to the player.',
1192     name => 'Book'
1193 root 1.1 },
1194 root 1.3 Boots => {
1195 root 1.7 attr => [
1196     [
1197     'exp',
1198     {
1199     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.',
1200     name => 'speed bonus',
1201     type => 'int'
1202     }
1203     ],
1204     [
1205     'magic',
1206     {
1207     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>.',
1208     name => 'magic bonus',
1209     type => 'int'
1210     }
1211     ]
1212     ],
1213 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.',
1214     import => [
1215 root 1.29 'Amulet'
1216 root 1.3 ],
1217 root 1.5 name => 'Boots',
1218 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.'
1219     },
1220     Bracers => {
1221 root 1.7 attr => [
1222     [
1223     'magic',
1224     {
1225     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.',
1226     name => 'magic bonus',
1227     type => 'int'
1228     }
1229     ]
1230     ],
1231 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.',
1232     import => [
1233 root 1.29 'Amulet'
1234 root 1.3 ],
1235 root 1.5 name => 'Bracers',
1236 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.'
1237     },
1238     'Brestplate Armour' => {
1239 root 1.7 attr => [
1240     [
1241     'last_heal',
1242     {
1243     desc => 'This poses a penalty to spell regeneration speed, for wearing the armour. The bigger the spellpoint penalty, the worse.',
1244     name => 'spellpoint penalty',
1245     type => 'int'
1246     }
1247     ],
1248     [
1249     'last_sp',
1250     {
1251     desc => 'Slowdown penalty reduces the player\'s walking speed when wearing the armour. Bigger values are worse - zero is best.',
1252     name => 'slowdown penalty',
1253     type => 'int'
1254     }
1255     ],
1256     [
1257     'magic',
1258     {
1259     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.',
1260     name => 'magic bonus',
1261     type => 'int'
1262     }
1263     ]
1264     ],
1265 root 1.3 desc => 'Wearing an armour, the object\'s stats will directly be inherited to the player. Usually enhancing his defense.',
1266 root 1.7 import => [
1267 root 1.29 'Amulet'
1268 root 1.7 ],
1269     name => 'Brestplate Armour',
1270     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1271     },
1272     Button => {
1273     attr => [
1274     [
1275 root 1.14 'move_on',
1276 root 1.7 {
1277 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
1278 root 1.58 name => 'movement on',
1279 elmex 1.26 type => 'movement_type'
1280 root 1.7 }
1281     ],
1282     [
1283 root 1.14 'move_off',
1284 root 1.7 {
1285 root 1.14 desc => 'Which movement types deactivate this object (e.g. button).',
1286 root 1.58 name => 'movement off',
1287 elmex 1.26 type => 'movement_type'
1288 root 1.7 }
1289     ],
1290     [
1291     'no_pick',
1292     {
1293     type => 'fixed',
1294     value => 1
1295     }
1296     ],
1297     [
1298     'weight',
1299     {
1300     desc => 'The button is pressed (triggered), as soon as <press weigh> gram are placed ontop of it.',
1301     name => 'press weight',
1302 root 1.9 type => 'int'
1303 root 1.7 }
1304     ],
1305     [
1306     'connected',
1307     {
1308     desc => 'Every time the button is pressed or released, all objects with the same <connection> value are activated.',
1309     name => 'connection',
1310 root 1.50 type => 'string'
1311 root 1.7 }
1312     ],
1313     [
1314     'msg',
1315     {
1316     desc => 'This text may describe the item. You can use this message to explain the button\'s purpose to the player.',
1317     end => 'endmsg',
1318     name => 'description',
1319     type => 'text'
1320     }
1321     ]
1322 root 1.3 ],
1323     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.',
1324     ignore => [
1325     $IGNORE_LIST{non_pickable}
1326 root 1.5 ],
1327     name => 'Button'
1328 root 1.3 },
1329 root 1.9 'Button Trigger' => {
1330     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.',
1331     ignore => [
1332     $IGNORE_LIST{non_pickable}
1333     ],
1334     import => [
1335 root 1.29 'Button'
1336 root 1.9 ],
1337     name => 'Button Trigger'
1338     },
1339     'Class Changer' => {
1340     attr => [
1341     [
1342     'randomitems',
1343     {
1344     desc => 'This entry determines which initial items the character receives.',
1345     name => 'class items',
1346     type => 'treasurelist'
1347     }
1348     ]
1349     ],
1350     desc => 'Class changer are used while creating a character.',
1351     ignore => [
1352     $IGNORE_LIST{non_pickable}
1353     ],
1354     name => 'Class Changer',
1355     section => [
1356     [
1357     'stats',
1358     [
1359     [
1360     'Str',
1361     {
1362     desc => 'The player\'s strength will rise by the given value if he chooses this class. (Negative values make strength fall)',
1363     name => 'strength',
1364     type => 'int'
1365     }
1366     ],
1367     [
1368     'Dex',
1369     {
1370     desc => 'The player\'s dexterity will rise by the given value if he chooses this class. (Negative values make dexterity fall)',
1371     name => 'dexterity',
1372     type => 'int'
1373     }
1374     ],
1375     [
1376     'Con',
1377     {
1378     desc => 'The player\'s constitution will rise by the given value if he chooses this class. (Negative values make constitution fall)',
1379     name => 'constitution',
1380     type => 'int'
1381     }
1382     ],
1383     [
1384     'Int',
1385     {
1386     desc => 'The player\'s intelligence will rise by the given value if he chooses this class. (Negative values make intelligence fall)',
1387     name => 'intelligence',
1388     type => 'int'
1389     }
1390     ],
1391     [
1392     'Pow',
1393     {
1394     desc => 'The player\'s power will rise by the given value if he chooses this class. (Negative values make power fall)',
1395     name => 'power',
1396     type => 'int'
1397     }
1398     ],
1399     [
1400     'Wis',
1401     {
1402     desc => 'The player\'s wisdom will rise by the given value if he chooses this class. (Negative values make wisdom fall)',
1403     name => 'wisdom',
1404     type => 'int'
1405     }
1406     ],
1407     [
1408     'Cha',
1409     {
1410     desc => 'The player\'s charisma will rise by the given value if he chooses this class. (Negative values make charisma fall)',
1411     name => 'charisma',
1412     type => 'int'
1413     }
1414     ]
1415     ]
1416     ]
1417     ]
1418     },
1419 root 1.3 Cloak => {
1420 root 1.7 attr => [
1421     [
1422     'magic',
1423     {
1424     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>.',
1425     name => 'magic bonus',
1426     type => 'int'
1427     }
1428     ]
1429     ],
1430 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.',
1431     import => [
1432 root 1.29 'Amulet'
1433 root 1.3 ],
1434 root 1.5 name => 'Cloak',
1435 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.'
1436     },
1437     Clock => {
1438 root 1.7 attr => [
1439     [
1440     'msg',
1441     {
1442     desc => 'This text may describe the item',
1443     end => 'endmsg',
1444     name => 'description',
1445     type => 'text'
1446     }
1447     ]
1448     ],
1449 root 1.5 desc => 'Applying a clock, the time is displayed to the player.',
1450     name => 'Clock'
1451 root 1.1 },
1452 root 1.3 Container => {
1453 root 1.7 attr => [
1454     [
1455     'race',
1456     {
1457     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.',
1458     name => 'container class',
1459     type => 'string'
1460     }
1461     ],
1462     [
1463     'slaying',
1464     {
1465 root 1.65 desc => 'If <key string> is set, only players with a special key of matching <key string> are able to open the container. When the key string starts with "match ", then it is expected to be a match expression, which will be applied to the player, so you can use e.g. (match type=POTION in inv). Note that the matched object will be removed.',
1466 root 1.7 name => 'key string',
1467     type => 'string'
1468     }
1469     ],
1470     [
1471     'container',
1472     {
1473     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.',
1474     name => 'maximum weight',
1475     type => 'int'
1476     }
1477     ],
1478     [
1479     'Str',
1480     {
1481     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.',
1482     name => 'reduce weight %',
1483     type => 'int'
1484     }
1485     ],
1486     [
1487     'is_cauldron',
1488     {
1489     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.',
1490     name => 'alchemy cauldron',
1491     type => 'bool'
1492     }
1493     ],
1494     [
1495     'unique',
1496     {
1497     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.',
1498     name => 'unique item',
1499     type => 'bool'
1500     }
1501     ],
1502     [
1503     'startequip',
1504     {
1505     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1506     name => 'godgiven item',
1507     type => 'bool'
1508     }
1509     ],
1510     [
1511     'other_arch',
1512     {
1513     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.',
1514     name => 'animation arch',
1515     type => 'string'
1516     }
1517     ],
1518     [
1519     'msg',
1520     {
1521     desc => 'This text may contain a description of the container.',
1522     end => 'endmsg',
1523     name => 'description',
1524     type => 'text'
1525     }
1526     ]
1527     ],
1528 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.',
1529 root 1.5 name => 'Container',
1530 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>'
1531     },
1532     Converter => {
1533 root 1.7 attr => [
1534     [
1535     'no_pick',
1536     {
1537     type => 'fixed',
1538     value => 1
1539     }
1540     ],
1541     [
1542     'slaying',
1543     {
1544     desc => '<cost arch> is the name of the archetype the player has to put on the converter, as payment.',
1545     name => 'cost arch',
1546     type => 'string'
1547     }
1548     ],
1549     [
1550     'food',
1551     {
1552     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>.',
1553     name => 'cost number',
1554     type => 'int'
1555     }
1556     ],
1557     [
1558     'other_arch',
1559     {
1560 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.',
1561 root 1.7 name => 'receive arch',
1562     type => 'string'
1563     }
1564     ],
1565     [
1566     'sp',
1567     {
1568     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>.',
1569     name => 'receive number',
1570     type => 'int'
1571     }
1572     ],
1573     [
1574     'msg',
1575     {
1576     desc => 'This text may contain a description of the converter.',
1577     end => 'endmsg',
1578     name => 'description',
1579     type => 'text'
1580     }
1581 elmex 1.46 ],
1582     [
1583 elmex 1.47 'precious',
1584 elmex 1.46 {
1585 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.)',
1586     name => 'output unpaid',
1587 elmex 1.46 type => 'bool'
1588     }
1589 root 1.7 ]
1590     ],
1591 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.',
1592     ignore => [
1593     'value',
1594     'nrof',
1595     'name_pl',
1596     'no_pick',
1597 elmex 1.47 'unpaid',
1598 root 1.3 'title'
1599     ],
1600 root 1.5 name => 'Converter',
1601 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.'
1602     },
1603     Creator => {
1604 root 1.7 attr => [
1605     [
1606     'no_pick',
1607     {
1608     type => 'fixed',
1609     value => 1
1610     }
1611     ],
1612     [
1613     'other_arch',
1614     {
1615 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.',
1616 root 1.7 name => 'create arch',
1617     type => 'string'
1618     }
1619     ],
1620     [
1621     'connected',
1622     {
1623     desc => 'Whenever the connection value is activated, the creator gets triggered.',
1624     name => 'connection',
1625 root 1.50 type => 'string'
1626 root 1.7 }
1627     ],
1628     [
1629 elmex 1.21 'activate_on_push',
1630     {
1631     desc => 'Whether the teleporter should only be activated on push.',
1632 root 1.42 name => 'activate on push',
1633 elmex 1.21 type => 'bool'
1634     }
1635     ],
1636     [
1637     'activate_on_release',
1638     {
1639     desc => 'Whether the teleporter should only be activated on release.',
1640 root 1.42 name => 'activate on release',
1641 elmex 1.21 type => 'bool'
1642     }
1643     ],
1644     [
1645 root 1.7 'lifesave',
1646     {
1647 root 1.61 desc => 'If <unlimited uses> is set, the creator will work infinitely, regardless of the value in <number of uses>.',
1648     name => 'unlimited uses',
1649 root 1.7 type => 'bool'
1650     }
1651     ],
1652     [
1653 elmex 1.25 'speed',
1654     {
1655     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.',
1656     name => 'speed',
1657     type => 'float'
1658     }
1659     ],
1660     [
1661 root 1.7 'hp',
1662     {
1663     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).',
1664     name => 'number of uses',
1665     type => 'int'
1666     }
1667     ],
1668     [
1669     'slaying',
1670     {
1671 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.',
1672 root 1.7 name => 'name of creation',
1673     type => 'string'
1674     }
1675     ],
1676     [
1677     'level',
1678     {
1679     desc => 'The created object will be of that level. If zero/unset, the standard level of the archetype is used.',
1680     name => 'level of creation',
1681     type => 'int'
1682     }
1683     ]
1684     ],
1685 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.',
1686 root 1.3 ignore => [
1687     $IGNORE_LIST{system_object}
1688     ],
1689 root 1.5 name => 'Creator',
1690 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.'
1691     },
1692     Detector => {
1693 root 1.7 attr => [
1694     [
1695     'no_pick',
1696     {
1697     type => 'fixed',
1698     value => 1
1699     }
1700     ],
1701     [
1702     'slaying',
1703     {
1704     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.',
1705     name => 'match name',
1706     type => 'string'
1707     }
1708     ],
1709     [
1710     'connected',
1711     {
1712     desc => 'When the detector is triggered, all objects with the same connection value get activated.',
1713     name => 'connection',
1714 root 1.50 type => 'string'
1715 root 1.7 }
1716     ],
1717     [
1718     'speed',
1719     {
1720     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.',
1721     name => 'detection speed',
1722     type => 'float'
1723     }
1724 root 1.17 ],
1725     [
1726     'speed_left',
1727     {
1728     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.',
1729     name => 'speed left',
1730     type => 'float'
1731     }
1732     ],
1733     [
1734     'speed_left',
1735     {
1736     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.',
1737     name => 'speed left',
1738     type => 'float'
1739     }
1740 root 1.7 ]
1741     ],
1742 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.',
1743 root 1.3 ignore => [
1744     $IGNORE_LIST{system_object}
1745     ],
1746 root 1.5 name => 'Detector',
1747 root 1.56 use => 'Best avoid this type at all costs, use a pedestal instead.'
1748 root 1.3 },
1749     Director => {
1750 root 1.7 attr => [
1751     [
1752     'sp',
1753     {
1754     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).',
1755     name => 'direction',
1756     type => 'list',
1757     value => $LIST{direction}
1758     }
1759     ],
1760     [
1761 root 1.14 'move_on',
1762 root 1.7 {
1763 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
1764 root 1.58 name => 'movement on',
1765 elmex 1.26 type => 'movement_type'
1766 root 1.7 }
1767     ]
1768     ],
1769 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.',
1770     ignore => [
1771     $IGNORE_LIST{non_pickable}
1772     ],
1773 root 1.5 name => 'Director',
1774 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.'
1775     },
1776     Disease => {
1777 root 1.7 attr => [
1778     [
1779     'invisible',
1780     {
1781     type => 'fixed',
1782     value => 1
1783     }
1784     ],
1785     [
1786     'level',
1787     {
1788     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.',
1789     name => 'plaque level',
1790     type => 'int'
1791     }
1792     ],
1793     [
1794     'race',
1795     {
1796     desc => 'The disease will only infect creatures of the specified <race>. "<race> *" means every creature can be infected.',
1797     name => 'infect race',
1798     type => 'string'
1799     }
1800     ],
1801     [
1802     'ac',
1803     {
1804     desc => 'Every time the disease "moves" the severity of the symptoms are increased by <progressiveness>/100. (severity = 1 + (accumlated progression)/100)',
1805     name => 'progressiveness',
1806     type => 'int'
1807     }
1808     ],
1809     [
1810     'msg',
1811     {
1812     desc => 'This text is displayed to the player every time the symptoms strike.',
1813     end => 'endmsg',
1814     name => 'message',
1815     type => 'text'
1816     }
1817     ]
1818     ],
1819 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.',
1820 root 1.3 ignore => [
1821     $IGNORE_LIST{system_object}
1822     ],
1823 root 1.5 name => 'Disease',
1824 root 1.4 section => [
1825     [
1826     'spreading',
1827 root 1.7 [
1828     [
1829     'wc',
1830     {
1831     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.',
1832     name => 'infectiosness',
1833     type => 'int'
1834     }
1835     ],
1836     [
1837     'last_grace',
1838     {
1839     desc => 'The <attenuation> value reduces the diseases\' <infectiosness> everytime it infects someone new. This limits how many generations a disease can propagate.',
1840     name => 'attenuation',
1841     type => 'int'
1842     }
1843     ],
1844     [
1845     'magic',
1846     {
1847     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.',
1848     name => 'infection range',
1849     type => 'int'
1850     }
1851     ],
1852     [
1853     'maxhp',
1854     {
1855     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).',
1856     name => 'persistence',
1857     type => 'int'
1858     }
1859     ],
1860     [
1861     'maxgrace',
1862     {
1863     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.',
1864     name => 'curing duration',
1865     type => 'int'
1866     }
1867     ],
1868     [
1869     'speed',
1870     {
1871     desc => 'The <speed> of the disease determines how fast the disease will "move", thus how fast the symptoms strike the host.',
1872     name => 'moving speed',
1873     type => 'float'
1874     }
1875 root 1.17 ],
1876     [
1877     'speed_left',
1878     {
1879     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.',
1880     name => 'speed left',
1881     type => 'float'
1882     }
1883 root 1.7 ]
1884     ]
1885     ],
1886     [
1887     'symptoms',
1888     [
1889     [
1890     'attacktype',
1891     {
1892     desc => 'The disease will attack the host with the given <attacktype>. Godpower attacktype is commonly used for "unresistable" diseases.',
1893     name => 'attacktype',
1894     type => 'bitmask',
1895     value => $BITMASK{attacktype}
1896     }
1897     ],
1898     [
1899     'dam',
1900     {
1901     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.',
1902     name => 'damage',
1903     type => 'int'
1904     }
1905     ],
1906     [
1907     'other_arch',
1908     {
1909     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.',
1910     name => 'create arch',
1911     type => 'string'
1912     }
1913     ],
1914     [
1915     'last_sp',
1916     {
1917     desc => 'If set, the disease imposes a <slowdown penalty> while being infected. The player\'s speed is reduced by <slowdown penalty> % of normal value.',
1918     name => 'slowdown penalty',
1919     type => 'int'
1920     }
1921     ],
1922     [
1923     'exp',
1924     {
1925     desc => 'When the player manages to cure this disease (with a curing spell), he is awarded with <exp. for curing> experience.',
1926     name => 'exp. for curing',
1927     type => 'int'
1928     }
1929     ],
1930     [
1931     'maxsp',
1932     {
1933     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.',
1934     name => 'mana depletion',
1935     type => 'int'
1936     }
1937     ],
1938     [
1939     'last_eat',
1940     {
1941     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.',
1942     name => 'food depletion',
1943     type => 'int'
1944     }
1945     ],
1946     [
1947     'hp',
1948     {
1949     desc => 'This value increases the player\'s healing rate. Negative values decrease it.',
1950     name => 'health regen.',
1951     type => 'int'
1952     }
1953     ],
1954     [
1955     'sp',
1956     {
1957     desc => 'This value increases the player\'s rate of mana regeneration. Negative values decrease it.',
1958     name => 'mana regen.',
1959     type => 'int'
1960     }
1961     ]
1962     ]
1963     ],
1964     [
1965     'disability',
1966     [
1967     [
1968     'Str',
1969     {
1970     desc => 'The player\'s strength will rise by the given value while being infected. (Negative values make strength fall)',
1971     name => 'strength',
1972     type => 'int'
1973     }
1974     ],
1975     [
1976     'Dex',
1977     {
1978     desc => 'The player\'s dexterity will rise by the given value while being infected. (Negative values make dexterity fall)',
1979     name => 'dexterity',
1980     type => 'int'
1981     }
1982     ],
1983     [
1984     'Con',
1985     {
1986     desc => 'The player\'s constitution will rise by the given value while being infected. (Negative values make constitution fall)',
1987     name => 'constitution',
1988     type => 'int'
1989     }
1990     ],
1991     [
1992     'Int',
1993     {
1994     desc => 'The player\'s intelligence will rise by the given value while being infected. (Negative values make intelligence fall)',
1995     name => 'intelligence',
1996     type => 'int'
1997     }
1998     ],
1999     [
2000     'Pow',
2001     {
2002     desc => 'The player\'s power will rise by the given value while being infected. (Negative values make power fall)',
2003     name => 'power',
2004     type => 'int'
2005     }
2006     ],
2007     [
2008     'Wis',
2009     {
2010     desc => 'The player\'s wisdom will rise by the given value while being infected. (Negative values make wisdom fall)',
2011     name => 'wisdom',
2012     type => 'int'
2013     }
2014     ],
2015     [
2016     'Cha',
2017     {
2018     desc => 'The player\'s charisma will rise by the given value while being infected. (Negative values make charisma fall)',
2019     name => 'charisma',
2020     type => 'int'
2021     }
2022     ]
2023     ]
2024     ]
2025     ],
2026     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.'
2027     },
2028 root 1.9 Door => {
2029     attr => [
2030     [
2031     'no_pick',
2032     {
2033     type => 'fixed',
2034     value => 1
2035     }
2036     ],
2037     [
2038     'alive',
2039     {
2040     type => 'fixed',
2041     value => 1
2042     }
2043     ],
2044     [
2045 root 1.14 'move_block',
2046 root 1.9 {
2047 root 1.14 desc => 'Objects using these movement types cannot move over this space.',
2048     name => 'blocked movement',
2049 elmex 1.26 type => 'movement_type'
2050 root 1.14 }
2051     ],
2052     [
2053     'move_allow',
2054     {
2055     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2056     name => 'allowed movement',
2057 elmex 1.26 type => 'movement_type'
2058 root 1.14 }
2059     ],
2060     [
2061     'move_slow',
2062     {
2063     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2064     name => 'slowed movement',
2065 elmex 1.26 type => 'movement_type'
2066 root 1.14 }
2067     ],
2068     [
2069     'move_slow_penalty',
2070     {
2071     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)',
2072     name => 'slow movement penalty',
2073     type => 'int'
2074 root 1.9 }
2075     ],
2076     [
2077     'hp',
2078     {
2079     desc => 'The more <hitpoints> the door has, the longer it takes to be broken.',
2080     name => 'hitpoints',
2081     type => 'int'
2082     }
2083     ],
2084     [
2085     'ac',
2086     {
2087     desc => 'Doors of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
2088     name => 'armour class',
2089     type => 'int'
2090     }
2091     ],
2092     [
2093     'other_arch',
2094     {
2095     desc => 'This string defines the object that will be created when the door was defeated.',
2096     name => 'drop arch',
2097     type => 'string'
2098     }
2099     ],
2100     [
2101     'randomitems',
2102     {
2103     desc => 'This entry determines what kind of traps will appear in the door.',
2104     name => 'treasurelist',
2105     type => 'treasurelist'
2106     }
2107 root 1.28 ],
2108     [
2109     'treasure_env',
2110     {
2111     desc => 'Set this flag to move treasure items created into the environment (map) instead of putting them into the object.',
2112     name => 'treasure in env',
2113     type => 'bool'
2114     }
2115 root 1.9 ]
2116     ],
2117 root 1.64 desc => 'A door can be opened with any 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.',
2118 root 1.9 ignore => [
2119     $IGNORE_LIST{non_pickable}
2120     ],
2121     name => 'Door'
2122     },
2123 root 1.7 Duplicator => {
2124     attr => [
2125     [
2126     'other_arch',
2127 root 1.4 {
2128 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.',
2129 root 1.7 name => 'target arch',
2130     type => 'string'
2131 root 1.4 }
2132     ],
2133     [
2134 root 1.7 'level',
2135 root 1.4 {
2136 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.',
2137     name => 'multiply factor',
2138     type => 'int'
2139 root 1.4 }
2140     ],
2141     [
2142 root 1.7 'connected',
2143 root 1.4 {
2144 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!',
2145     name => 'connection',
2146 root 1.50 type => 'string'
2147 root 1.4 }
2148 elmex 1.21 ],
2149     [
2150     'activate_on_push',
2151     {
2152     desc => 'Whether the teleporter should only be activated on push.',
2153 root 1.42 name => 'activate on push',
2154 elmex 1.21 type => 'bool'
2155     }
2156     ],
2157     [
2158     'activate_on_release',
2159     {
2160     desc => 'Whether the teleporter should only be activated on release.',
2161 root 1.42 name => 'activate on release',
2162 elmex 1.21 type => 'bool'
2163     }
2164 root 1.4 ]
2165     ],
2166 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.',
2167     ignore => [
2168     $IGNORE_LIST{system_object}
2169     ],
2170 root 1.5 name => 'Duplicator',
2171 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%.'
2172     },
2173 root 1.10 'Event Connector' => {
2174 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.',
2175 root 1.10 name => 'Event Connector'
2176     },
2177 root 1.3 Exit => {
2178 root 1.7 attr => [
2179     [
2180     'slaying',
2181     {
2182     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".',
2183     name => 'exit path',
2184     type => 'string'
2185     }
2186     ],
2187     [
2188     'hp',
2189     {
2190     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.',
2191     name => 'destination X',
2192     type => 'int'
2193     }
2194     ],
2195     [
2196     'sp',
2197     {
2198     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.',
2199     name => 'destination Y',
2200     type => 'int'
2201     }
2202     ],
2203     [
2204 root 1.14 'move_on',
2205 root 1.7 {
2206 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2207 root 1.58 name => 'movement on',
2208 elmex 1.26 type => 'movement_type'
2209 root 1.7 }
2210     ],
2211     [
2212     'msg',
2213     {
2214     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. =)',
2215     end => 'endmsg',
2216     name => 'exit message',
2217     type => 'text'
2218     }
2219     ],
2220     [
2221 root 1.30 'damned',
2222 root 1.7 {
2223 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.',
2224 root 1.30 name => 'set savebed',
2225 root 1.7 type => 'bool'
2226     }
2227     ]
2228     ],
2229 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.',
2230     ignore => [
2231     $IGNORE_LIST{non_pickable}
2232     ],
2233 root 1.5 name => 'Exit',
2234 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.'
2235     },
2236     Flesh => {
2237 root 1.7 attr => [
2238     [
2239     'food',
2240     {
2241     desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2242     name => 'foodpoints',
2243     type => 'int'
2244     }
2245     ],
2246     [
2247     'level',
2248     {
2249     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.',
2250     name => 'flesh level',
2251     type => 'int'
2252     }
2253     ],
2254     [
2255     'startequip',
2256     {
2257     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2258     name => 'godgiven item',
2259     type => 'bool'
2260     }
2261     ],
2262     [
2263     'msg',
2264     {
2265     desc => 'This text may describe the item.',
2266     end => 'endmsg',
2267     name => 'description',
2268     type => 'text'
2269     }
2270     ]
2271     ],
2272 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.',
2273 root 1.5 name => 'Flesh',
2274 root 1.4 section => [
2275     [
2276     'resistance',
2277 root 1.7 [
2278     [
2279     'resist_physical',
2280     {
2281     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.',
2282     name => 'resist physical %',
2283     type => 'int'
2284     }
2285     ],
2286     [
2287     'resist_magic',
2288     {
2289     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.',
2290     name => 'resist magic %',
2291     type => 'int'
2292     }
2293     ],
2294     [
2295     'resist_fire',
2296     {
2297     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.',
2298     name => 'resist fire %',
2299     type => 'int'
2300     }
2301     ],
2302     [
2303     'resist_electricity',
2304     {
2305     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.',
2306     name => 'resist electricity %',
2307     type => 'int'
2308     }
2309     ],
2310     [
2311     'resist_cold',
2312     {
2313     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.',
2314     name => 'resist cold %',
2315     type => 'int'
2316     }
2317     ],
2318     [
2319     'resist_confusion',
2320     {
2321     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.',
2322     name => 'resist confusion %',
2323     type => 'int'
2324     }
2325     ],
2326     [
2327     'resist_acid',
2328     {
2329     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.',
2330     name => 'resist acid %',
2331     type => 'int'
2332     }
2333     ],
2334     [
2335     'resist_drain',
2336     {
2337     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.',
2338     name => 'resist draining %',
2339     type => 'int'
2340     }
2341     ],
2342     [
2343     'resist_weaponmagic',
2344     {
2345     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.',
2346     name => 'resist weaponmagic %',
2347     type => 'int'
2348     }
2349     ],
2350     [
2351     'resist_ghosthit',
2352     {
2353     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.',
2354     name => 'resist ghosthit %',
2355     type => 'int'
2356     }
2357     ],
2358     [
2359     'resist_poison',
2360     {
2361     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.',
2362     name => 'resist poison %',
2363     type => 'int'
2364     }
2365     ],
2366     [
2367     'resist_slow',
2368     {
2369     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.',
2370     name => 'resist slow %',
2371     type => 'int'
2372     }
2373     ],
2374     [
2375     'resist_paralyze',
2376     {
2377     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.',
2378     name => 'resist paralyze %',
2379     type => 'int'
2380     }
2381     ],
2382     [
2383     'resist_fear',
2384     {
2385     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.',
2386     name => 'resist fear %',
2387     type => 'int'
2388     }
2389     ],
2390     [
2391     'resist_deplete',
2392     {
2393     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.',
2394     name => 'resist depletion %',
2395     type => 'int'
2396     }
2397     ],
2398     [
2399     'resist_death',
2400     {
2401 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.',
2402 root 1.7 name => 'resist death-attack %',
2403     type => 'int'
2404     }
2405     ],
2406     [
2407     'resist_chaos',
2408     {
2409     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.',
2410     name => 'resist chaos %',
2411     type => 'int'
2412     }
2413     ],
2414     [
2415     'resist_blind',
2416     {
2417     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.',
2418     name => 'resist blinding %',
2419     type => 'int'
2420     }
2421     ]
2422     ]
2423 root 1.4 ]
2424     ],
2425 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.'
2426     },
2427     Floor => {
2428 root 1.7 attr => [
2429     [
2430     'is_floor',
2431     {
2432     type => 'fixed',
2433     value => 1
2434     }
2435     ],
2436     [
2437     'no_pick',
2438     {
2439     type => 'fixed',
2440     value => 1
2441     }
2442     ],
2443     [
2444     'no_magic',
2445     {
2446     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2447     name => 'no spells',
2448     type => 'bool'
2449     }
2450     ],
2451     [
2452     'damned',
2453     {
2454     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2455     name => 'no prayers',
2456     type => 'bool'
2457     }
2458     ],
2459     [
2460     'unique',
2461     {
2462 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>.',
2463 root 1.7 name => 'unique map',
2464     type => 'bool'
2465     }
2466     ],
2467     [
2468 elmex 1.66 'buildable',
2469     {
2470     desc => 'A buildable can be built upon. This is usually used in combination with the unique attribute for player apartments or guild storages. But it\'s use is not limited to private maps.',
2471     name => 'buildable',
2472     type => 'bool'
2473     }
2474     ],
2475     [
2476 root 1.7 'msg',
2477     {
2478     desc => 'This text may describe the object.',
2479     end => 'endmsg',
2480     name => 'description',
2481     type => 'text'
2482     }
2483     ]
2484     ],
2485 root 1.3 desc => 'Floor is a very basic thing whithout too much functionality. It\'s a floor - you stand on it.',
2486     ignore => [
2487     $IGNORE_LIST{non_pickable}
2488     ],
2489 root 1.5 name => 'Floor',
2490 root 1.4 section => [
2491     [
2492     'terrain',
2493 root 1.7 [
2494     [
2495 root 1.14 'move_block',
2496     {
2497     desc => 'Objects using these movement types cannot move over this space.',
2498     name => 'blocked movement',
2499 elmex 1.26 type => 'movement_type'
2500 root 1.14 }
2501     ],
2502     [
2503     'move_allow',
2504     {
2505     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2506     name => 'allowed movement',
2507 elmex 1.26 type => 'movement_type'
2508 root 1.14 }
2509     ],
2510     [
2511     'move_slow',
2512     {
2513     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2514     name => 'slowed movement',
2515 elmex 1.26 type => 'movement_type'
2516 root 1.14 }
2517     ],
2518     [
2519     'move_slow_penalty',
2520 root 1.7 {
2521 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)',
2522     name => 'slow movement penalty',
2523 root 1.7 type => 'int'
2524     }
2525     ],
2526     [
2527     'is_wooded',
2528     {
2529     desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2530     name => 'wooded terrain',
2531     type => 'bool'
2532     }
2533     ],
2534     [
2535     'is_hilly',
2536     {
2537     desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2538     name => 'hilly terrain',
2539     type => 'bool'
2540     }
2541     ]
2542     ]
2543 root 1.4 ]
2544     ]
2545 root 1.3 },
2546     'Floor (Encounter)' => {
2547 root 1.7 attr => [
2548     [
2549     'is_floor',
2550     {
2551     type => 'fixed',
2552     value => 1
2553     }
2554     ],
2555     [
2556     'no_pick',
2557     {
2558     type => 'fixed',
2559     value => 1
2560     }
2561     ],
2562     [
2563     'no_magic',
2564     {
2565     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2566     name => 'no spells',
2567     type => 'bool'
2568     }
2569     ],
2570     [
2571     'damned',
2572     {
2573     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2574     name => 'no prayers',
2575     type => 'bool'
2576     }
2577     ],
2578     [
2579     'unique',
2580     {
2581 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>.',
2582 root 1.7 name => 'unique map',
2583     type => 'bool'
2584     }
2585     ],
2586     [
2587 elmex 1.66 'buildable',
2588     {
2589     desc => 'A buildable can be built upon. This is usually used in combination with the unique attribute for player apartments or guild storages. But it\'s use is not limited to private maps.',
2590     name => 'buildable',
2591     type => 'bool'
2592     }
2593     ],
2594     [
2595 root 1.7 'msg',
2596     {
2597     desc => 'This text may describe the object.',
2598     end => 'endmsg',
2599     name => 'description',
2600     type => 'text'
2601     }
2602     ]
2603     ],
2604 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.',
2605     ignore => [
2606     $IGNORE_LIST{non_pickable}
2607 root 1.4 ],
2608 root 1.5 name => 'Floor (Encounter)',
2609 root 1.4 section => [
2610     [
2611     'terrain',
2612 root 1.7 [
2613     [
2614 root 1.14 'move_block',
2615     {
2616     desc => 'Objects using these movement types cannot move over this space.',
2617     name => 'blocked movement',
2618 elmex 1.26 type => 'movement_type'
2619 root 1.14 }
2620     ],
2621     [
2622     'move_allow',
2623 root 1.7 {
2624 root 1.14 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2625     name => 'allowed movement',
2626 elmex 1.26 type => 'movement_type'
2627 root 1.14 }
2628     ],
2629     [
2630     'move_slow',
2631     {
2632     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2633     name => 'slowed movement',
2634 elmex 1.26 type => 'movement_type'
2635 root 1.14 }
2636     ],
2637     [
2638     'move_slow_penalty',
2639     {
2640     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)',
2641     name => 'slow movement penalty',
2642 root 1.7 type => 'int'
2643     }
2644     ],
2645     [
2646     'is_wooded',
2647     {
2648     desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2649     name => 'wooded terrain',
2650     type => 'bool'
2651     }
2652     ],
2653     [
2654     'is_hilly',
2655     {
2656     desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2657     name => 'hilly terrain',
2658     type => 'bool'
2659     }
2660     ]
2661     ]
2662 root 1.4 ]
2663 root 1.3 ]
2664     },
2665     Food => {
2666 root 1.7 attr => [
2667     [
2668     'food',
2669     {
2670     desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2671     name => 'foodpoints',
2672     type => 'int'
2673     }
2674     ],
2675     [
2676     'startequip',
2677     {
2678     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2679     name => 'godgiven item',
2680     type => 'bool'
2681     }
2682     ]
2683     ],
2684 root 1.5 desc => 'By eating/drinking food-objects, the player can fill his stomache and gain a little health.',
2685     name => 'Food'
2686 root 1.1 },
2687 root 1.3 Gate => {
2688 root 1.7 attr => [
2689     [
2690     'no_pick',
2691     {
2692     type => 'fixed',
2693     value => 1
2694     }
2695     ],
2696     [
2697 elmex 1.20 'speed',
2698     {
2699     desc => 'The speed of the gate affects how fast it is closing/opening.',
2700     type => 'float'
2701     }
2702     ],
2703     [
2704 root 1.7 'connected',
2705     {
2706     desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
2707     name => 'connection',
2708 root 1.50 type => 'string'
2709 root 1.7 }
2710     ],
2711     [
2712     'wc',
2713     {
2714     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.',
2715     name => 'position state',
2716     type => 'int'
2717     }
2718     ],
2719     [
2720 root 1.14 'move_block',
2721     {
2722     desc => 'Objects using these movement types cannot move over this space.',
2723     name => 'blocked movement',
2724 elmex 1.26 type => 'movement_type'
2725 root 1.14 }
2726     ],
2727     [
2728     'move_allow',
2729     {
2730     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2731     name => 'allowed movement',
2732 elmex 1.26 type => 'movement_type'
2733 root 1.14 }
2734     ],
2735     [
2736     'move_slow',
2737 root 1.7 {
2738 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2739     name => 'slowed movement',
2740 elmex 1.26 type => 'movement_type'
2741 root 1.14 }
2742     ],
2743     [
2744     'move_slow_penalty',
2745     {
2746     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)',
2747     name => 'slow movement penalty',
2748     type => 'int'
2749 root 1.7 }
2750     ],
2751     [
2752     'no_magic',
2753     {
2754     desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
2755     name => 'restrict spells',
2756     type => 'bool'
2757     }
2758     ],
2759     [
2760     'damned',
2761     {
2762     desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
2763     name => 'restrict prayers',
2764     type => 'bool'
2765     }
2766     ]
2767     ],
2768 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.',
2769 root 1.3 ignore => [
2770     $IGNORE_LIST{non_pickable}
2771     ],
2772 root 1.5 name => 'Gate',
2773 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".'
2774     },
2775     Girdle => {
2776 root 1.7 attr => [
2777     [
2778     'magic',
2779     {
2780     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.',
2781     name => 'magic bonus',
2782     type => 'int'
2783     }
2784     ]
2785     ],
2786     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.',
2787     import => [
2788 root 1.29 'Amulet'
2789 root 1.7 ],
2790     name => 'Girdle',
2791     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2792     },
2793     Gloves => {
2794     attr => [
2795     [
2796     'magic',
2797     {
2798     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.',
2799     name => 'magic bonus',
2800     type => 'int'
2801     }
2802     ]
2803     ],
2804     desc => 'Wearing gloves, the object\'s stats will directly be inherited to the player. Gloves can add defense or damage bonuses.',
2805     import => [
2806 root 1.29 'Amulet'
2807 root 1.7 ],
2808     name => 'Gloves',
2809     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2810     },
2811     Handle => {
2812     attr => [
2813     [
2814     'no_pick',
2815     {
2816     type => 'fixed',
2817     value => 1
2818     }
2819     ],
2820     [
2821     'connected',
2822     {
2823     desc => 'Every time the handle is applied, all objects with the same <connection> value are activated.',
2824     name => 'connection',
2825 root 1.50 type => 'string'
2826 root 1.7 }
2827     ],
2828     [
2829     'msg',
2830     {
2831     desc => 'This text may describe the item. You can use this message to explain the handle\'s purpose to the player.',
2832     end => 'endmsg',
2833     name => 'description',
2834     type => 'text'
2835     }
2836     ]
2837     ],
2838     desc => 'A handle can be applied by players and (certain) monsters. Every time it is applied, the &lt;connection&gt; value is triggered.',
2839     ignore => [
2840     $IGNORE_LIST{non_pickable}
2841     ],
2842     name => 'Handle',
2843     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.'
2844     },
2845     'Handle Trigger' => {
2846     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.',
2847     ignore => [
2848     $IGNORE_LIST{non_pickable}
2849     ],
2850     import => [
2851 root 1.29 'Handle'
2852 root 1.7 ],
2853     name => 'Handle Trigger',
2854     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.'
2855     },
2856     'Hazard Floor' => {
2857     attr => [
2858     [
2859     'is_floor',
2860     {
2861     type => 'fixed',
2862     value => 1
2863     }
2864     ],
2865     [
2866     'lifesave',
2867     {
2868     type => 'fixed',
2869     value => 1
2870     }
2871     ],
2872     [
2873 root 1.14 'move_on',
2874 root 1.7 {
2875 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2876 root 1.58 name => 'movement on',
2877 elmex 1.26 type => 'movement_type'
2878 root 1.7 }
2879     ],
2880     [
2881     'no_pick',
2882     {
2883     type => 'fixed',
2884     value => 1
2885     }
2886     ],
2887     [
2888     'attacktype',
2889     {
2890     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.',
2891     name => 'attacktype',
2892     type => 'bitmask',
2893     value => $BITMASK{attacktype}
2894     }
2895     ],
2896     [
2897     'dam',
2898     {
2899     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.',
2900     name => 'base damage',
2901     type => 'int'
2902     }
2903     ],
2904     [
2905     'wc',
2906     {
2907     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.',
2908     name => 'weaponclass',
2909     type => 'int'
2910     }
2911     ],
2912     [
2913     'level',
2914     {
2915     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.',
2916     name => 'attack level',
2917     type => 'int'
2918     }
2919     ],
2920     [
2921     'no_magic',
2922     {
2923     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2924     name => 'no spells',
2925     type => 'bool'
2926     }
2927     ],
2928     [
2929     'damned',
2930     {
2931     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2932     name => 'no prayers',
2933     type => 'bool'
2934     }
2935     ],
2936     [
2937     'unique',
2938     {
2939 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>.',
2940 root 1.7 name => 'unique map',
2941     type => 'bool'
2942     }
2943     ]
2944 root 1.3 ],
2945     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.',
2946     ignore => [
2947     $IGNORE_LIST{non_pickable}
2948     ],
2949 root 1.5 name => 'Hazard Floor',
2950 root 1.4 section => [
2951     [
2952     'terrain',
2953 root 1.7 [
2954     [
2955 root 1.14 'move_block',
2956     {
2957     desc => 'Objects using these movement types cannot move over this space.',
2958     name => 'blocked movement',
2959 elmex 1.26 type => 'movement_type'
2960 root 1.14 }
2961     ],
2962     [
2963     'move_allow',
2964 root 1.7 {
2965 root 1.14 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2966     name => 'allowed movement',
2967 elmex 1.26 type => 'movement_type'
2968 root 1.14 }
2969     ],
2970     [
2971     'move_slow',
2972     {
2973     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2974     name => 'slowed movement',
2975 elmex 1.26 type => 'movement_type'
2976 root 1.14 }
2977     ],
2978     [
2979     'move_slow_penalty',
2980     {
2981     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)',
2982     name => 'slow movement penalty',
2983 root 1.7 type => 'int'
2984     }
2985     ],
2986     [
2987     'is_wooded',
2988     {
2989     desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2990     name => 'wooded terrain',
2991     type => 'bool'
2992     }
2993     ],
2994     [
2995     'is_hilly',
2996     {
2997     desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2998     name => 'hilly terrain',
2999     type => 'bool'
3000     }
3001     ]
3002     ]
3003 root 1.4 ]
3004     ],
3005 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.'
3006     },
3007     Helmet => {
3008 root 1.7 attr => [
3009     [
3010     'magic',
3011     {
3012     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>.',
3013     name => 'magic bonus',
3014     type => 'int'
3015     }
3016     ]
3017     ],
3018 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.',
3019     import => [
3020 root 1.29 'Amulet'
3021 root 1.3 ],
3022 root 1.5 name => 'Helmet',
3023 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.'
3024     },
3025     'Holy Altar' => {
3026 root 1.7 attr => [
3027     [
3028     'no_pick',
3029     {
3030     type => 'fixed',
3031     value => 1
3032     }
3033     ],
3034     [
3035     'other_arch',
3036     {
3037     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.',
3038     name => 'god name',
3039     type => 'string'
3040     }
3041     ],
3042     [
3043     'level',
3044     {
3045 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.',
3046 root 1.7 name => 'reconsecrate level',
3047     type => 'int'
3048     }
3049     ]
3050     ],
3051 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.',
3052 root 1.3 ignore => [
3053     $IGNORE_LIST{non_pickable}
3054 root 1.5 ],
3055     name => 'Holy Altar'
3056 root 1.3 },
3057     Horn => {
3058 root 1.7 attr => [
3059     [
3060     'sp',
3061     {
3062     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!',
3063     name => 'spell',
3064     type => 'spell'
3065     }
3066     ],
3067     [
3068     'level',
3069     {
3070     desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should not be set too high.',
3071     name => 'casting level',
3072     type => 'int'
3073     }
3074     ],
3075     [
3076     'hp',
3077     {
3078     desc => 'This value represents the initial amount of spellpoints in the horn. Naturally, this is quite unimportant.',
3079     name => 'initial spellpoints',
3080     type => 'int'
3081     }
3082     ],
3083     [
3084     'maxhp',
3085     {
3086     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.',
3087     name => 'max. spellpoints',
3088     type => 'int'
3089     }
3090     ],
3091     [
3092     'startequip',
3093     {
3094     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3095     name => 'godgiven item',
3096     type => 'bool'
3097     }
3098     ],
3099     [
3100     'msg',
3101     {
3102     desc => 'This text may contain a description of the horn.',
3103     end => 'endmsg',
3104     name => 'description',
3105     type => 'text'
3106     }
3107     ]
3108     ],
3109 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.',
3110     ignore => [
3111     'title'
3112     ],
3113 root 1.5 name => 'Horn',
3114 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.'
3115     },
3116     Inorganic => {
3117 root 1.7 attr => [
3118     [
3119     'is_dust',
3120     {
3121     name => 'is dust',
3122     type => 'bool'
3123     }
3124     ]
3125     ],
3126 root 1.4 desc => 'Inorganic materials are generally used as ingredients for alchemical receipes. By themselves, they have no special functionalities.',
3127 root 1.5 name => 'Inorganic',
3128 root 1.4 section => [
3129     [
3130     'resistance',
3131 root 1.7 [
3132     [
3133     'resist_physical',
3134     {
3135     name => 'resist physical %',
3136     type => 'int'
3137     }
3138     ],
3139     [
3140     'resist_magic',
3141     {
3142     name => 'resist magic %',
3143     type => 'int'
3144     }
3145     ],
3146     [
3147     'resist_fire',
3148     {
3149     name => 'resist fire %',
3150     type => 'int'
3151     }
3152     ],
3153     [
3154     'resist_electricity',
3155     {
3156     name => 'resist electricity %',
3157     type => 'int'
3158     }
3159     ],
3160     [
3161     'resist_cold',
3162     {
3163     name => 'resist cold %',
3164     type => 'int'
3165     }
3166     ],
3167     [
3168 elmex 1.33 'resist_confusion',
3169     {
3170     name => 'resist confusion %',
3171     type => 'int'
3172     }
3173     ],
3174     [
3175 root 1.7 'resist_acid',
3176     {
3177     name => 'resist acid %',
3178     type => 'int'
3179     }
3180     ],
3181     [
3182 elmex 1.33 'resist_drain',
3183     {
3184     name => 'resist draining %',
3185     type => 'int'
3186     }
3187     ],
3188     [
3189 root 1.7 'resist_weaponmagic',
3190     {
3191     name => 'resist weaponmagic %',
3192     type => 'int'
3193     }
3194     ],
3195     [
3196     'resist_ghosthit',
3197     {
3198     name => 'resist ghosthit %',
3199     type => 'int'
3200     }
3201     ],
3202     [
3203     'resist_poison',
3204     {
3205     name => 'resist poison %',
3206     type => 'int'
3207     }
3208     ],
3209     [
3210 elmex 1.33 'resist_slow',
3211     {
3212     name => 'resist slow %',
3213     type => 'int'
3214     }
3215     ],
3216     [
3217     'resist_paralyze',
3218     {
3219     name => 'resist paralyze %',
3220     type => 'int'
3221     }
3222     ],
3223     [
3224     'resist_fear',
3225     {
3226     name => 'resist fear %',
3227     type => 'int'
3228     }
3229     ],
3230     [
3231     'resist_deplete',
3232     {
3233     name => 'resist depletion %',
3234     type => 'int'
3235     }
3236     ],
3237     [
3238 root 1.7 'resist_death',
3239     {
3240     name => 'resist death-attack %',
3241     type => 'int'
3242     }
3243     ],
3244     [
3245     'resist_chaos',
3246     {
3247     name => 'resist chaos %',
3248     type => 'int'
3249     }
3250     ],
3251     [
3252 elmex 1.33 'resist_blind',
3253     {
3254     name => 'resist blinding %',
3255     type => 'int'
3256     }
3257     ],
3258     [
3259 root 1.7 'resist_holyword',
3260     {
3261     name => 'resist holy power %',
3262     type => 'int'
3263     }
3264 elmex 1.33 ],
3265     [
3266     'resist_godpower',
3267     {
3268     name => 'resist godpower %',
3269     type => 'int'
3270     }
3271 root 1.7 ]
3272     ]
3273 root 1.4 ]
3274     ]
3275 root 1.1 },
3276 root 1.54 Inscribable => {
3277     attr => [
3278     [
3279     'startequip',
3280     {
3281     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3282     name => 'godgiven item',
3283     type => 'bool'
3284     }
3285     ],
3286     [
3287     'unique',
3288     {
3289     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
3290     name => 'unique item',
3291     type => 'bool'
3292     }
3293     ],
3294     [
3295     'other_arch',
3296     {
3297     desc => 'This is the item created after being inscribed - scrolls are treated like spell scrolls, all else will have it\'s message replaced.',
3298     name => 'book/scroll arch',
3299     type => 'string'
3300     }
3301     ]
3302     ],
3303     desc => 'Inscribable Item - when inscribed, it becomes another object.',
3304     name => 'Inscribable'
3305     },
3306 root 1.3 'Inventory Checker' => {
3307 root 1.7 attr => [
3308     [
3309     'no_pick',
3310     {
3311     type => 'fixed',
3312     value => 1
3313     }
3314     ],
3315     [
3316     'slaying',
3317     {
3318     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.',
3319     name => 'match key string',
3320     type => 'string'
3321     }
3322     ],
3323     [
3324     'race',
3325     {
3326     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>.',
3327     name => 'match arch name',
3328     type => 'string'
3329     }
3330     ],
3331     [
3332     'hp',
3333     {
3334     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. ;)',
3335     name => 'match type',
3336     type => 'int'
3337     }
3338     ],
3339     [
3340     'last_sp',
3341     {
3342     desc => 'Enabled means having that object is a match. Disabled means not having that object is a match.',
3343     name => 'match = having',
3344     type => 'bool'
3345     }
3346     ],
3347     [
3348     'connected',
3349     {
3350     desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
3351     name => 'connection',
3352 root 1.50 type => 'string'
3353 root 1.7 }
3354     ],
3355     [
3356 root 1.14 'move_block',
3357 root 1.7 {
3358 root 1.14 desc => 'Objects using these movement types cannot move over this space.',
3359     name => 'blocked movement',
3360 elmex 1.26 type => 'movement_type'
3361 root 1.14 }
3362     ],
3363     [
3364     'move_allow',
3365     {
3366     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3367     name => 'allowed movement',
3368 elmex 1.26 type => 'movement_type'
3369 root 1.14 }
3370     ],
3371     [
3372     'move_slow',
3373     {
3374     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3375     name => 'slowed movement',
3376 elmex 1.26 type => 'movement_type'
3377 root 1.14 }
3378     ],
3379     [
3380     'move_slow_penalty',
3381     {
3382     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)',
3383     name => 'slow movement penalty',
3384     type => 'int'
3385 root 1.7 }
3386     ],
3387     [
3388     'last_heal',
3389     {
3390     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!',
3391     name => 'remove match',
3392     type => 'bool'
3393     }
3394     ]
3395     ],
3396 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.',
3397 root 1.3 ignore => [
3398     $IGNORE_LIST{system_object}
3399     ],
3400 root 1.5 name => 'Inventory Checker',
3401 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.'
3402     },
3403 root 1.57 'Item Match' => {
3404     attr => [
3405     [
3406     'no_pick',
3407     {
3408     type => 'fixed',
3409     value => 1
3410     }
3411     ],
3412     [
3413     'slaying',
3414     {
3415     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.',
3416     name => 'match expression',
3417     type => 'string'
3418     }
3419     ],
3420     [
3421     'connected',
3422     {
3423     desc => 'When the match is triggered, all objects with the same connection value get activated.',
3424     name => 'connection',
3425     type => 'string'
3426     }
3427     ],
3428     [
3429     'move_on',
3430     {
3431     desc => 'Which movement types automatically (as opposed to manually) activate this object.',
3432 root 1.58 name => 'movement on',
3433 root 1.57 type => 'movement_type'
3434     }
3435     ],
3436     [
3437     'move_off',
3438     {
3439     desc => 'Which movement types deactivate this object (e.g. button).',
3440 root 1.58 name => 'movement off',
3441 root 1.57 type => 'movement_type'
3442     }
3443     ],
3444     [
3445     'move_block',
3446     {
3447     desc => 'Objects using these movement types cannot move over this space.',
3448     name => 'blocked movement',
3449     type => 'movement_type'
3450     }
3451     ]
3452     ],
3453     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.',
3454     ignore => [
3455     $IGNORE_LIST{non_pickable}
3456     ],
3457     name => 'Item Match',
3458     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.'
3459     },
3460 root 1.8 'Item Transformer' => {
3461     attr => [
3462     [
3463     'food',
3464     {
3465     desc => '<number of uses> controls how many times the item transformer can be used. The value 0 means "unlimited"',
3466     name => 'number of uses',
3467     type => 'int'
3468     }
3469     ],
3470     [
3471     'slaying',
3472     {
3473     desc => 'Contains the verb that is used to construct a message to the player applying the item transformer.',
3474     name => 'verb',
3475     type => 'string'
3476     }
3477     ],
3478     [
3479     'startequip',
3480     {
3481     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3482     name => 'godgiven item',
3483     type => 'bool'
3484     }
3485     ],
3486     [
3487     'msg',
3488     {
3489     desc => 'This text may contain a description of the item transformer.',
3490     end => 'endmsg',
3491     name => 'description',
3492     type => 'text'
3493     }
3494     ]
3495     ],
3496     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.',
3497     name => 'Item Transformer',
3498     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\'.'
3499     },
3500 root 1.3 Jewel => {
3501 root 1.7 attr => [
3502     [
3503     'race',
3504     {
3505     type => 'fixed',
3506     value => 'gold and jewels'
3507     }
3508     ],
3509     [
3510     'msg',
3511     {
3512     desc => 'This text may describe the object.',
3513     end => 'endmsg',
3514     name => 'description',
3515     type => 'text'
3516     }
3517     ]
3518     ],
3519 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.',
3520     name => 'Jewel'
3521 root 1.1 },
3522 root 1.9 Key => {
3523     attr => [
3524     [
3525     'startequip',
3526     {
3527     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3528     name => 'godgiven item',
3529     type => 'bool'
3530     }
3531     ]
3532     ],
3533     desc => 'When carrying a key, a normal door can be opened. The key will disappear.',
3534     name => 'Key'
3535     },
3536 elmex 1.51 Lamp => {
3537     attr => [
3538     [
3539     'speed',
3540     {
3541     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.)',
3542     name => 'burn speed',
3543     type => 'float'
3544     }
3545     ],
3546     [
3547     'food',
3548     {
3549     desc => 'This field sets the burning duration of the lamp, which depends on the speed field of this object.',
3550     name => 'fuel',
3551     type => 'int'
3552     }
3553     ],
3554     [
3555     'range',
3556     {
3557     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.',
3558     name => 'enabled glow radius',
3559     type => 'int'
3560     }
3561 elmex 1.52 ],
3562     [
3563     'level',
3564     {
3565     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.',
3566     name => 'level',
3567     type => 'int'
3568     }
3569     ],
3570     [
3571     'cursed',
3572     {
3573     desc => 'Cursed lamps, which have a level above 0, explode if the player applies them.',
3574     name => 'cursed',
3575     type => 'bool'
3576     }
3577 elmex 1.51 ]
3578     ],
3579     desc => 'Lamps are carryable light sources for players with a fuel tank.',
3580     name => 'Lamp'
3581     },
3582 root 1.3 'Locked Door' => {
3583 root 1.7 attr => [
3584     [
3585 root 1.14 'move_type',
3586 root 1.7 {
3587     type => 'fixed',
3588 root 1.14 value => 0
3589 root 1.7 }
3590     ],
3591     [
3592     'no_pick',
3593     {
3594     type => 'fixed',
3595     value => 1
3596     }
3597     ],
3598     [
3599     'slaying',
3600     {
3601 root 1.64 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". When the key string starts with "match ", then it is expected to be a match expression, which will be applied to the player, so you can use e.g. (match type=POTION in inv). Note that the matched object will be removed.',
3602 root 1.7 name => 'key string',
3603     type => 'string'
3604     }
3605     ],
3606     [
3607     'no_magic',
3608     {
3609     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).',
3610     name => 'restrict spells',
3611     type => 'bool'
3612     }
3613     ],
3614     [
3615     'damned',
3616     {
3617     desc => 'Restricting the use of prayers to pass this door. This should be set in most cases.',
3618     name => 'restrict prayers',
3619     type => 'bool'
3620     }
3621     ],
3622     [
3623     'msg',
3624     {
3625     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.',
3626     end => 'endmsg',
3627     name => 'lock message',
3628     type => 'text'
3629     }
3630     ]
3631     ],
3632     desc => 'A locked door can be opened only when carrying the appropriate special key.',
3633     ignore => [
3634     $IGNORE_LIST{non_pickable}
3635     ],
3636     name => 'Locked Door',
3637     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).'
3638     },
3639     'Magic Ear' => {
3640     attr => [
3641     [
3642     'no_pick',
3643     {
3644     type => 'fixed',
3645     value => 1
3646     }
3647     ],
3648     [
3649     'connected',
3650     {
3651     desc => 'The Magic_ear will trigger all objects with the same connection value, every time it is activated.',
3652     name => 'connection',
3653 root 1.50 type => 'string'
3654 root 1.7 }
3655     ],
3656     [
3657     'msg',
3658     {
3659     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!',
3660     end => 'endmsg',
3661     name => 'keyword-matching',
3662     type => 'text'
3663     }
3664     ]
3665     ],
3666     desc => 'Magic_ears trigger a connected value when the player speaks a specific keyword.',
3667     ignore => [
3668     $IGNORE_LIST{system_object}
3669     ],
3670     name => 'Magic Ear',
3671     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.'
3672     },
3673     'Magic Wall' => {
3674     attr => [
3675     [
3676     'dam',
3677     {
3678     desc => 'The magic wall will cast this <spell>.',
3679     name => 'spell',
3680     type => 'spell'
3681     }
3682     ],
3683     [
3684     'level',
3685     {
3686     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.',
3687     name => 'spell level',
3688     type => 'int'
3689     }
3690     ],
3691     [
3692     'connected',
3693     {
3694     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.',
3695     name => 'connection',
3696 root 1.50 type => 'string'
3697 root 1.7 }
3698     ],
3699     [
3700 elmex 1.21 'activate_on_push',
3701     {
3702     desc => 'Whether the teleporter should only be activated on push.',
3703 root 1.42 name => 'activate on push',
3704 elmex 1.21 type => 'bool'
3705     }
3706     ],
3707     [
3708     'activate_on_release',
3709     {
3710     desc => 'Whether the teleporter should only be activated on release.',
3711 root 1.42 name => 'activate on release',
3712 elmex 1.21 type => 'bool'
3713     }
3714     ],
3715     [
3716 root 1.7 'speed',
3717     {
3718     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".',
3719     name => 'casting speed',
3720     type => 'float'
3721     }
3722     ],
3723     [
3724 root 1.17 'speed_left',
3725     {
3726     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.',
3727     name => 'speed left',
3728     type => 'float'
3729     }
3730     ],
3731     [
3732 root 1.7 'sp',
3733     {
3734     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.',
3735     name => 'direction',
3736     type => 'list',
3737     value => $LIST{direction}
3738     }
3739     ],
3740     [
3741 root 1.14 'move_block',
3742     {
3743     desc => 'Objects using these movement types cannot move over this space.',
3744     name => 'blocked movement',
3745 elmex 1.26 type => 'movement_type'
3746 root 1.14 }
3747     ],
3748     [
3749     'move_allow',
3750     {
3751     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3752     name => 'allowed movement',
3753 elmex 1.26 type => 'movement_type'
3754 root 1.14 }
3755     ],
3756     [
3757     'move_slow',
3758 root 1.7 {
3759 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3760     name => 'slowed movement',
3761 elmex 1.26 type => 'movement_type'
3762 root 1.14 }
3763     ],
3764     [
3765     'move_slow_penalty',
3766     {
3767     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)',
3768     name => 'slow movement penalty',
3769     type => 'int'
3770 root 1.7 }
3771     ]
3772 root 1.3 ],
3773     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.',
3774     ignore => [
3775     $IGNORE_LIST{non_pickable}
3776     ],
3777 root 1.5 name => 'Magic Wall',
3778 root 1.4 section => [
3779     [
3780     'destroyable',
3781 root 1.7 [
3782     [
3783     'alive',
3784     {
3785     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.',
3786     name => 'is destroyable',
3787     type => 'bool'
3788     }
3789     ],
3790     [
3791     'hp',
3792     {
3793     desc => 'The more <hitpoints> the wall has, the longer it takes to be destroyed.',
3794     name => 'hitpoints',
3795     type => 'int'
3796     }
3797     ],
3798     [
3799     'maxhp',
3800     {
3801     desc => '<max hitpoints> are the maximum amount of hitpoints the wall can have. This only makes sense if the wall can regain health.',
3802     name => 'max hitpoints',
3803     type => 'int'
3804     }
3805     ],
3806     [
3807     'ac',
3808     {
3809     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>.',
3810     name => 'armour class',
3811     type => 'int'
3812     }
3813     ]
3814     ]
3815     ],
3816     [
3817     'resistance',
3818     [
3819     [
3820     'resist_physical',
3821     {
3822     name => 'resist physical %',
3823     type => 'int'
3824     }
3825     ],
3826     [
3827     'resist_magic',
3828     {
3829     name => 'resist magic %',
3830     type => 'int'
3831     }
3832     ],
3833     [
3834     'resist_fire',
3835     {
3836     name => 'resist fire %',
3837     type => 'int'
3838     }
3839     ],
3840     [
3841     'resist_electricity',
3842     {
3843     name => 'resist electricity %',
3844     type => 'int'
3845     }
3846     ],
3847     [
3848     'resist_cold',
3849     {
3850     name => 'resist cold %',
3851     type => 'int'
3852     }
3853     ],
3854     [
3855     'resist_confusion',
3856     {
3857     name => 'resist confusion %',
3858     type => 'int'
3859     }
3860     ],
3861     [
3862     'resist_acid',
3863     {
3864     name => 'resist acid %',
3865     type => 'int'
3866     }
3867     ],
3868     [
3869     'resist_drain',
3870     {
3871     name => 'resist draining %',
3872     type => 'int'
3873     }
3874     ],
3875     [
3876     'resist_weaponmagic',
3877     {
3878     name => 'resist weaponmagic %',
3879     type => 'int'
3880     }
3881     ],
3882     [
3883     'resist_ghosthit',
3884     {
3885     name => 'resist ghosthit %',
3886     type => 'int'
3887     }
3888     ],
3889     [
3890     'resist_poison',
3891     {
3892     name => 'resist poison %',
3893     type => 'int'
3894     }
3895     ],
3896     [
3897     'resist_slow',
3898     {
3899     name => 'resist slow %',
3900     type => 'int'
3901     }
3902     ],
3903     [
3904     'resist_paralyze',
3905     {
3906     name => 'resist paralyze %',
3907     type => 'int'
3908     }
3909     ],
3910     [
3911     'resist_fear',
3912     {
3913     name => 'resist fear %',
3914     type => 'int'
3915     }
3916     ],
3917     [
3918     'resist_deplete',
3919     {
3920     name => 'resist depletion %',
3921     type => 'int'
3922     }
3923     ],
3924     [
3925     'resist_death',
3926     {
3927     name => 'resist death-attack %',
3928     type => 'int'
3929     }
3930     ],
3931     [
3932     'resist_chaos',
3933     {
3934     name => 'resist chaos %',
3935     type => 'int'
3936     }
3937     ],
3938     [
3939     'resist_blind',
3940     {
3941     name => 'resist blinding %',
3942     type => 'int'
3943     }
3944     ],
3945     [
3946     'resist_holyword',
3947     {
3948     name => 'resist holy power %',
3949     type => 'int'
3950     }
3951     ],
3952     [
3953     'resist_godpower',
3954     {
3955     name => 'resist godpower %',
3956     type => 'int'
3957     }
3958     ]
3959     ]
3960     ]
3961     ],
3962     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".'
3963     },
3964 root 1.49 'Map Script' => {
3965     attr => [
3966     [
3967     'connected',
3968     {
3969     desc => 'When the map script object is triggered, it will execute the perl script with the triggering object as $activator.',
3970     name => 'connection',
3971 root 1.50 type => 'string'
3972 root 1.49 }
3973     ],
3974     [
3975     'activate_on_push',
3976     {
3977     desc => 'Whether the teleporter should only be activated on push.',
3978     name => 'activate on push',
3979     type => 'bool'
3980     }
3981     ],
3982     [
3983     'activate_on_release',
3984     {
3985     desc => 'Whether the teleporter should only be activated on release.',
3986     name => 'activate on release',
3987     type => 'bool'
3988     }
3989     ],
3990     [
3991     'msg',
3992     {
3993     desc => 'This perl script will be executed each time the objetc is triggered.',
3994     end => 'endmsg',
3995     name => 'script',
3996     type => 'text'
3997     }
3998     ]
3999     ],
4000 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.',
4001 root 1.49 ignore => [
4002     $IGNORE_LIST{system_object}
4003     ],
4004     name => 'Map Script',
4005 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.'
4006 root 1.49 },
4007 root 1.7 Marker => {
4008     attr => [
4009     [
4010     'no_pick',
4011     {
4012     type => 'fixed',
4013     value => 1
4014     }
4015     ],
4016     [
4017     'slaying',
4018     {
4019     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.',
4020     name => 'key string',
4021     type => 'string'
4022     }
4023     ],
4024     [
4025     'connected',
4026     {
4027     desc => 'When the detector is triggered, all objects with the same connection value get activated.',
4028     name => 'connection',
4029 root 1.50 type => 'string'
4030 root 1.7 }
4031     ],
4032     [
4033     'speed',
4034 root 1.4 {
4035 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.',
4036     name => 'marking speed',
4037     type => 'float'
4038 root 1.4 }
4039     ],
4040     [
4041 root 1.17 'speed_left',
4042     {
4043     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.',
4044     name => 'speed left',
4045     type => 'float'
4046     }
4047     ],
4048     [
4049 root 1.7 'food',
4050     {
4051     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.',
4052     name => 'mark duration',
4053     type => 'int'
4054     }
4055     ],
4056     [
4057     'name',
4058     {
4059     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.',
4060     name => 'delete mark',
4061     type => 'string'
4062     }
4063     ],
4064     [
4065     'msg',
4066 root 1.4 {
4067 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.',
4068     end => 'endmsg',
4069     name => 'marking message',
4070     type => 'text'
4071 root 1.4 }
4072     ]
4073     ],
4074 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.',
4075 root 1.3 ignore => [
4076     $IGNORE_LIST{system_object}
4077     ],
4078 root 1.5 name => 'Marker',
4079 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.'
4080     },
4081     Misc => {
4082 root 1.7 attr => [
4083     [
4084 root 1.14 'move_block',
4085     {
4086     desc => 'Objects using these movement types cannot move over this space.',
4087     name => 'blocked movement',
4088 elmex 1.26 type => 'movement_type'
4089 root 1.14 }
4090     ],
4091     [
4092     'move_allow',
4093     {
4094     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
4095     name => 'allowed movement',
4096 elmex 1.26 type => 'movement_type'
4097 root 1.14 }
4098     ],
4099     [
4100     'move_slow',
4101 root 1.7 {
4102 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
4103     name => 'slowed movement',
4104 elmex 1.26 type => 'movement_type'
4105 root 1.14 }
4106     ],
4107     [
4108     'move_slow_penalty',
4109     {
4110     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)',
4111     name => 'slow movement penalty',
4112     type => 'int'
4113 root 1.7 }
4114     ],
4115     [
4116     'cursed',
4117     {
4118     desc => 'Curses can have various effects: On equipment and food, they generally harm the player in some way.',
4119     name => 'cursed',
4120     type => 'bool'
4121     }
4122     ],
4123     [
4124     'damned',
4125     {
4126     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.',
4127     name => 'damned',
4128     type => 'bool'
4129     }
4130     ],
4131     [
4132     'unique',
4133     {
4134     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
4135     name => 'unique item',
4136     type => 'bool'
4137     }
4138     ],
4139     [
4140     'startequip',
4141     {
4142     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4143     name => 'godgiven item',
4144     type => 'bool'
4145     }
4146     ],
4147     [
4148     'msg',
4149     {
4150     desc => 'This text may describe the object.',
4151     end => 'endmsg',
4152     name => 'description',
4153     type => 'text'
4154     }
4155     ]
4156     ],
4157 root 1.5 name => 'Misc'
4158 root 1.1 },
4159 root 1.3 Money => {
4160 root 1.7 attr => [
4161     [
4162     'race',
4163     {
4164     type => 'fixed',
4165     value => 'gold and jewels'
4166     }
4167     ]
4168     ],
4169 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.',
4170     ignore => [
4171     'unpaid'
4172 root 1.5 ],
4173     name => 'Money'
4174 root 1.3 },
4175     'Monster & NPC' => {
4176 root 1.7 attr => [
4177     [
4178     'alive',
4179     {
4180     type => 'fixed',
4181     value => 1
4182     }
4183     ],
4184     [
4185     'randomitems',
4186     {
4187     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>.',
4188     name => 'treasurelist',
4189     type => 'treasurelist'
4190     }
4191     ],
4192     [
4193 root 1.28 'treasure_env',
4194     {
4195     desc => 'Set this flag to move treasure items created into the environment (map) instead of putting them into the object.',
4196     name => 'treasure in env',
4197     type => 'bool'
4198     }
4199     ],
4200     [
4201 root 1.7 'level',
4202     {
4203     desc => 'A monster\'s <level> is the most important attribute. <level> affects the power of a monster in various ways.',
4204     name => 'level',
4205     type => 'int'
4206     }
4207     ],
4208     [
4209     'race',
4210     {
4211 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.',
4212 root 1.7 name => 'race',
4213     type => 'string'
4214     }
4215     ],
4216     [
4217     'exp',
4218     {
4219 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!',
4220 root 1.7 name => 'experience',
4221     type => 'int'
4222     }
4223     ],
4224     [
4225     'speed',
4226     {
4227     desc => 'The <speed> determines how fast a monster will both move and fight. High <speed> makes a monster considerably stronger.',
4228     name => 'speed',
4229     type => 'float'
4230     }
4231     ],
4232     [
4233 root 1.17 'speed_left',
4234     {
4235     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.',
4236     name => 'speed left',
4237     type => 'float'
4238     }
4239     ],
4240     [
4241 root 1.7 'other_arch',
4242     {
4243     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.',
4244     name => 'breed monster',
4245     type => 'string'
4246     }
4247     ],
4248     [
4249     'generator',
4250     {
4251     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.',
4252     name => 'multiply',
4253     type => 'bool'
4254     }
4255     ],
4256     [
4257     'use_content_on_gen',
4258     {
4259     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.',
4260     name => 'template generation',
4261     type => 'bool'
4262     }
4263     ],
4264     [
4265 root 1.14 'move_type',
4266 root 1.7 {
4267 root 1.14 desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
4268     name => 'movement type',
4269 elmex 1.26 type => 'movement_type'
4270 root 1.7 }
4271     ],
4272     [
4273     'undead',
4274     {
4275     desc => 'Several spells only affect undead monsters: turn undead, banish undead, holy word, etc.',
4276     name => 'undead',
4277     type => 'bool'
4278     }
4279     ],
4280     [
4281     'carrying',
4282     {
4283     desc => 'If a monster has something in the inventory, this value can be set to reflect the slowdown due to the carried weight.',
4284     name => 'carries weight',
4285     type => 'int'
4286     }
4287     ],
4288     [
4289 root 1.28 'precious',
4290     {
4291 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.',
4292 root 1.28 name => 'precious',
4293     type => 'bool'
4294     }
4295     ],
4296     [
4297 root 1.7 'msg',
4298     {
4299     end => 'endmsg',
4300     name => 'npc message',
4301     type => 'text'
4302     }
4303     ]
4304     ],
4305 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.',
4306     ignore => [
4307     'material',
4308     'name_pl',
4309     'nrof',
4310     'value',
4311     'unpaid'
4312     ],
4313 root 1.5 name => 'Monster & NPC',
4314 root 1.4 section => [
4315     [
4316     'melee',
4317 root 1.7 [
4318     [
4319     'attacktype',
4320     {
4321     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.',
4322     name => 'attacktype',
4323     type => 'bitmask',
4324     value => $BITMASK{attacktype}
4325     }
4326     ],
4327     [
4328     'dam',
4329     {
4330     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.',
4331     name => 'damage',
4332     type => 'int'
4333     }
4334     ],
4335     [
4336     'wc',
4337     {
4338     desc => 'Monsters of high <weapon class> are more likely to really hit their opponent. <weapon class> can be considered the "counterpiece" to <armour class>.',
4339     name => 'weapon class',
4340     type => 'int'
4341     }
4342     ],
4343     [
4344     'hp',
4345     {
4346     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>.',
4347     name => 'health points',
4348     type => 'int'
4349     }
4350     ],
4351     [
4352     'maxhp',
4353     {
4354     desc => '<max health> is the maximum amount of <health points> this monster can have.',
4355     name => 'max health',
4356     type => 'int'
4357     }
4358     ],
4359     [
4360     'ac',
4361     {
4362     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).',
4363     name => 'armour class',
4364     type => 'int'
4365     }
4366     ],
4367     [
4368     'Con',
4369     {
4370 root 1.8 desc => 'Monsters regenerate this many health points each 4 ticks. Hence, the healing rate is independent of <speed>.',
4371 root 1.7 name => 'healing rate',
4372     type => 'int'
4373     }
4374     ],
4375     [
4376     'reflect_missile',
4377     {
4378     desc => 'A monster with this flag has the ability to <reflect missiles>, all kinds of projectiles (e.g. arrows, bolts, boulders) will bounce off.',
4379     name => 'reflect missiles',
4380     type => 'bool'
4381     }
4382     ],
4383     [
4384     'hitback',
4385     {
4386     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.',
4387     name => 'hitback',
4388     type => 'bool'
4389     }
4390     ],
4391     [
4392     'one_hit',
4393     {
4394     desc => 'Monsters with <one hit only> dissapear after one successful hit to a player.',
4395     name => 'one hit only',
4396     type => 'bool'
4397     }
4398     ]
4399     ]
4400     ],
4401     [
4402     'spellcraft',
4403     [
4404     [
4405     'can_cast_spell',
4406     {
4407     desc => 'If <can cast spell> is disabled, the monster cannot cast any spell. Only wands/rods/etc can be used, given the appropriate abilities.',
4408     name => 'can cast spell',
4409     type => 'bool'
4410     }
4411     ],
4412     [
4413     'reflect_spell',
4414     {
4415     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.',
4416     name => 'reflect spells',
4417     type => 'bool'
4418     }
4419     ],
4420     [
4421     'sp',
4422     {
4423     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>.',
4424     name => 'spellpoints',
4425     type => 'int'
4426     }
4427     ],
4428     [
4429     'maxsp',
4430     {
4431     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.',
4432     name => 'max spellpoints',
4433     type => 'int'
4434     }
4435     ],
4436     [
4437     'Pow',
4438     {
4439 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.',
4440 root 1.7 name => 'spellpoint regen.',
4441     type => 'int'
4442     }
4443     ],
4444     [
4445     'path_attuned',
4446     {
4447     desc => 'Click on the <attuned paths> button to select spellpaths. The creature will get attuned to the specified spellpaths.',
4448     name => 'attuned paths',
4449     type => 'bitmask',
4450     value => $BITMASK{spellpath}
4451     }
4452     ],
4453     [
4454     'path_repelled',
4455     {
4456     desc => 'Click on the <repelled paths> button to select spellpaths. The creature will get repelled to the specified spellpaths.',
4457     name => 'repelled paths',
4458     type => 'bitmask',
4459     value => $BITMASK{spellpath}
4460     }
4461     ],
4462     [
4463     'path_denied',
4464     {
4465     desc => 'Click on the <denied paths> button to select spellpaths. The creature won\'t be able to cast spells of the specified paths.',
4466     name => 'denied paths',
4467     type => 'bitmask',
4468     value => $BITMASK{spellpath}
4469     }
4470     ]
4471     ]
4472     ],
4473     [
4474     'ability',
4475     [
4476     [
4477     'Int',
4478     {
4479     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.',
4480     name => 'detect hidden',
4481     type => 'int'
4482     }
4483     ],
4484     [
4485     'see_invisible',
4486     {
4487     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.',
4488     name => 'see invisible',
4489     type => 'bool'
4490     }
4491     ],
4492     [
4493     'can_see_in_dark',
4494     {
4495     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.',
4496     name => 'see in darkness',
4497     type => 'bool'
4498     }
4499     ],
4500     [
4501     'can_use_weapon',
4502     {
4503     desc => 'Monster is able to wield weapon type objects.',
4504     name => 'can use weapons',
4505     type => 'bool'
4506     }
4507     ],
4508     [
4509     'can_use_bow',
4510     {
4511     desc => 'Monster is able to use missile-weapon type objects.',
4512     name => 'can use bows',
4513     type => 'bool'
4514     }
4515     ],
4516     [
4517     'can_use_armour',
4518     {
4519     desc => 'Monster is able to wear protective equipment like brestplate armour, shields, helmets etc.',
4520     name => 'can use armour',
4521     type => 'bool'
4522     }
4523     ],
4524     [
4525     'can_use_ring',
4526     {
4527     desc => 'Monster is able to wear rings.',
4528     name => 'can use rings',
4529     type => 'bool'
4530     }
4531     ],
4532     [
4533     'can_use_wand',
4534     {
4535     desc => 'Monster is able to use wands and staves.',
4536     name => 'can use wands',
4537     type => 'bool'
4538     }
4539     ],
4540     [
4541     'can_use_rod',
4542     {
4543     desc => 'Monster is able to use rods.',
4544     name => 'can use rods',
4545     type => 'bool'
4546     }
4547     ],
4548     [
4549     'can_use_scroll',
4550     {
4551     desc => 'Monster is able to read scrolls.',
4552     name => 'can use scrolls',
4553     type => 'bool'
4554     }
4555     ],
4556     [
4557     'can_use_skill',
4558     {
4559     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>.',
4560     name => 'can use skills',
4561     type => 'bool'
4562     }
4563     ]
4564     ]
4565     ],
4566     [
4567     'behave',
4568     [
4569     [
4570     'monster',
4571     {
4572     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.',
4573     name => 'monster behaviour',
4574     type => 'bool'
4575     }
4576     ],
4577     [
4578     'unaggressive',
4579     {
4580     desc => '<unaggressive> monsters do not attack players unless attacked first.',
4581     name => 'unaggressive',
4582     type => 'bool'
4583     }
4584     ],
4585     [
4586     'friendly',
4587     {
4588     desc => '<friendly> monsters help the player, attacking any non-friendly monsters in range.',
4589     name => 'friendly',
4590     type => 'bool'
4591     }
4592     ],
4593     [
4594     'stand_still',
4595     {
4596 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.',
4597 root 1.7 name => 'stand still',
4598     type => 'bool'
4599     }
4600     ],
4601     [
4602     'sleep',
4603     {
4604     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.',
4605     name => 'asleep',
4606     type => 'bool'
4607     }
4608     ],
4609     [
4610     'will_apply',
4611     {
4612     desc => 'This entry defines which kinds of environment actions the creature is able to perform.',
4613     name => 'misc. actions',
4614     type => 'bitmask',
4615     value => $BITMASK{will_apply}
4616     }
4617     ],
4618     [
4619     'pick_up',
4620     {
4621     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.',
4622     name => 'pick up',
4623     type => 'bitmask',
4624     value => $BITMASK{pick_up}
4625     }
4626     ],
4627     [
4628     'Wis',
4629     {
4630     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.',
4631     name => 'sensing range',
4632     type => 'int'
4633     }
4634     ],
4635     [
4636 root 1.15 'attack_movement_bits_0_3',
4637 root 1.7 {
4638 root 1.15 desc => 'If this is set to default, the standard mode of movement will be used.',
4639 root 1.7 name => 'attack movement',
4640 root 1.15 type => 'list',
4641     value => $LIST{attack_movement_bits_0_3}
4642     }
4643     ],
4644     [
4645     'attack_movement_bits_4_7',
4646     {
4647     desc => 'This movement is not in effect when the monster has an enemy and should only be used for non agressive monsters.',
4648     name => 'normal movement',
4649     type => 'list',
4650     value => $LIST{attack_movement_bits_4_7}
4651 root 1.7 }
4652     ],
4653     [
4654     'run_away',
4655     {
4656     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.',
4657     name => 'run at % health',
4658     type => 'int'
4659     }
4660     ]
4661     ]
4662     ],
4663     [
4664     'resistance',
4665     [
4666     [
4667     'resist_physical',
4668     {
4669     name => 'resist physical %',
4670     type => 'int'
4671     }
4672     ],
4673     [
4674     'resist_magic',
4675     {
4676     name => 'resist magic %',
4677     type => 'int'
4678     }
4679     ],
4680     [
4681     'resist_fire',
4682     {
4683     name => 'resist fire %',
4684     type => 'int'
4685     }
4686     ],
4687     [
4688     'resist_electricity',
4689     {
4690     name => 'resist electricity %',
4691     type => 'int'
4692     }
4693     ],
4694     [
4695     'resist_cold',
4696     {
4697     name => 'resist cold %',
4698     type => 'int'
4699     }
4700     ],
4701     [
4702     'resist_confusion',
4703     {
4704     name => 'resist confusion %',
4705     type => 'int'
4706     }
4707     ],
4708     [
4709     'resist_acid',
4710     {
4711     name => 'resist acid %',
4712     type => 'int'
4713     }
4714     ],
4715     [
4716     'resist_drain',
4717     {
4718     name => 'resist draining %',
4719     type => 'int'
4720     }
4721     ],
4722     [
4723     'resist_weaponmagic',
4724     {
4725     name => 'resist weaponmagic %',
4726     type => 'int'
4727     }
4728     ],
4729     [
4730     'resist_ghosthit',
4731     {
4732     name => 'resist ghosthit %',
4733     type => 'int'
4734     }
4735     ],
4736     [
4737     'resist_poison',
4738     {
4739     name => 'resist poison %',
4740     type => 'int'
4741     }
4742     ],
4743     [
4744     'resist_slow',
4745     {
4746     name => 'resist slow %',
4747     type => 'int'
4748     }
4749     ],
4750     [
4751     'resist_paralyze',
4752     {
4753     name => 'resist paralyze %',
4754     type => 'int'
4755     }
4756     ],
4757     [
4758     'resist_fear',
4759     {
4760     name => 'resist fear %',
4761     type => 'int'
4762     }
4763     ],
4764     [
4765     'resist_deplete',
4766     {
4767     name => 'resist depletion %',
4768     type => 'int'
4769     }
4770     ],
4771     [
4772     'resist_death',
4773     {
4774     name => 'resist death-attack %',
4775     type => 'int'
4776     }
4777     ],
4778     [
4779     'resist_chaos',
4780     {
4781     name => 'resist chaos %',
4782     type => 'int'
4783     }
4784     ],
4785     [
4786     'resist_blind',
4787     {
4788     name => 'resist blinding %',
4789     type => 'int'
4790     }
4791     ],
4792     [
4793     'resist_holyword',
4794     {
4795     name => 'resist holy power %',
4796     type => 'int'
4797     }
4798     ],
4799     [
4800     'resist_godpower',
4801     {
4802     name => 'resist godpower %',
4803     type => 'int'
4804     }
4805     ]
4806     ]
4807     ]
4808     ],
4809     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. :-)'
4810     },
4811 root 1.9 'Monster (Grimreaper)' => {
4812     desc => 'A grimreaper is a monster that vanishes after it did some number of draining attacks.',
4813     ignore => [
4814     'material',
4815     'name_pl',
4816     'nrof',
4817     'value',
4818     'unpaid'
4819     ],
4820     import => [
4821 root 1.29 'Monster & NPC'
4822 root 1.9 ],
4823     name => 'Monster (Grimreaper)',
4824     section => [
4825     [
4826     'grimreaper',
4827     [
4828     [
4829     'value',
4830     {
4831     desc => 'The object vanishes after this number of draining attacks.',
4832     name => 'attacks',
4833     type => 'int'
4834     }
4835     ]
4836     ]
4837     ]
4838     ]
4839     },
4840 root 1.7 'Mood Floor' => {
4841     attr => [
4842     [
4843     'no_pick',
4844 root 1.4 {
4845 root 1.7 type => 'fixed',
4846     value => 1
4847 root 1.4 }
4848     ],
4849     [
4850 root 1.7 'last_sp',
4851     {
4852     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!',
4853     name => 'mood',
4854     type => 'list',
4855     value => $LIST{mood}
4856     }
4857     ],
4858     [
4859     'connected',
4860     {
4861     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!',
4862     name => 'connection',
4863 root 1.50 type => 'string'
4864 root 1.7 }
4865     ],
4866     [
4867     'no_magic',
4868     {
4869     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
4870     name => 'no spells',
4871     type => 'bool'
4872     }
4873     ],
4874     [
4875     'damned',
4876     {
4877     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
4878     name => 'no prayers',
4879     type => 'bool'
4880     }
4881     ]
4882     ],
4883     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.',
4884     ignore => [
4885     $IGNORE_LIST{system_object}
4886     ],
4887     name => 'Mood Floor',
4888     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.)'
4889     },
4890     Mover => {
4891     attr => [
4892     [
4893     'attacktype',
4894     {
4895     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.',
4896     name => 'forced movement',
4897     type => 'bool'
4898     }
4899     ],
4900     [
4901     'maxsp',
4902     {
4903     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.',
4904     name => 'freeze duration',
4905     type => 'int'
4906     }
4907     ],
4908     [
4909     'speed',
4910     {
4911     desc => 'The movement speed value determines how fast a chain of these movers will push a player along (default is -0.2).',
4912     name => 'movement speed',
4913     type => 'float'
4914     }
4915     ],
4916     [
4917 root 1.17 'speed_left',
4918     {
4919     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.',
4920     name => 'speed left',
4921     type => 'float'
4922     }
4923     ],
4924     [
4925 root 1.7 'sp',
4926     {
4927     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.',
4928     name => 'direction',
4929     type => 'list',
4930     value => $LIST{direction}
4931     }
4932     ],
4933     [
4934     'lifesave',
4935     {
4936 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.',
4937 root 1.7 name => 'gets used up',
4938     type => 'bool'
4939     }
4940     ],
4941     [
4942     'hp',
4943     {
4944     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).',
4945     name => 'number of uses',
4946     type => 'int'
4947     }
4948     ]
4949     ],
4950     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.',
4951     ignore => [
4952     $IGNORE_LIST{non_pickable}
4953     ],
4954     name => 'Mover',
4955     section => [
4956     [
4957     'targets',
4958     [
4959     [
4960     'level',
4961     {
4962     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.',
4963     name => 'move players',
4964     type => 'bool'
4965     }
4966     ],
4967     [
4968 root 1.14 'move_on',
4969 root 1.7 {
4970 root 1.14 desc => 'Which movement types activate the mover.',
4971     name => 'movement type',
4972     type => 'movement_type'
4973 root 1.7 }
4974     ]
4975     ]
4976     ]
4977     ],
4978     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).'
4979     },
4980     Pedestal => {
4981     attr => [
4982     [
4983     'no_pick',
4984 root 1.4 {
4985 root 1.7 type => 'fixed',
4986     value => 1
4987 root 1.4 }
4988     ],
4989     [
4990 root 1.7 'slaying',
4991 root 1.4 {
4992 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',
4993 root 1.7 name => 'match race',
4994     type => 'string'
4995 root 1.4 }
4996     ],
4997     [
4998 root 1.7 'connected',
4999 root 1.4 {
5000 root 1.7 desc => 'When the pedestal is triggered, all objects with the same connection value get activated.',
5001     name => 'connection',
5002 root 1.50 type => 'string'
5003 root 1.4 }
5004     ],
5005     [
5006 root 1.14 'move_on',
5007 root 1.4 {
5008 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5009 root 1.58 name => 'movement on',
5010 elmex 1.26 type => 'movement_type'
5011 root 1.4 }
5012     ]
5013     ],
5014 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.',
5015     ignore => [
5016     $IGNORE_LIST{non_pickable}
5017     ],
5018 root 1.5 name => 'Pedestal',
5019 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.'
5020     },
5021 root 1.60 'Pedestal Trigger' => {
5022     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.',
5023     ignore => [
5024     $IGNORE_LIST{non_pickable}
5025     ],
5026     import => [
5027     'Pedestal'
5028     ],
5029     name => 'Pedestal Trigger'
5030     },
5031 root 1.3 Pit => {
5032 root 1.7 attr => [
5033     [
5034     'no_pick',
5035     {
5036     type => 'fixed',
5037     value => 1
5038     }
5039     ],
5040     [
5041 root 1.42 'range',
5042     {
5043 root 1.44 desc => 'The radius of the square area that the pit will randomly put the player into (0 to 3, default 1).',
5044 root 1.43 name => 'spread radius',
5045 root 1.42 type => 'int'
5046     }
5047     ],
5048     [
5049 root 1.7 'connected',
5050     {
5051     desc => 'When a <connection> value is set, the pit can be opened/closed by activating the connection.',
5052     name => 'connection',
5053 root 1.50 type => 'string'
5054 root 1.7 }
5055     ],
5056     [
5057 elmex 1.21 'activate_on_push',
5058     {
5059     desc => 'Whether the teleporter should only be activated on push.',
5060 root 1.42 name => 'activate on push',
5061 elmex 1.21 type => 'bool'
5062     }
5063     ],
5064     [
5065     'activate_on_release',
5066     {
5067     desc => 'Whether the teleporter should only be activated on release.',
5068 root 1.42 name => 'activate on release',
5069 elmex 1.21 type => 'bool'
5070     }
5071     ],
5072     [
5073 root 1.7 'hp',
5074     {
5075     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!',
5076     name => 'destination X',
5077     type => 'int'
5078     }
5079     ],
5080     [
5081     'sp',
5082     {
5083     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!',
5084     name => 'destination Y',
5085     type => 'int'
5086     }
5087     ],
5088     [
5089     'wc',
5090     {
5091     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.',
5092     name => 'position state',
5093     type => 'int'
5094     }
5095     ],
5096     [
5097 root 1.14 'move_on',
5098 root 1.7 {
5099 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5100 root 1.58 name => 'movement on',
5101 elmex 1.26 type => 'movement_type'
5102 root 1.7 }
5103     ]
5104     ],
5105 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.',
5106 root 1.3 ignore => [
5107     $IGNORE_LIST{non_pickable}
5108     ],
5109 root 1.5 name => 'Pit',
5110 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.'
5111     },
5112     'Poison Food' => {
5113 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.',
5114     name => 'Poison Food'
5115 root 1.3 },
5116     Potion => {
5117 root 1.7 attr => [
5118     [
5119     'level',
5120     {
5121     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.',
5122     name => 'potion level',
5123     type => 'int'
5124     }
5125     ],
5126     [
5127     'sp',
5128     {
5129     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".',
5130     name => 'spell',
5131     type => 'spell'
5132     }
5133     ],
5134     [
5135     'attacktype',
5136     {
5137     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.',
5138     name => 'special effect',
5139     type => 'list',
5140     value => $LIST{potion_effect}
5141     }
5142     ],
5143     [
5144     'cursed',
5145     {
5146     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 >:)',
5147     name => 'cursed',
5148     type => 'bool'
5149     }
5150     ],
5151     [
5152     'startequip',
5153     {
5154     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5155     name => 'godgiven item',
5156     type => 'bool'
5157     }
5158     ]
5159     ],
5160 root 1.3 desc => 'The player can drink these and gain various kinds of benefits (/penalties) by doing so.',
5161 root 1.5 name => 'Potion',
5162 root 1.4 section => [
5163     [
5164     'stats',
5165 root 1.7 [
5166     [
5167     'Str',
5168     {
5169     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.',
5170     name => 'strength',
5171     type => 'int'
5172     }
5173     ],
5174     [
5175     'Dex',
5176     {
5177 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.',
5178 root 1.7 name => 'dexterity',
5179     type => 'int'
5180     }
5181     ],
5182     [
5183     'Con',
5184     {
5185 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.',
5186 root 1.7 name => 'constitution',
5187     type => 'int'
5188     }
5189     ],
5190     [
5191     'Int',
5192     {
5193 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.',
5194 root 1.7 name => 'intelligence',
5195     type => 'int'
5196     }
5197     ],
5198     [
5199     'Pow',
5200     {
5201 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.',
5202 root 1.7 name => 'power',
5203     type => 'int'
5204     }
5205     ],
5206     [
5207     'Wis',
5208     {
5209 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.',
5210 root 1.7 name => 'wisdom',
5211     type => 'int'
5212     }
5213     ],
5214     [
5215     'Cha',
5216     {
5217 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.',
5218 root 1.7 name => 'charisma',
5219     type => 'int'
5220     }
5221     ]
5222     ]
5223     ],
5224     [
5225     'resistance',
5226     [
5227     [
5228     'resist_physical',
5229     {
5230     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5231     name => 'resist physical %',
5232     type => 'int'
5233     }
5234     ],
5235     [
5236     'resist_magic',
5237     {
5238 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!',
5239 root 1.7 name => 'resist magic %',
5240     type => 'int'
5241     }
5242     ],
5243     [
5244     'resist_fire',
5245     {
5246 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!',
5247 root 1.7 name => 'resist fire %',
5248     type => 'int'
5249     }
5250     ],
5251     [
5252     'resist_electricity',
5253     {
5254 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!',
5255 root 1.7 name => 'resist electricity %',
5256     type => 'int'
5257     }
5258     ],
5259     [
5260     'resist_cold',
5261     {
5262 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!',
5263 root 1.7 name => 'resist cold %',
5264     type => 'int'
5265     }
5266     ],
5267     [
5268     'resist_acid',
5269     {
5270 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!',
5271 root 1.7 name => 'resist acid %',
5272     type => 'int'
5273     }
5274     ],
5275     [
5276     'resist_confusion',
5277     {
5278 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!',
5279 root 1.7 name => 'resist confusion %',
5280     type => 'int'
5281     }
5282     ],
5283     [
5284     'resist_weaponmagic',
5285     {
5286 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!',
5287 root 1.7 name => 'resist weaponmagic %',
5288     type => 'int'
5289     }
5290     ],
5291     [
5292 elmex 1.33 'resist_ghosthit',
5293 root 1.7 {
5294 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!',
5295     name => 'resist ghosthit %',
5296 root 1.7 type => 'int'
5297     }
5298     ],
5299     [
5300 elmex 1.33 'resist_slow',
5301 root 1.7 {
5302 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!',
5303     name => 'resist slow %',
5304 root 1.7 type => 'int'
5305     }
5306     ],
5307     [
5308 elmex 1.33 'resist_fear',
5309 root 1.7 {
5310 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!',
5311     name => 'resist fear %',
5312 root 1.7 type => 'int'
5313     }
5314     ],
5315     [
5316 elmex 1.33 'resist_death',
5317 root 1.7 {
5318 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!',
5319     name => 'resist death-attack %',
5320     type => 'int'
5321     }
5322     ],
5323     [
5324     'resist_chaos',
5325     {
5326     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5327     name => 'resist chaos %',
5328     type => 'int'
5329     }
5330     ],
5331     [
5332     'resist_blind',
5333     {
5334     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5335     name => 'resist blinding %',
5336     type => 'int'
5337     }
5338     ],
5339     [
5340     'resist_holyword',
5341     {
5342     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5343     name => 'resist holy power %',
5344     type => 'int'
5345     }
5346     ],
5347     [
5348     'resist_godpower',
5349     {
5350     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5351     name => 'resist godpower %',
5352     type => 'int'
5353     }
5354     ],
5355     [
5356     'resist_paralyze',
5357     {
5358     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5359     name => 'resist paralyze %',
5360     type => 'int'
5361     }
5362     ],
5363     [
5364     'resist_drain',
5365     {
5366     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5367     name => 'resist draining %',
5368     type => 'int'
5369     }
5370     ],
5371     [
5372     'resist_deplete',
5373     {
5374     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5375     name => 'resist depletion %',
5376     type => 'int'
5377     }
5378     ],
5379     [
5380     'resist_poison',
5381     {
5382     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5383     name => 'resist poison %',
5384 root 1.7 type => 'int'
5385     }
5386     ]
5387     ]
5388     ]
5389     ],
5390     use => 'One potion should never give multiple benefits at once.'
5391     },
5392     'Power Crystal' => {
5393     attr => [
5394     [
5395     'sp',
5396 root 1.4 {
5397 root 1.7 desc => '<initial mana> is the amount of spellpoints that the crystal holds when the map is loaded.',
5398     name => 'initial mana',
5399     type => 'int'
5400 root 1.4 }
5401     ],
5402     [
5403 root 1.7 'maxsp',
5404 root 1.4 {
5405 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.',
5406     name => 'mana capacity',
5407     type => 'int'
5408 root 1.4 }
5409     ]
5410     ],
5411 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.',
5412     name => 'Power Crystal'
5413 root 1.1 },
5414 root 1.3 Projectile => {
5415 root 1.7 attr => [
5416     [
5417     'attacktype',
5418     {
5419     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.',
5420     name => 'attacktype',
5421     type => 'bitmask',
5422     value => $BITMASK{attacktype}
5423     }
5424     ],
5425     [
5426     'race',
5427     {
5428     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>.',
5429     name => 'ammunition class',
5430     type => 'string'
5431     }
5432     ],
5433     [
5434     'slaying',
5435     {
5436     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.',
5437     name => 'slaying race',
5438     type => 'string'
5439     }
5440     ],
5441     [
5442     'dam',
5443     {
5444     desc => 'The projectile <damage> significantly affects the damage done. Damage can be further increased by the shooting weapon\'s attributes.',
5445     name => 'damage',
5446     type => 'int'
5447     }
5448     ],
5449     [
5450     'wc',
5451     {
5452     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.',
5453     name => 'weaponclass',
5454     type => 'int'
5455     }
5456     ],
5457     [
5458     'food',
5459     {
5460     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).',
5461     name => 'chance to break',
5462     type => 'int'
5463     }
5464     ],
5465     [
5466     'magic',
5467     {
5468     desc => 'Magic bonus increases chance to hit and damage a little bit.',
5469     name => 'magic bonus',
5470     type => 'int'
5471     }
5472     ],
5473     [
5474     'unique',
5475     {
5476     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5477     name => 'unique item',
5478     type => 'bool'
5479     }
5480     ],
5481     [
5482     'startequip',
5483     {
5484     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5485     name => 'godgiven item',
5486     type => 'bool'
5487     }
5488     ],
5489     [
5490     'no_drop',
5491     {
5492     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.',
5493     name => 'don\'t drop',
5494     type => 'bool'
5495     }
5496     ],
5497     [
5498     'msg',
5499     {
5500     desc => 'This text may describe the projectile. This could be nice for very special ones.',
5501     end => 'endmsg',
5502     name => 'description',
5503     type => 'text'
5504     }
5505     ]
5506     ],
5507     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.',
5508     name => 'Projectile',
5509     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.'
5510     },
5511     Ring => {
5512     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.',
5513     import => [
5514 root 1.29 'Amulet'
5515 root 1.7 ],
5516     name => 'Ring',
5517     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.'
5518     },
5519     Rod => {
5520     attr => [
5521     [
5522     'sp',
5523     {
5524     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!',
5525     name => 'spell',
5526     type => 'spell'
5527     }
5528     ],
5529     [
5530     'level',
5531     {
5532     desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should be set to something reasonable.',
5533     name => 'casting level',
5534     type => 'int'
5535     }
5536     ],
5537     [
5538     'hp',
5539     {
5540     desc => 'This value represents the initial amount of spellpoints in the rod. Naturally, this is quite unimportant.',
5541     name => 'initial spellpoints',
5542     type => 'int'
5543     }
5544     ],
5545     [
5546     'maxhp',
5547     {
5548     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.',
5549     name => 'max. spellpoints',
5550     type => 'int'
5551     }
5552     ],
5553     [
5554     'startequip',
5555     {
5556     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5557     name => 'godgiven item',
5558     type => 'bool'
5559     }
5560     ],
5561     [
5562     'msg',
5563     {
5564     desc => 'This text may contain a description of the rod.',
5565     end => 'endmsg',
5566     name => 'description',
5567     type => 'text'
5568     }
5569     ]
5570     ],
5571     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.',
5572     ignore => [
5573     'title'
5574     ],
5575     name => 'Rod',
5576     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>'
5577     },
5578     Rune => {
5579     attr => [
5580     [
5581     'no_pick',
5582     {
5583     type => 'fixed',
5584     value => 1
5585     }
5586     ],
5587     [
5588 root 1.14 'move_on',
5589 root 1.7 {
5590 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5591 root 1.58 name => 'movement on',
5592 elmex 1.26 type => 'movement_type'
5593 root 1.7 }
5594     ],
5595     [
5596     'level',
5597     {
5598     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.',
5599     name => 'rune level',
5600     type => 'int'
5601     }
5602     ],
5603     [
5604     'Cha',
5605     {
5606     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.',
5607     name => 'visibility',
5608     type => 'int'
5609     }
5610     ],
5611     [
5612     'hp',
5613     {
5614     desc => 'The rune will detonate <number of charges> times before disappearing.',
5615     name => 'number of charges',
5616     type => 'int'
5617     }
5618     ],
5619     [
5620     'dam',
5621     {
5622     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.',
5623     name => 'direct damage',
5624     type => 'int'
5625     }
5626     ],
5627     [
5628     'attacktype',
5629     {
5630     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.',
5631     name => 'attacktype',
5632     type => 'bitmask',
5633     value => $BITMASK{attacktype}
5634     }
5635     ],
5636     [
5637     'msg',
5638     {
5639     desc => 'When the rune detonates, this text is displayed to the victim. For especially powerful runes, create an appropriate thrilling description. ;)',
5640     end => 'endmsg',
5641     name => 'detonation text',
5642     type => 'text'
5643     }
5644     ]
5645 root 1.3 ],
5646     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.',
5647     ignore => [
5648     'no_pick',
5649     'title',
5650     'name_pl',
5651     'weight',
5652     'value',
5653     'material',
5654     'unpaid'
5655     ],
5656 root 1.5 name => 'Rune',
5657 root 1.4 section => [
5658     [
5659     'spellcraft',
5660 root 1.7 [
5661     [
5662     'sp',
5663     {
5664     desc => 'The selected <spell> defines the spell in the rune, if any. (Many runes do direct damage).',
5665     name => 'spell',
5666     type => 'spell'
5667     }
5668     ],
5669     [
5670     'slaying',
5671     {
5672     desc => 'Name of the spell in the rune, if any. <spell name> is optional, but if present, overrides the <spell> setting.',
5673     name => 'spell name',
5674     type => 'string'
5675     }
5676     ],
5677     [
5678     'other_arch',
5679     {
5680     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.',
5681     name => 'spell arch',
5682     type => 'string'
5683     }
5684     ],
5685     [
5686     'maxsp',
5687     {
5688     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.',
5689     name => 'direction',
5690     type => 'list',
5691     value => $LIST{direction}
5692     }
5693     ],
5694     [
5695     'race',
5696     {
5697     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.',
5698     name => 'summon monster',
5699     type => 'string'
5700     }
5701     ],
5702     [
5703     'maxhp',
5704     {
5705     desc => 'This should only be set to a summoning rune. It will then summon that many creatures of the kind <summon monster>.',
5706     name => 'summon amount',
5707     type => 'int'
5708     }
5709     ]
5710     ]
5711 root 1.4 ]
5712     ],
5713 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.'
5714     },
5715 root 1.37 'Safe ground' => {
5716 elmex 1.23 attr => [
5717     [
5718 root 1.35 'move_block',
5719     {
5720     desc => 'Objects using these movement types cannot move over this space.',
5721     name => 'blocked movement',
5722     type => 'movement_type'
5723     }
5724     ],
5725     [
5726     'move_allow',
5727     {
5728     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
5729     name => 'allowed movement',
5730     type => 'movement_type'
5731     }
5732     ],
5733     [
5734     'move_slow',
5735     {
5736     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
5737     name => 'slowed movement',
5738     type => 'movement_type'
5739     }
5740     ],
5741     [
5742     'move_slow_penalty',
5743     {
5744     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)',
5745     name => 'slow movement penalty',
5746     type => 'int'
5747     }
5748     ],
5749     [
5750 elmex 1.23 'no_pick',
5751     {
5752     type => 'fixed',
5753     value => 1
5754     }
5755     ]
5756     ],
5757 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.',
5758 elmex 1.23 ignore => [
5759     $IGNORE_LIST{non_pickable}
5760     ],
5761 root 1.37 name => 'Safe ground',
5762 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.'
5763 elmex 1.23 },
5764 root 1.3 Savebed => {
5765 root 1.7 attr => [
5766     [
5767     'no_pick',
5768     {
5769     type => 'fixed',
5770     value => 1
5771     }
5772     ],
5773     [
5774     'no_magic',
5775     {
5776     type => 'fixed',
5777     value => 1
5778     }
5779     ],
5780     [
5781     'damned',
5782     {
5783     type => 'fixed',
5784     value => 1
5785     }
5786     ]
5787     ],
5788 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.',
5789     ignore => [
5790     $IGNORE_LIST{non_pickable}
5791     ],
5792 root 1.5 name => 'Savebed',
5793 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>'
5794 root 1.3 },
5795     Scroll => {
5796 root 1.7 attr => [
5797     [
5798     'level',
5799     {
5800     desc => 'The spell of the scroll will be casted at this level. This value should always be set, at least to 1.',
5801     name => 'casting level',
5802     type => 'int'
5803     }
5804     ],
5805     [
5806     'sp',
5807     {
5808     desc => 'When a player/monster applies this scroll, the selected <spell> will be casted (once). This should work for any given spell.',
5809     name => 'spell',
5810     type => 'spell'
5811     }
5812     ],
5813     [
5814     'startequip',
5815     {
5816     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5817     name => 'godgiven item',
5818     type => 'bool'
5819     }
5820     ]
5821     ],
5822 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.',
5823     ignore => [
5824     'title'
5825     ],
5826 root 1.5 name => 'Scroll',
5827 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.'
5828     },
5829     Shield => {
5830 root 1.7 attr => [
5831     [
5832     'magic',
5833     {
5834     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.',
5835     name => 'magic bonus',
5836     type => 'int'
5837     }
5838     ]
5839     ],
5840 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.',
5841     import => [
5842 root 1.29 'Amulet'
5843 root 1.3 ],
5844 root 1.5 name => 'Shield',
5845 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.'
5846     },
5847     'Shooting Weapon' => {
5848 root 1.7 attr => [
5849     [
5850     'race',
5851     {
5852     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.',
5853     name => 'ammunition class',
5854     type => 'string'
5855     }
5856     ],
5857     [
5858     'sp',
5859     {
5860     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).',
5861     name => 'shooting speed',
5862     type => 'int'
5863     }
5864     ],
5865     [
5866     'dam',
5867     {
5868     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.',
5869     name => 'base damage',
5870     type => 'int'
5871     }
5872     ],
5873     [
5874     'wc',
5875     {
5876     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.',
5877     name => 'weaponclass',
5878     type => 'int'
5879     }
5880     ],
5881     [
5882     'item_power',
5883     {
5884 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>.',
5885 root 1.7 name => 'item power',
5886     type => 'int'
5887     }
5888     ],
5889     [
5890     'no_strength',
5891     {
5892     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.',
5893     name => 'ignore strength',
5894     type => 'bool'
5895     }
5896     ],
5897     [
5898     'damned',
5899     {
5900     desc => 'A damned shooting weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
5901     name => 'damnation',
5902     type => 'bool'
5903     }
5904     ],
5905     [
5906     'cursed',
5907     {
5908     desc => 'A cursed shooting weapon cannot be unwielded unless the curse is removed.',
5909     name => 'curse',
5910     type => 'bool'
5911     }
5912     ],
5913     [
5914     'unique',
5915     {
5916     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5917     name => 'unique item',
5918     type => 'bool'
5919     }
5920     ],
5921     [
5922     'startequip',
5923     {
5924     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5925     name => 'godgiven item',
5926     type => 'bool'
5927     }
5928     ],
5929     [
5930     'msg',
5931     {
5932     desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
5933     end => 'endmsg',
5934     name => 'description',
5935     type => 'text'
5936     }
5937     ]
5938     ],
5939 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.',
5940 root 1.5 name => 'Shooting Weapon',
5941 root 1.4 section => [
5942     [
5943     'stats',
5944 root 1.7 [
5945     [
5946     'Str',
5947     {
5948     desc => 'The player\'s strentgh will rise/fall by the given value while wearing this shooting weapon.',
5949     name => 'strength',
5950     type => 'int'
5951     }
5952     ],
5953     [
5954     'Dex',
5955     {
5956     desc => 'The player\'s dexterity will rise/fall by the given value while wearing this shooting weapon.',
5957     name => 'dexterity',
5958     type => 'int'
5959     }
5960     ],
5961     [
5962     'Con',
5963     {
5964     desc => 'The player\'s constitution will rise/fall by the given value while wearing this shooting weapon.',
5965     name => 'constitution',
5966     type => 'int'
5967     }
5968     ],
5969     [
5970     'Int',
5971     {
5972     desc => 'The player\'s intelligence will rise/fall by the given value while wearing this shooting weapon.',
5973     name => 'intelligence',
5974     type => 'int'
5975     }
5976     ],
5977     [
5978     'Pow',
5979     {
5980     desc => 'The player\'s power will rise/fall by the given value while wearing this shooting weapon.',
5981     name => 'power',
5982     type => 'int'
5983     }
5984     ],
5985     [
5986     'Wis',
5987     {
5988     desc => 'The player\'s wisdom will rise/fall by the given value while wearing this shooting weapon.',
5989     name => 'wisdom',
5990     type => 'int'
5991     }
5992     ],
5993     [
5994     'Cha',
5995     {
5996     desc => 'The player\'s charisma will rise/fall by the given value while wearing this shooting weapon.',
5997     name => 'charisma',
5998     type => 'int'
5999     }
6000     ]
6001     ]
6002     ],
6003     [
6004     'bonus',
6005     [
6006     [
6007     'luck',
6008     {
6009     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.',
6010     name => 'luck bonus',
6011     type => 'int'
6012     }
6013     ],
6014     [
6015     'magic',
6016     {
6017     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.',
6018     name => 'magic bonus',
6019     type => 'int'
6020     }
6021     ]
6022     ]
6023     ]
6024     ],
6025 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.'
6026 root 1.7 },
6027     'Shop Floor' => {
6028     attr => [
6029     [
6030     'is_floor',
6031     {
6032     type => 'fixed',
6033     value => 1
6034     }
6035     ],
6036     [
6037     'no_pick',
6038     {
6039     type => 'fixed',
6040     value => 1
6041     }
6042     ],
6043     [
6044     'no_magic',
6045     {
6046     type => 'fixed',
6047     value => 1
6048     }
6049     ],
6050     [
6051     'auto_apply',
6052 root 1.4 {
6053 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.',
6054     name => 'generate goods',
6055     type => 'bool'
6056 root 1.4 }
6057     ],
6058     [
6059 root 1.7 'randomitems',
6060     {
6061     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.',
6062     name => 'treasurelist',
6063     type => 'treasurelist'
6064     }
6065     ],
6066     [
6067     'exp',
6068     {
6069     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.',
6070     name => 'quality level',
6071     type => 'int'
6072     }
6073     ],
6074     [
6075     'damned',
6076 root 1.4 {
6077 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.)',
6078     name => 'no prayers',
6079     type => 'bool'
6080 root 1.4 }
6081     ]
6082     ],
6083 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).',
6084     ignore => [
6085     $IGNORE_LIST{non_pickable}
6086     ],
6087 root 1.5 name => 'Shop Floor',
6088 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.'
6089     },
6090 elmex 1.27 'Shop Inventory' => {
6091     attr => [
6092     [
6093     'shop_coords',
6094     {
6095     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.',
6096     name => 'shop rectangle',
6097     type => 'string'
6098     }
6099     ]
6100     ],
6101     desc => 'The purpose of a sign is to display the contents of a shop.',
6102     ignore => [
6103     $IGNORE_LIST{non_pickable}
6104     ],
6105     name => 'Shop Inventory',
6106     use => 'Use these signs to present the player a list of the items in the shop'
6107     },
6108 root 1.3 'Shop Mat' => {
6109 root 1.7 attr => [
6110     [
6111     'no_pick',
6112     {
6113     type => 'fixed',
6114     value => 1
6115     }
6116     ],
6117     [
6118 root 1.14 'move_on',
6119 root 1.7 {
6120 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6121 root 1.58 name => 'movement on',
6122 elmex 1.26 type => 'movement_type'
6123 root 1.7 }
6124     ]
6125     ],
6126 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).',
6127     ignore => [
6128     $IGNORE_LIST{non_pickable}
6129     ],
6130 root 1.5 name => 'Shop Mat',
6131 root 1.3 use => 'As stated above, always place TWO shop mats into your shop. Not more and not less than that.'
6132     },
6133     'Sign & MagicMouth' => {
6134 root 1.7 attr => [
6135     [
6136     'connected',
6137     {
6138     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.',
6139     name => 'connection',
6140 root 1.50 type => 'string'
6141 root 1.7 }
6142     ],
6143     [
6144 elmex 1.21 'activate_on_push',
6145     {
6146     desc => 'Whether the teleporter should only be activated on push.',
6147 root 1.42 name => 'activate on push',
6148 elmex 1.21 type => 'bool'
6149     }
6150     ],
6151     [
6152     'activate_on_release',
6153     {
6154     desc => 'Whether the teleporter should only be activated on release.',
6155 root 1.42 name => 'activate on release',
6156 elmex 1.21 type => 'bool'
6157     }
6158     ],
6159     [
6160 root 1.14 'move_on',
6161 root 1.7 {
6162 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6163 root 1.58 name => 'movement on',
6164 elmex 1.26 type => 'movement_type'
6165 root 1.7 }
6166     ],
6167     [
6168     'food',
6169     {
6170     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).',
6171     name => 'counter',
6172     type => 'int'
6173     }
6174     ],
6175     [
6176     'msg',
6177     {
6178     desc => 'This text will be displayed to the player.',
6179     end => 'endmsg',
6180     name => 'message',
6181     type => 'text'
6182     }
6183     ]
6184     ],
6185     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).',
6186     ignore => [
6187     $IGNORE_LIST{non_pickable}
6188     ],
6189     name => 'Sign & MagicMouth',
6190     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.'
6191     },
6192     Skill => {
6193     attr => [
6194     [
6195     'invisible',
6196     {
6197     type => 'fixed',
6198     value => 1
6199     }
6200     ],
6201     [
6202     'no_drop',
6203     {
6204     type => 'fixed',
6205     value => 1
6206     }
6207     ],
6208     [
6209     'skill',
6210     {
6211     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.',
6212     name => 'skill name',
6213     type => 'string'
6214     }
6215     ],
6216     [
6217     'expmul',
6218     {
6219     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.',
6220     name => 'exp multiplier',
6221     type => 'float'
6222     }
6223     ],
6224     [
6225     'subtype',
6226     {
6227 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.',
6228 root 1.7 name => 'skill type',
6229     type => 'list',
6230     value => $LIST{skill_type}
6231     }
6232     ],
6233     [
6234     'level',
6235     {
6236     name => 'level',
6237     type => 'int'
6238     }
6239     ],
6240     [
6241     'exp',
6242     {
6243     name => 'experience',
6244     type => 'int'
6245     }
6246     ],
6247     [
6248     'can_use_skill',
6249     {
6250     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.',
6251     name => 'is native skill',
6252     type => 'bool'
6253     }
6254     ]
6255 root 1.3 ],
6256     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.',
6257     ignore => [
6258     $IGNORE_LIST{system_object}
6259     ],
6260 root 1.5 name => 'Skill',
6261 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>'
6262     },
6263     'Skill Scroll' => {
6264 root 1.7 attr => [
6265     [
6266     'race',
6267     {
6268     type => 'fixed',
6269     value => 'scrolls'
6270     }
6271     ],
6272     [
6273     'skill',
6274     {
6275     desc => 'The <skill name> matches the skill object that can be learned from this scroll.',
6276     name => 'skill name',
6277     type => 'string'
6278     }
6279     ]
6280     ],
6281 root 1.3 desc => 'By reading a skill scroll, a player has a chance to learn the contained skill.',
6282 root 1.5 name => 'Skill Scroll',
6283 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.'
6284     },
6285 elmex 1.33 'Skill Tool' => {
6286     attr => [
6287     [
6288     'skill',
6289     {
6290     desc => 'This field describes which skill the player will be able to use wearing this item.',
6291     name => 'skill name',
6292     type => 'string'
6293     }
6294     ]
6295     ],
6296     desc => 'Wearing a skill tool will give the player the ability to use a skill.',
6297     name => 'Skill Tool',
6298     section => [
6299     [
6300     'stats',
6301     [
6302     [
6303     'Str',
6304     {
6305     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.',
6306     name => 'strength',
6307     type => 'int'
6308     }
6309     ],
6310     [
6311     'Dex',
6312     {
6313     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.',
6314     name => 'dexterity',
6315     type => 'int'
6316     }
6317     ],
6318     [
6319     'Con',
6320     {
6321     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.',
6322     name => 'constitution',
6323     type => 'int'
6324     }
6325     ],
6326     [
6327     'Int',
6328     {
6329     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.',
6330     name => 'intelligence',
6331     type => 'int'
6332     }
6333     ],
6334     [
6335     'Pow',
6336     {
6337     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.',
6338     name => 'power',
6339     type => 'int'
6340     }
6341     ],
6342     [
6343     'Wis',
6344     {
6345     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.',
6346     name => 'wisdom',
6347     type => 'int'
6348     }
6349     ],
6350     [
6351     'Cha',
6352     {
6353     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.',
6354     name => 'charisma',
6355     type => 'int'
6356     }
6357     ]
6358     ]
6359     ],
6360     [
6361     'resistance',
6362     [
6363     [
6364     'resist_physical',
6365     {
6366     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6367     name => 'resist physical %',
6368     type => 'int'
6369     }
6370     ],
6371     [
6372     'resist_magic',
6373     {
6374     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6375     name => 'resist magic %',
6376     type => 'int'
6377     }
6378     ],
6379     [
6380     'resist_fire',
6381     {
6382     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6383     name => 'resist fire %',
6384     type => 'int'
6385     }
6386     ],
6387     [
6388     'resist_electricity',
6389     {
6390     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6391     name => 'resist electricity %',
6392     type => 'int'
6393     }
6394     ],
6395     [
6396     'resist_cold',
6397     {
6398     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6399     name => 'resist cold %',
6400     type => 'int'
6401     }
6402     ],
6403     [
6404     'resist_acid',
6405     {
6406     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6407     name => 'resist acid %',
6408     type => 'int'
6409     }
6410     ],
6411     [
6412     'resist_confusion',
6413     {
6414     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6415     name => 'resist confusion %',
6416     type => 'int'
6417     }
6418     ],
6419     [
6420     'resist_weaponmagic',
6421     {
6422     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6423     name => 'resist weaponmagic %',
6424     type => 'int'
6425     }
6426     ],
6427     [
6428     'resist_ghosthit',
6429     {
6430     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6431     name => 'resist ghosthit %',
6432     type => 'int'
6433     }
6434     ],
6435     [
6436     'resist_slow',
6437     {
6438     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6439     name => 'resist slow %',
6440     type => 'int'
6441     }
6442     ],
6443     [
6444     'resist_fear',
6445     {
6446     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6447     name => 'resist fear %',
6448     type => 'int'
6449     }
6450     ],
6451     [
6452     'resist_death',
6453     {
6454     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6455     name => 'resist death-attack %',
6456     type => 'int'
6457     }
6458     ],
6459     [
6460     'resist_chaos',
6461     {
6462     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6463     name => 'resist chaos %',
6464     type => 'int'
6465     }
6466     ],
6467     [
6468     'resist_blind',
6469     {
6470     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6471     name => 'resist blinding %',
6472     type => 'int'
6473     }
6474     ],
6475     [
6476     'resist_holyword',
6477     {
6478     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6479     name => 'resist holy power %',
6480     type => 'int'
6481     }
6482     ],
6483     [
6484     'resist_godpower',
6485     {
6486     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6487     name => 'resist godpower %',
6488     type => 'int'
6489     }
6490     ],
6491     [
6492     'resist_paralyze',
6493     {
6494     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6495     name => 'resist paralyze %',
6496     type => 'int'
6497     }
6498     ],
6499     [
6500     'resist_drain',
6501     {
6502     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6503     name => 'resist draining %',
6504     type => 'int'
6505     }
6506     ],
6507     [
6508     'resist_deplete',
6509     {
6510     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6511     name => 'resist depletion %',
6512     type => 'int'
6513     }
6514     ],
6515     [
6516     'resist_poison',
6517     {
6518     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6519     name => 'resist poison %',
6520     type => 'int'
6521     }
6522     ]
6523     ]
6524     ]
6525     ],
6526     use => 'Feel free to assign resistancies and stats to a skill tools or change the skill that is given.'
6527     },
6528 root 1.3 'Special Key' => {
6529 root 1.7 attr => [
6530     [
6531     'slaying',
6532     {
6533     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.',
6534     name => 'key string',
6535     type => 'string'
6536     }
6537     ],
6538     [
6539     'material',
6540     {
6541     desc => 'For Special Keys, material should always be unset or set to Adamantite. This prevents the key from getting burned or otherwise destroyed.',
6542     name => 'material',
6543     type => 'bitmask',
6544     value => $BITMASK{material}
6545     }
6546     ],
6547     [
6548     'unique',
6549     {
6550     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.',
6551     name => 'unique item',
6552     type => 'bool'
6553     }
6554     ],
6555     [
6556     'startequip',
6557     {
6558     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6559     name => 'godgiven item',
6560     type => 'bool'
6561     }
6562     ],
6563     [
6564     'msg',
6565     {
6566     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.',
6567     end => 'endmsg',
6568     name => 'description',
6569     type => 'text'
6570     }
6571     ]
6572     ],
6573 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.',
6574     ignore => [
6575     'material'
6576     ],
6577 root 1.5 name => 'Special Key',
6578 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".'
6579     },
6580     Spell => {
6581 root 1.7 attr => [
6582     [
6583     'no_drop',
6584     {
6585     type => 'fixed',
6586     value => 1
6587     }
6588     ],
6589     [
6590     'invisible',
6591     {
6592     type => 'fixed',
6593     value => 1
6594     }
6595     ],
6596     [
6597     'skill',
6598     {
6599     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.',
6600     name => 'skill name',
6601     type => 'string'
6602     }
6603     ],
6604     [
6605     'subtype',
6606     {
6607     desc => 'The <spell type> defines the basic type of spell. Some of these types are of a more generic nature than others.',
6608     name => 'spell type',
6609     type => 'list',
6610     value => $LIST{spell_type}
6611     }
6612     ],
6613     [
6614     'level',
6615     {
6616     name => 'spell level',
6617     type => 'int'
6618     }
6619     ],
6620     [
6621     'casting_time',
6622     {
6623     name => 'casting time',
6624     type => 'int'
6625     }
6626     ],
6627     [
6628     'duration',
6629     {
6630     name => 'duration',
6631     type => 'int'
6632     }
6633     ],
6634     [
6635     'other_arch',
6636     {
6637     name => 'create object',
6638     type => 'string'
6639     }
6640     ],
6641     [
6642     'sp',
6643     {
6644     name => 'cost spellpoints',
6645     type => 'int'
6646     }
6647     ],
6648     [
6649     'grace',
6650     {
6651     name => 'cost grace',
6652     type => 'int'
6653     }
6654     ],
6655     [
6656     'maxsp',
6657     {
6658     name => 'double cost per level',
6659     type => 'int'
6660     }
6661     ]
6662     ],
6663 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.',
6664     ignore => [
6665     $IGNORE_LIST{system_object}
6666     ],
6667 root 1.5 name => 'Spell',
6668 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.'
6669     },
6670     Spellbook => {
6671 root 1.7 attr => [
6672     [
6673     'skill',
6674     {
6675     type => 'fixed',
6676     value => 'literacy'
6677     }
6678     ],
6679     [
6680     'randomitems',
6681     {
6682     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.',
6683     name => 'treasurelist',
6684     type => 'treasurelist'
6685     }
6686     ],
6687     [
6688     'startequip',
6689     {
6690     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6691     name => 'godgiven item',
6692     type => 'bool'
6693     }
6694     ],
6695     [
6696     'msg',
6697     {
6698     desc => 'This text may contain a nice description of the spellbook\'s cover or something.',
6699     end => 'endmsg',
6700     name => 'description',
6701     type => 'text'
6702     }
6703     ]
6704     ],
6705 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.',
6706 root 1.5 name => 'Spellbook',
6707 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.'
6708     },
6709     Spinner => {
6710 root 1.7 attr => [
6711     [
6712     'sp',
6713     {
6714     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.',
6715     name => 'direction number',
6716     type => 'int'
6717     }
6718     ],
6719     [
6720 root 1.14 'move_on',
6721 root 1.7 {
6722 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6723 root 1.58 name => 'movement on',
6724 elmex 1.26 type => 'movement_type'
6725 root 1.7 }
6726     ]
6727     ],
6728 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.',
6729     ignore => [
6730     $IGNORE_LIST{non_pickable}
6731     ],
6732 root 1.5 name => 'Spinner',
6733 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.'
6734     },
6735     Swamp => {
6736 root 1.7 attr => [
6737     [
6738     'is_floor',
6739     {
6740     type => 'fixed',
6741     value => 1
6742     }
6743     ],
6744     [
6745     'is_wooded',
6746     {
6747     type => 'fixed',
6748     value => 1
6749     }
6750     ],
6751     [
6752     'speed',
6753     {
6754     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.',
6755     name => 'drowning speed',
6756     type => 'float'
6757     }
6758     ],
6759     [
6760 root 1.17 'speed_left',
6761     {
6762     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.',
6763     name => 'speed left',
6764     type => 'float'
6765     }
6766     ],
6767     [
6768 root 1.14 'move_on',
6769     {
6770     desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6771 root 1.58 name => 'movement on',
6772 elmex 1.26 type => 'movement_type'
6773 root 1.14 }
6774     ],
6775     [
6776     'move_block',
6777 root 1.7 {
6778 root 1.14 desc => 'Objects using these movement types cannot move over this space.',
6779     name => 'blocked movement',
6780 elmex 1.26 type => 'movement_type'
6781 root 1.14 }
6782     ],
6783     [
6784     'move_allow',
6785     {
6786     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6787     name => 'allowed movement',
6788 elmex 1.26 type => 'movement_type'
6789 root 1.14 }
6790     ],
6791     [
6792     'move_slow',
6793     {
6794     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6795     name => 'slowed movement',
6796 elmex 1.26 type => 'movement_type'
6797 root 1.14 }
6798     ],
6799     [
6800     'move_slow_penalty',
6801     {
6802     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)',
6803     name => 'slow movement penalty',
6804 root 1.7 type => 'int'
6805     }
6806     ],
6807     [
6808     'no_magic',
6809     {
6810     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
6811     name => 'no spells',
6812     type => 'bool'
6813     }
6814     ],
6815     [
6816     'damned',
6817     {
6818     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
6819     name => 'no prayers',
6820     type => 'bool'
6821     }
6822     ]
6823     ],
6824 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.',
6825     ignore => [
6826     $IGNORE_LIST{non_pickable}
6827 root 1.5 ],
6828     name => 'Swamp'
6829 root 1.3 },
6830     Teleporter => {
6831 root 1.7 attr => [
6832     [
6833     'slaying',
6834     {
6835     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.',
6836     name => 'exit path',
6837     type => 'string'
6838     }
6839     ],
6840     [
6841     'hp',
6842     {
6843     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.',
6844     name => 'destination X',
6845     type => 'int'
6846     }
6847     ],
6848     [
6849     'sp',
6850     {
6851     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.',
6852     name => 'destination Y',
6853     type => 'int'
6854     }
6855     ],
6856     [
6857     'connected',
6858     {
6859     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.',
6860     name => 'connection',
6861 root 1.50 type => 'string'
6862 root 1.7 }
6863     ],
6864     [
6865 elmex 1.21 'activate_on_push',
6866     {
6867     desc => 'Whether the teleporter should only be activated on push.',
6868 root 1.42 name => 'activate on push',
6869 elmex 1.21 type => 'bool'
6870     }
6871     ],
6872     [
6873     'activate_on_release',
6874     {
6875     desc => 'Whether the teleporter should only be activated on release.',
6876 root 1.42 name => 'activate on release',
6877 elmex 1.21 type => 'bool'
6878     }
6879     ],
6880     [
6881 root 1.7 'speed',
6882     {
6883     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!',
6884     name => 'activation speed',
6885     type => 'float'
6886     }
6887 root 1.17 ],
6888     [
6889     'speed_left',
6890     {
6891     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.',
6892     name => 'speed left',
6893     type => 'float'
6894     }
6895 root 1.7 ]
6896     ],
6897 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.',
6898     ignore => [
6899     $IGNORE_LIST{non_pickable}
6900     ],
6901 root 1.5 name => 'Teleporter',
6902 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.'
6903     },
6904 root 1.8 'Timed Gate' => {
6905     attr => [
6906     [
6907     'no_pick',
6908     {
6909     type => 'fixed',
6910     value => 1
6911     }
6912     ],
6913     [
6914     'connected',
6915     {
6916     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.',
6917     name => 'connection',
6918 root 1.50 type => 'string'
6919 root 1.8 }
6920     ],
6921     [
6922 elmex 1.21 'activate_on_push',
6923     {
6924     desc => 'Whether the teleporter should only be activated on push.',
6925 root 1.42 name => 'activate on push',
6926 elmex 1.21 type => 'bool'
6927     }
6928     ],
6929     [
6930     'activate_on_release',
6931     {
6932     desc => 'Whether the teleporter should only be activated on release.',
6933 root 1.42 name => 'activate on release',
6934 elmex 1.21 type => 'bool'
6935     }
6936     ],
6937     [
6938 root 1.8 'wc',
6939     {
6940     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.',
6941     name => 'position state',
6942     type => 'int'
6943     }
6944     ],
6945     [
6946 root 1.14 'move_block',
6947     {
6948     desc => 'Objects using these movement types cannot move over this space.',
6949     name => 'blocked movement',
6950 elmex 1.26 type => 'movement_type'
6951 root 1.14 }
6952     ],
6953     [
6954     'move_allow',
6955     {
6956     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6957     name => 'allowed movement',
6958 elmex 1.26 type => 'movement_type'
6959 root 1.14 }
6960     ],
6961     [
6962     'move_slow',
6963 root 1.8 {
6964 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6965     name => 'slowed movement',
6966 elmex 1.26 type => 'movement_type'
6967 root 1.14 }
6968     ],
6969     [
6970     'move_slow_penalty',
6971     {
6972     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)',
6973     name => 'slow movement penalty',
6974     type => 'int'
6975 root 1.8 }
6976     ],
6977     [
6978     'no_magic',
6979     {
6980     desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
6981     name => 'restrict spells',
6982     type => 'bool'
6983     }
6984     ],
6985     [
6986     'damned',
6987     {
6988     desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
6989     name => 'restrict prayers',
6990     type => 'bool'
6991     }
6992     ],
6993     [
6994     'hp',
6995     {
6996     desc => 'Defines the duration the gate remains closed. This only takes effect if the gate is not connected.',
6997     name => 'open duration',
6998     type => 'int'
6999     }
7000     ]
7001     ],
7002 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.',
7003 root 1.8 ignore => [
7004     $IGNORE_LIST{non_pickable}
7005     ],
7006     name => 'Timed Gate',
7007     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".'
7008     },
7009 elmex 1.51 Torch => {
7010     attr => [
7011     [
7012 elmex 1.59 'is_lightable',
7013     {
7014     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.',
7015     name => 'reignitable',
7016     type => 'bool'
7017     }
7018     ],
7019     [
7020 elmex 1.51 'food',
7021     {
7022     desc => 'This field specifies the burning duration of the torch.',
7023     name => 'burning duration',
7024     type => 'int'
7025     }
7026     ],
7027     [
7028     'range',
7029     {
7030     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.',
7031     name => 'enabled glow radius',
7032     type => 'int'
7033     }
7034 elmex 1.52 ],
7035     [
7036     'level',
7037     {
7038     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.',
7039     name => 'level',
7040     type => 'int'
7041     }
7042     ],
7043     [
7044     'cursed',
7045     {
7046     desc => 'Cursed torches, which have a level above 0, explode if the player applies them.',
7047     name => 'cursed',
7048     type => 'bool'
7049     }
7050 elmex 1.51 ]
7051     ],
7052 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.',
7053 elmex 1.51 name => 'Torch'
7054     },
7055 root 1.3 Trap => {
7056 root 1.7 attr => [
7057     [
7058     'no_pick',
7059     {
7060     type => 'fixed',
7061     value => 1
7062     }
7063     ],
7064     [
7065 root 1.14 'move_on',
7066 root 1.7 {
7067 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
7068 root 1.58 name => 'movement on',
7069 elmex 1.26 type => 'movement_type'
7070 root 1.7 }
7071     ],
7072     [
7073     'level',
7074     {
7075     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.',
7076     name => 'trap level',
7077     type => 'int'
7078     }
7079     ],
7080     [
7081     'Cha',
7082     {
7083     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.',
7084     name => 'visibility',
7085     type => 'int'
7086     }
7087     ],
7088     [
7089     'hp',
7090     {
7091     desc => 'The trap will detonate <number of charges> times before disappearing.',
7092     name => 'number of charges',
7093     type => 'int'
7094     }
7095     ],
7096     [
7097     'dam',
7098     {
7099     desc => '<direct damage> specifies how much damage is done by the trap. This should be set in reasonable relation to the trap\'s level.',
7100     name => 'direct damage',
7101     type => 'int'
7102     }
7103     ],
7104     [
7105     'attacktype',
7106     {
7107     desc => 'This attribute defines what attacktype to use for direct damage when the trap detonates.',
7108     name => 'attacktype',
7109     type => 'bitmask',
7110     value => $BITMASK{attacktype}
7111     }
7112     ],
7113     [
7114     'connected',
7115     {
7116     desc => 'When the trap is detonated, all objects with the same connection value get activated.',
7117     name => 'connection',
7118 root 1.50 type => 'string'
7119 root 1.7 }
7120     ],
7121     [
7122     'msg',
7123     {
7124     desc => 'When the trap detonates, this text is displayed to the victim. For especially powerful or complex traps, create an appropriate and thrilling description. ;)',
7125     end => 'endmsg',
7126     name => 'detonation text',
7127     type => 'text'
7128     }
7129     ]
7130     ],
7131 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.',
7132     ignore => [
7133     'no_pick',
7134     'title',
7135     'name_pl',
7136     'weight',
7137     'value',
7138     'material',
7139     'unpaid'
7140     ],
7141 root 1.5 name => 'Trap',
7142 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.'
7143     },
7144     Trapdoor => {
7145 root 1.7 attr => [
7146     [
7147     'no_pick',
7148     {
7149     type => 'fixed',
7150     value => 1
7151     }
7152     ],
7153     [
7154 root 1.14 'move_on',
7155 root 1.7 {
7156 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
7157 root 1.58 name => 'movement on',
7158 elmex 1.26 type => 'movement_type'
7159 root 1.7 }
7160     ],
7161     [
7162     'weight',
7163     {
7164     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.',
7165     name => 'hold weight',
7166     type => 'int'
7167     }
7168     ],
7169     [
7170     'hp',
7171     {
7172     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!',
7173     name => 'destination X',
7174     type => 'int'
7175     }
7176     ],
7177     [
7178     'sp',
7179     {
7180     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!',
7181     name => 'destination Y',
7182     type => 'int'
7183     }
7184     ]
7185     ],
7186 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.',
7187     ignore => [
7188     $IGNORE_LIST{non_pickable}
7189     ],
7190 root 1.5 name => 'Trapdoor',
7191 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.'
7192     },
7193     Treasure => {
7194 root 1.7 attr => [
7195     [
7196     'randomitems',
7197     {
7198     desc => 'This entry determines what kind of treasure will appear. Look into /crossfire/share/crossfire/treasures for details about existing treasurelists.',
7199     name => 'treasurelist',
7200     type => 'treasurelist'
7201     }
7202     ],
7203     [
7204     'auto_apply',
7205     {
7206     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.',
7207     name => 'auto-generate',
7208     type => 'bool'
7209     }
7210     ],
7211     [
7212     'hp',
7213     {
7214     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.',
7215     name => 'create number',
7216     type => 'int'
7217     }
7218     ],
7219     [
7220     'exp',
7221     {
7222     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).',
7223     name => 'quality level',
7224     type => 'int'
7225     }
7226     ]
7227     ],
7228 root 1.3 desc => 'A treasure-object turns into certain randomitems when the map is loaded into the game.',
7229     ignore => [
7230     'nrof',
7231     'title',
7232     'name_pl',
7233     'weight',
7234     'value',
7235     'material'
7236     ],
7237 root 1.5 name => 'Treasure',
7238 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.'
7239     },
7240     'Trigger Marker' => {
7241 root 1.7 attr => [
7242     [
7243     'no_pick',
7244     {
7245     type => 'fixed',
7246     value => 1
7247     }
7248     ],
7249     [
7250     'slaying',
7251     {
7252     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.',
7253     name => 'key string',
7254     type => 'string'
7255     }
7256     ],
7257     [
7258     'connected',
7259     {
7260     desc => 'Unlike a regular marker this is the connection that triggers this marker to activate.',
7261     name => 'connection',
7262 root 1.50 type => 'string'
7263 root 1.7 }
7264     ],
7265     [
7266     'food',
7267     {
7268     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.',
7269     name => 'mark duration',
7270     type => 'int'
7271     }
7272     ],
7273     [
7274     'name',
7275     {
7276     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.',
7277     name => 'delete mark',
7278     type => 'string'
7279     }
7280     ],
7281     [
7282     'msg',
7283     {
7284     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.',
7285     end => 'endmsg',
7286     name => 'marking message',
7287     type => 'text'
7288     }
7289     ]
7290     ],
7291 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.',
7292 root 1.3 ignore => [
7293     $IGNORE_LIST{system_object}
7294     ],
7295 root 1.5 name => 'Trigger Marker',
7296 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.'
7297     },
7298     Wall => {
7299 root 1.7 attr => [
7300     [
7301 root 1.14 'move_block',
7302     {
7303     desc => 'Objects using these movement types cannot move over this space.',
7304     name => 'blocked movement',
7305 elmex 1.26 type => 'movement_type'
7306 root 1.14 }
7307     ],
7308     [
7309     'move_allow',
7310     {
7311     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
7312     name => 'allowed movement',
7313 elmex 1.26 type => 'movement_type'
7314 root 1.14 }
7315     ],
7316     [
7317     'move_slow',
7318 root 1.7 {
7319 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
7320     name => 'slowed movement',
7321 elmex 1.26 type => 'movement_type'
7322 root 1.14 }
7323     ],
7324     [
7325     'move_slow_penalty',
7326     {
7327     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)',
7328     name => 'slow movement penalty',
7329     type => 'int'
7330 root 1.7 }
7331     ],
7332     [
7333     'can_roll',
7334     {
7335     desc => 'If set, the object is able to "roll", so it can be pushed around. This setting is used for boulders and barrels.',
7336     name => 'moveable',
7337     type => 'bool'
7338     }
7339     ],
7340     [
7341     'no_magic',
7342     {
7343     desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
7344     name => 'restrict spells',
7345     type => 'bool'
7346     }
7347     ],
7348     [
7349     'damned',
7350     {
7351     desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
7352     name => 'restrict prayers',
7353     type => 'bool'
7354     }
7355     ]
7356     ],
7357 root 1.3 desc => 'Walls usually block passage and sight.',
7358     ignore => [
7359     'nrof',
7360     'title',
7361     'name_pl',
7362     'value',
7363     'unpaid'
7364     ],
7365 root 1.19 name => 'Wall'
7366 root 1.3 },
7367     'Wand & Staff' => {
7368 root 1.7 attr => [
7369     [
7370     'sp',
7371     {
7372     desc => 'The <spell> specifies the contained spell.',
7373     name => 'spell',
7374     type => 'spell'
7375     }
7376     ],
7377     [
7378     'level',
7379     {
7380     desc => 'The <casting level> of the wand determines it\'s power. An average level for wands in shops is about 10.',
7381     name => 'casting level',
7382     type => 'int'
7383     }
7384     ],
7385     [
7386     'food',
7387     {
7388     desc => 'The wand can be used <number of charges> times before it is used up. It can be recharged with scrolls of charging.',
7389     name => 'number of charges',
7390     type => 'int'
7391     }
7392     ],
7393     [
7394     'startequip',
7395     {
7396     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
7397     name => 'godgiven item',
7398     type => 'bool'
7399     }
7400     ],
7401     [
7402     'msg',
7403     {
7404     desc => 'This text may contain a description of the wand.',
7405     end => 'endmsg',
7406     name => 'description',
7407     type => 'text'
7408     }
7409     ]
7410     ],
7411 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.',
7412 root 1.5 name => 'Wand & Staff',
7413 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.'
7414 root 1.3 },
7415     'Weak Wall' => {
7416 root 1.7 attr => [
7417     [
7418     'alive',
7419     {
7420     type => 'fixed',
7421     value => 1
7422     }
7423     ],
7424     [
7425     'no_pick',
7426     {
7427     type => 'fixed',
7428     value => 1
7429     }
7430     ],
7431     [
7432     'tear_down',
7433     {
7434     type => 'fixed',
7435     value => 1
7436     }
7437     ],
7438     [
7439     'race',
7440     {
7441     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.',
7442     name => 'race',
7443     type => 'string'
7444     }
7445     ],
7446     [
7447     'level',
7448     {
7449     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.',
7450     name => 'level',
7451     type => 'int'
7452     }
7453     ],
7454     [
7455     'hp',
7456     {
7457     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.',
7458     name => 'health points',
7459     type => 'int'
7460     }
7461     ],
7462     [
7463     'maxhp',
7464     {
7465     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.',
7466     name => 'max health',
7467     type => 'int'
7468     }
7469     ],
7470     [
7471     'ac',
7472     {
7473     desc => 'Weak walls of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
7474     name => 'armour class',
7475     type => 'int'
7476     }
7477     ]
7478     ],
7479 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.',
7480     ignore => [
7481     $IGNORE_LIST{non_pickable}
7482     ],
7483 root 1.5 name => 'Weak Wall',
7484 root 1.4 section => [
7485     [
7486     'resistance',
7487 root 1.7 [
7488     [
7489     'resist_physical',
7490     {
7491     name => 'resist physical %',
7492     type => 'int'
7493     }
7494     ],
7495     [
7496     'resist_magic',
7497     {
7498     name => 'resist magic %',
7499     type => 'int'
7500     }
7501     ],
7502     [
7503     'resist_fire',
7504     {
7505     name => 'resist fire %',
7506     type => 'int'
7507     }
7508     ],
7509     [
7510     'resist_electricity',
7511     {
7512     name => 'resist electricity %',
7513     type => 'int'
7514     }
7515     ],
7516     [
7517     'resist_cold',
7518     {
7519     name => 'resist cold %',
7520     type => 'int'
7521     }
7522     ],
7523     [
7524     'resist_confusion',
7525     {
7526     name => 'resist confusion %',
7527     type => 'int'
7528     }
7529     ],
7530     [
7531     'resist_acid',
7532     {
7533     name => 'resist acid %',
7534     type => 'int'
7535     }
7536     ],
7537     [
7538     'resist_drain',
7539     {
7540     name => 'resist draining %',
7541     type => 'int'
7542     }
7543     ],
7544     [
7545     'resist_weaponmagic',
7546     {
7547     name => 'resist weaponmagic %',
7548     type => 'int'
7549     }
7550     ],
7551     [
7552     'resist_ghosthit',
7553     {
7554     name => 'resist ghosthit %',
7555     type => 'int'
7556     }
7557     ],
7558     [
7559     'resist_poison',
7560     {
7561     name => 'resist poison %',
7562     type => 'int'
7563     }
7564     ],
7565     [
7566     'resist_slow',
7567     {
7568     name => 'resist slow %',
7569     type => 'int'
7570     }
7571     ],
7572     [
7573     'resist_paralyze',
7574     {
7575     name => 'resist paralyze %',
7576     type => 'int'
7577     }
7578     ],
7579     [
7580     'resist_fear',
7581     {
7582     name => 'resist fear %',
7583     type => 'int'
7584     }
7585     ],
7586     [
7587     'resist_deplete',
7588     {
7589     name => 'resist depletion %',
7590     type => 'int'
7591     }
7592     ],
7593     [
7594     'resist_death',
7595     {
7596     name => 'resist death-attack %',
7597     type => 'int'
7598     }
7599     ],
7600     [
7601     'resist_chaos',
7602     {
7603     name => 'resist chaos %',
7604     type => 'int'
7605     }
7606     ],
7607     [
7608     'resist_blind',
7609     {
7610     name => 'resist blinding %',
7611     type => 'int'
7612     }
7613     ],
7614     [
7615     'resist_holyword',
7616     {
7617     name => 'resist holy power %',
7618     type => 'int'
7619     }
7620     ],
7621     [
7622     'resist_godpower',
7623     {
7624     name => 'resist godpower %',
7625     type => 'int'
7626     }
7627     ]
7628     ]
7629 root 1.4 ]
7630     ],
7631 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.'
7632     },
7633     Weapon => {
7634 root 1.7 attr => [
7635     [
7636     'attacktype',
7637     {
7638     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.',
7639     name => 'attacktype',
7640     type => 'bitmask',
7641     value => $BITMASK{attacktype}
7642     }
7643     ],
7644     [
7645     'weapontype',
7646     {
7647     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.',
7648     name => 'weapontype',
7649     type => 'list',
7650     value => $LIST{weapon_type}
7651     }
7652     ],
7653     [
7654     'skill',
7655     {
7656     desc => 'Matching <skill name> of the skill that is required to use this weapon.',
7657     name => 'skill name',
7658     type => 'string'
7659     }
7660     ],
7661     [
7662     'dam',
7663     {
7664     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.',
7665     name => 'damage',
7666     type => 'int'
7667     }
7668     ],
7669     [
7670     'slaying',
7671     {
7672     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.',
7673     name => 'slaying race',
7674     type => 'string'
7675     }
7676     ],
7677     [
7678     'last_sp',
7679     {
7680     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.',
7681     name => 'weapon speed',
7682     type => 'int'
7683     }
7684     ],
7685     [
7686     'wc',
7687     {
7688     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.',
7689     name => 'weapon class',
7690     type => 'int'
7691     }
7692     ],
7693     [
7694     'magic',
7695     {
7696     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.',
7697     name => 'magic bonus',
7698     type => 'int'
7699     }
7700     ],
7701     [
7702     'item_power',
7703     {
7704 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>.',
7705 root 1.7 name => 'item power',
7706     type => 'int'
7707     }
7708     ],
7709     [
7710     'damned',
7711     {
7712     desc => 'A damned weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
7713     name => 'damnation',
7714     type => 'bool'
7715     }
7716     ],
7717     [
7718     'cursed',
7719     {
7720     desc => 'A cursed weapon cannot be unwielded unless the curse is removed.',
7721     name => 'curse',
7722     type => 'bool'
7723     }
7724     ],
7725     [
7726     'lifesave',
7727     {
7728 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!',
7729 root 1.7 name => 'save life',
7730     type => 'bool'
7731     }
7732     ],
7733     [
7734     'unique',
7735     {
7736     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
7737     name => 'unique item',
7738     type => 'bool'
7739     }
7740     ],
7741     [
7742     'startequip',
7743     {
7744     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
7745     name => 'godgiven item',
7746     type => 'bool'
7747     }
7748     ],
7749     [
7750     'msg',
7751     {
7752     desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
7753     end => 'endmsg',
7754     name => 'description',
7755     type => 'text'
7756     }
7757     ]
7758     ],
7759 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.',
7760 root 1.5 name => 'Weapon',
7761 root 1.4 section => [
7762     [
7763 elmex 1.33 'stats',
7764     [
7765     [
7766     'Str',
7767     {
7768     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.',
7769     name => 'strength',
7770     type => 'int'
7771     }
7772     ],
7773     [
7774     'Dex',
7775     {
7776     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.',
7777     name => 'dexterity',
7778     type => 'int'
7779     }
7780     ],
7781     [
7782     'Con',
7783     {
7784     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.',
7785     name => 'constitution',
7786     type => 'int'
7787     }
7788     ],
7789     [
7790     'Int',
7791     {
7792     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.',
7793     name => 'intelligence',
7794     type => 'int'
7795     }
7796     ],
7797     [
7798     'Pow',
7799     {
7800     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.',
7801     name => 'power',
7802     type => 'int'
7803     }
7804     ],
7805     [
7806     'Wis',
7807     {
7808     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.',
7809     name => 'wisdom',
7810     type => 'int'
7811     }
7812     ],
7813     [
7814     'Cha',
7815     {
7816     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.',
7817     name => 'charisma',
7818     type => 'int'
7819     }
7820     ]
7821     ]
7822     ],
7823     [
7824 root 1.4 'resistance',
7825 root 1.7 [
7826     [
7827     'resist_physical',
7828     {
7829 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!',
7830 root 1.7 name => 'resist physical %',
7831     type => 'int'
7832     }
7833     ],
7834     [
7835     'resist_magic',
7836     {
7837 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!',
7838 root 1.7 name => 'resist magic %',
7839     type => 'int'
7840     }
7841     ],
7842     [
7843     'resist_fire',
7844     {
7845 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!',
7846 root 1.7 name => 'resist fire %',
7847     type => 'int'
7848     }
7849     ],
7850     [
7851     'resist_electricity',
7852     {
7853 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!',
7854 root 1.7 name => 'resist electricity %',
7855     type => 'int'
7856     }
7857     ],
7858     [
7859     'resist_cold',
7860     {
7861 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!',
7862 root 1.7 name => 'resist cold %',
7863     type => 'int'
7864     }
7865     ],
7866     [
7867     'resist_acid',
7868     {
7869 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!',
7870 root 1.7 name => 'resist acid %',
7871     type => 'int'
7872     }
7873     ],
7874     [
7875 elmex 1.33 'resist_confusion',
7876 root 1.7 {
7877 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!',
7878     name => 'resist confusion %',
7879 root 1.7 type => 'int'
7880     }
7881     ],
7882     [
7883     'resist_weaponmagic',
7884     {
7885 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!',
7886 root 1.7 name => 'resist weaponmagic %',
7887     type => 'int'
7888     }
7889     ],
7890     [
7891     'resist_ghosthit',
7892     {
7893 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!',
7894 root 1.7 name => 'resist ghosthit %',
7895     type => 'int'
7896     }
7897     ],
7898     [
7899     'resist_slow',
7900     {
7901 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!',
7902 root 1.7 name => 'resist slow %',
7903     type => 'int'
7904     }
7905     ],
7906     [
7907     'resist_fear',
7908     {
7909 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!',
7910 root 1.7 name => 'resist fear %',
7911     type => 'int'
7912     }
7913     ],
7914     [
7915     'resist_death',
7916     {
7917 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!',
7918 root 1.7 name => 'resist death-attack %',
7919     type => 'int'
7920     }
7921     ],
7922     [
7923     'resist_chaos',
7924     {
7925 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!',
7926 root 1.7 name => 'resist chaos %',
7927     type => 'int'
7928     }
7929     ],
7930     [
7931     'resist_blind',
7932     {
7933 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!',
7934 root 1.7 name => 'resist blinding %',
7935     type => 'int'
7936     }
7937     ],
7938     [
7939     'resist_holyword',
7940     {
7941 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!',
7942 root 1.7 name => 'resist holy power %',
7943     type => 'int'
7944     }
7945     ],
7946     [
7947 elmex 1.33 'resist_godpower',
7948 root 1.7 {
7949 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!',
7950     name => 'resist godpower %',
7951 root 1.7 type => 'int'
7952     }
7953     ],
7954     [
7955 elmex 1.33 'resist_paralyze',
7956 root 1.7 {
7957 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!',
7958     name => 'resist paralyze %',
7959 root 1.7 type => 'int'
7960     }
7961     ],
7962     [
7963 elmex 1.33 'resist_drain',
7964 root 1.7 {
7965 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!',
7966     name => 'resist draining %',
7967 root 1.7 type => 'int'
7968     }
7969     ],
7970     [
7971 elmex 1.33 'resist_deplete',
7972 root 1.7 {
7973 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!',
7974     name => 'resist depletion %',
7975 root 1.7 type => 'int'
7976     }
7977     ],
7978     [
7979 elmex 1.33 'resist_poison',
7980 root 1.7 {
7981 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!',
7982     name => 'resist poison %',
7983 root 1.7 type => 'int'
7984     }
7985     ]
7986     ]
7987 root 1.4 ],
7988     [
7989     'misc',
7990 root 1.7 [
7991     [
7992     'luck',
7993     {
7994     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.',
7995     name => 'luck bonus',
7996     type => 'int'
7997     }
7998     ],
7999     [
8000     'hp',
8001     {
8002     desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
8003     name => 'health regen.',
8004     type => 'int'
8005     }
8006     ],
8007     [
8008     'sp',
8009     {
8010     desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
8011     name => 'mana regen.',
8012     type => 'int'
8013     }
8014     ],
8015     [
8016     'grace',
8017     {
8018     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!!',
8019     name => 'grace regen.',
8020     type => 'int'
8021     }
8022     ],
8023     [
8024     'food',
8025     {
8026     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.',
8027     name => 'food bonus',
8028     type => 'int'
8029     }
8030     ],
8031     [
8032     'xrays',
8033     {
8034 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.',
8035 root 1.7 name => 'xray vision',
8036     type => 'bool'
8037     }
8038     ],
8039     [
8040     'stealth',
8041     {
8042     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)',
8043     name => 'stealth',
8044     type => 'bool'
8045     }
8046     ],
8047     [
8048     'reflect_spell',
8049     {
8050     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!',
8051     name => 'reflect spells',
8052     type => 'bool'
8053     }
8054     ],
8055     [
8056     'reflect_missile',
8057     {
8058     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.',
8059     name => 'reflect missiles',
8060     type => 'bool'
8061     }
8062     ],
8063     [
8064     'path_attuned',
8065     {
8066     desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this weapon.',
8067     name => 'attuned paths',
8068     type => 'bitmask',
8069     value => $BITMASK{spellpath}
8070     }
8071     ],
8072     [
8073     'path_repelled',
8074     {
8075     desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this weapon.',
8076     name => 'repelled paths',
8077     type => 'bitmask',
8078     value => $BITMASK{spellpath}
8079     }
8080     ],
8081     [
8082     'path_denied',
8083     {
8084     desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this weapon.',
8085     name => 'denied paths',
8086     type => 'bitmask',
8087     value => $BITMASK{spellpath}
8088     }
8089     ]
8090     ]
8091 root 1.4 ]
8092     ],
8093 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.'
8094 root 1.1 }
8095     );
8096    
8097 root 1.3 our %ATTR = (
8098     3 => $TYPE{Rod},
8099     4 => $TYPE{Treasure},
8100     5 => $TYPE{Potion},
8101     6 => $TYPE{Food},
8102     7 => $TYPE{'Poison Food'},
8103     8 => $TYPE{Book},
8104     9 => $TYPE{Clock},
8105     13 => $TYPE{Projectile},
8106     14 => $TYPE{'Shooting Weapon'},
8107     15 => $TYPE{Weapon},
8108     16 => $TYPE{'Brestplate Armour'},
8109     17 => $TYPE{Pedestal},
8110     18 => $TYPE{Altar},
8111 root 1.57 19 => $TYPE{'Item Match'},
8112 root 1.3 20 => $TYPE{'Locked Door'},
8113     21 => $TYPE{'Special Key'},
8114 root 1.9 23 => $TYPE{Door},
8115     24 => $TYPE{Key},
8116 root 1.8 26 => $TYPE{'Timed Gate'},
8117 root 1.3 27 => $TYPE{'Handle Trigger'},
8118 root 1.9 28 => $TYPE{'Monster (Grimreaper)'},
8119 root 1.3 29 => $TYPE{'Magic Ear'},
8120 root 1.9 30 => $TYPE{'Button Trigger'},
8121 root 1.3 31 => $TYPE{'Altar Trigger'},
8122 root 1.60 32 => $TYPE{'Pedestal Trigger'},
8123 root 1.3 33 => $TYPE{Shield},
8124     34 => $TYPE{Helmet},
8125     35 => $TYPE{Horn},
8126     36 => $TYPE{Money},
8127 root 1.9 37 => $TYPE{'Class Changer'},
8128 root 1.3 39 => $TYPE{Amulet},
8129     40 => $TYPE{Mover},
8130     41 => $TYPE{Teleporter},
8131     42 => $TYPE{Creator},
8132     43 => $TYPE{Skill},
8133     51 => $TYPE{Detector},
8134     52 => $TYPE{'Trigger Marker'},
8135     55 => $TYPE{Marker},
8136     56 => $TYPE{'Holy Altar'},
8137     58 => $TYPE{Battleground},
8138     60 => $TYPE{Jewel},
8139     62 => $TYPE{'Magic Wall'},
8140     64 => $TYPE{'Inventory Checker'},
8141     65 => $TYPE{'Mood Floor'},
8142     66 => $TYPE{Exit},
8143     67 => $TYPE{'Floor (Encounter)'},
8144     68 => $TYPE{'Shop Floor'},
8145     69 => $TYPE{'Shop Mat'},
8146     70 => $TYPE{Ring},
8147     72 => $TYPE{Flesh},
8148     73 => $TYPE{Inorganic},
8149 elmex 1.33 74 => $TYPE{'Skill Tool'},
8150 elmex 1.51 81 => $TYPE{Torch},
8151     82 => $TYPE{Lamp},
8152 root 1.3 83 => $TYPE{Duplicator},
8153     85 => $TYPE{Spellbook},
8154     87 => $TYPE{Cloak},
8155     88 => $TYPE{'Hazard Floor'},
8156     90 => $TYPE{Spinner},
8157     91 => $TYPE{Gate},
8158     92 => $TYPE{Button},
8159     93 => $TYPE{Handle},
8160     94 => $TYPE{Pit},
8161     95 => $TYPE{Trapdoor},
8162     98 => $TYPE{'Sign & MagicMouth'},
8163     99 => $TYPE{Boots},
8164     100 => $TYPE{Gloves},
8165     101 => $TYPE{Spell},
8166     103 => $TYPE{Converter},
8167     104 => $TYPE{Bracers},
8168     106 => $TYPE{Savebed},
8169     109 => $TYPE{'Wand & Staff'},
8170 root 1.54 110 => $TYPE{Inscribable},
8171 root 1.3 111 => $TYPE{Scroll},
8172     112 => $TYPE{Director},
8173     113 => $TYPE{Girdle},
8174 root 1.10 116 => $TYPE{'Event Connector'},
8175 root 1.3 122 => $TYPE{Container},
8176     130 => $TYPE{'Skill Scroll'},
8177     138 => $TYPE{Swamp},
8178 elmex 1.27 150 => $TYPE{'Shop Inventory'},
8179 root 1.3 154 => $TYPE{Rune},
8180     155 => $TYPE{Trap},
8181     156 => $TYPE{'Power Crystal'},
8182 root 1.8 158 => $TYPE{Disease},
8183 elmex 1.23 163 => $TYPE{'Item Transformer'},
8184 root 1.49 164 => $TYPE{'Map Script'},
8185 root 1.45 165 => $TYPE{'Safe ground'},
8186     999 => $TYPE{Ability}
8187 root 1.1 );
8188    
8189 root 1.3 our %TYPENAME = (
8190     0 => '*NONE*',
8191     1 => 'PLAYER',
8192 root 1.9 2 => 'TRANSPORT',
8193 root 1.3 3 => 'ROD',
8194     4 => 'TREASURE',
8195     5 => 'POTION',
8196     6 => 'FOOD',
8197     7 => 'POISON',
8198     8 => 'BOOK',
8199     9 => 'CLOCK',
8200     12 => 'LIGHTNING',
8201     13 => 'ARROW',
8202     14 => 'BOW',
8203     15 => 'WEAPON',
8204     16 => 'ARMOUR',
8205     17 => 'PEDESTAL',
8206     18 => 'ALTAR',
8207     20 => 'LOCKED_DOOR',
8208     21 => 'SPECIAL_KEY',
8209     22 => 'MAP',
8210     23 => 'DOOR',
8211     24 => 'KEY',
8212     26 => 'TIMED_GATE',
8213     27 => 'TRIGGER',
8214     28 => 'GRIMREAPER',
8215     29 => 'MAGIC_EAR',
8216     30 => 'TRIGGER_BUTTON',
8217     31 => 'TRIGGER_ALTAR',
8218     32 => 'TRIGGER_PEDESTAL',
8219     33 => 'SHIELD',
8220     34 => 'HELMET',
8221     35 => 'HORN',
8222     36 => 'MONEY',
8223     37 => 'CLASS',
8224     38 => 'GRAVESTONE',
8225     39 => 'AMULET',
8226     40 => 'PLAYERMOVER',
8227     41 => 'TELEPORTER',
8228     42 => 'CREATOR',
8229     43 => 'SKILL',
8230     44 => 'EXPERIENCE',
8231     45 => 'EARTHWALL',
8232     46 => 'GOLEM',
8233     48 => 'THROWN_OBJ',
8234     49 => 'BLINDNESS',
8235     50 => 'GOD',
8236     51 => 'DETECTOR',
8237     52 => 'TRIGGER_MARKER',
8238     53 => 'DEAD_OBJECT',
8239     54 => 'DRINK',
8240     55 => 'MARKER',
8241     56 => 'HOLY_ALTAR',
8242     57 => 'PLAYER_CHANGER',
8243     58 => 'BATTLEGROUND',
8244     59 => 'PEACEMAKER',
8245     60 => 'GEM',
8246     62 => 'FIREWALL',
8247     63 => 'ANVIL',
8248     64 => 'CHECK_INV',
8249     65 => 'MOOD_FLOOR',
8250     66 => 'EXIT',
8251     67 => 'ENCOUNTER',
8252     68 => 'SHOP_FLOOR',
8253     69 => 'SHOP_MAT',
8254     70 => 'RING',
8255     71 => 'FLOOR',
8256     72 => 'FLESH',
8257     73 => 'INORGANIC',
8258     74 => 'SKILL_TOOL',
8259     75 => 'LIGHTER',
8260     76 => 'TRAP_PART',
8261     77 => 'WALL',
8262     78 => 'LIGHT_SOURCE',
8263     79 => 'MISC_OBJECT',
8264     80 => 'MONSTER',
8265     81 => 'SPAWN_GENERATOR',
8266     82 => 'LAMP',
8267     83 => 'DUPLICATOR',
8268     84 => 'TOOL',
8269     85 => 'SPELLBOOK',
8270     86 => 'BUILDFAC',
8271     87 => 'CLOAK',
8272     90 => 'SPINNER',
8273     91 => 'GATE',
8274     92 => 'BUTTON',
8275     93 => 'CF_HANDLE',
8276     94 => 'HOLE',
8277     95 => 'TRAPDOOR',
8278     98 => 'SIGN',
8279     99 => 'BOOTS',
8280     100 => 'GLOVES',
8281     101 => 'SPELL',
8282     102 => 'SPELL_EFFECT',
8283     103 => 'CONVERTER',
8284     104 => 'BRACERS',
8285     105 => 'POISONING',
8286     106 => 'SAVEBED',
8287     107 => 'POISONCLOUD',
8288     108 => 'FIREHOLES',
8289     109 => 'WAND',
8290 root 1.54 110 => 'INSCRIBABLE',
8291 root 1.3 111 => 'SCROLL',
8292     112 => 'DIRECTOR',
8293     113 => 'GIRDLE',
8294     114 => 'FORCE',
8295     115 => 'POTION_EFFECT',
8296 root 1.11 116 => 'EVENT_CONNECTOR',
8297 root 1.3 121 => 'CLOSE_CON',
8298     122 => 'CONTAINER',
8299     123 => 'ARMOUR_IMPROVER',
8300     124 => 'WEAPON_IMPROVER',
8301     130 => 'SKILLSCROLL',
8302     138 => 'DEEP_SWAMP',
8303     139 => 'IDENTIFY_ALTAR',
8304     150 => 'MENU',
8305     154 => 'RUNE',
8306     155 => 'TRAP',
8307     156 => 'POWER_CRYSTAL',
8308     157 => 'CORPSE',
8309     158 => 'DISEASE',
8310     159 => 'SYMPTOM',
8311     160 => 'BUILDER',
8312 root 1.9 161 => 'MATERIAL',
8313     162 => 'GPS',
8314     163 => 'ITEM_TRANSFORMER',
8315     164 => 'QUEST'
8316 root 1.1 );
8317    
8318     our %SPELL = (
8319 root 1.3 0 => 'magic bullet',
8320     1 => 'small fireball',
8321     2 => 'medium fireball',
8322     3 => 'large fireball',
8323     4 => 'burning hands',
8324     5 => 'small lightning',
8325     6 => 'large lightning',
8326     7 => 'magic missile',
8327     8 => 'create bomb',
8328     9 => 'summon golem',
8329     10 => 'summon fire elemental',
8330     11 => 'summon earth elemental',
8331     12 => 'summon water elemental',
8332     13 => 'summon air elemental',
8333     14 => 'dimension door',
8334     15 => 'create earth wall',
8335     16 => 'paralyze',
8336     17 => 'icestorm',
8337     18 => 'magic mapping',
8338     19 => 'turn undead',
8339     20 => 'fear',
8340     21 => 'poison cloud',
8341     22 => 'wonder',
8342     23 => 'destruction',
8343     24 => 'perceive self',
8344     25 => 'word of recall',
8345     26 => 'invisible',
8346     27 => 'invisible to undead',
8347     28 => 'probe',
8348     29 => 'large bullet',
8349     30 => 'improved invisibility',
8350     31 => 'holy word',
8351     32 => 'minor healing',
8352     33 => 'medium healing',
8353     34 => 'major healing',
8354     35 => 'heal',
8355     36 => 'create food',
8356     37 => 'earth to dust',
8357     38 => 'armour',
8358     39 => 'strength',
8359     40 => 'dexterity',
8360     41 => 'constitution',
8361     42 => 'charisma',
8362     43 => 'create fire wall',
8363     44 => 'create frost wall',
8364     45 => 'protection from cold',
8365     46 => 'protection from electricity',
8366     47 => 'protection from fire',
8367     48 => 'protection from poison',
8368     49 => 'protection from slow',
8369     50 => 'protection from paralysis',
8370     51 => 'protection from draining',
8371     52 => 'protection from magic',
8372     53 => 'protection from attack',
8373     54 => 'levitate',
8374     55 => 'small speedball',
8375     56 => 'large speedball',
8376     57 => 'hellfire',
8377     58 => 'dragonbreath',
8378     59 => 'large icestorm',
8379     60 => 'charging',
8380     61 => 'polymorph',
8381     62 => 'cancellation',
8382     63 => 'confusion',
8383     64 => 'mass confusion',
8384     65 => 'summon pet monster',
8385     66 => 'slow',
8386     67 => 'regenerate spellpoints',
8387     68 => 'cure poison',
8388     69 => 'protection from confusion',
8389     70 => 'protection from cancellation',
8390     71 => 'protection from depletion',
8391     72 => 'alchemy',
8392     73 => 'remove curse',
8393     74 => 'remove damnation',
8394     75 => 'identify',
8395     76 => 'detect magic',
8396     77 => 'detect monster',
8397     78 => 'detect evil',
8398     79 => 'detect curse',
8399     80 => 'heroism',
8400     81 => 'aggravation',
8401     82 => 'firebolt',
8402     83 => 'frostbolt',
8403     84 => 'shockwave',
8404     85 => 'color spray',
8405     86 => 'haste',
8406     87 => 'face of death',
8407     88 => 'ball lightning',
8408     89 => 'meteor swarm',
8409     90 => 'comet',
8410     91 => 'mystic fist',
8411     92 => 'raise dead',
8412     93 => 'resurrection',
8413     94 => 'reincarnation',
8414     95 => 'immunity to cold',
8415     96 => 'immunity to electricity',
8416     97 => 'immunity to fire',
8417     98 => 'immunity to poison',
8418     99 => 'immunity to slow',
8419     100 => 'immunity to paralysis',
8420     101 => 'immunity to draining',
8421     102 => 'immunity to magic',
8422     103 => 'immunity to attack',
8423     104 => 'invulnerability',
8424     105 => 'defense',
8425     106 => 'rune of fire',
8426     107 => 'rune of frost',
8427     108 => 'rune of shocking',
8428     109 => 'rune of blasting',
8429     110 => 'rune of death',
8430     111 => 'marking rune',
8431     112 => 'build director',
8432     113 => 'create pool of chaos',
8433     114 => 'build bullet wall',
8434     115 => 'build lightning wall',
8435     116 => 'build fireball wall',
8436     117 => 'magic rune',
8437     118 => 'rune of magic drain',
8438     119 => 'antimagic rune',
8439     120 => 'rune of transferrence',
8440     121 => 'transferrence',
8441     122 => 'magic drain',
8442     123 => 'counterspell',
8443     124 => 'disarm',
8444     125 => 'cure confusion',
8445     126 => 'restoration',
8446     127 => 'summon evil monster',
8447     128 => 'counterwall',
8448     129 => 'cause light wounds',
8449     130 => 'cause medium wounds',
8450     131 => 'cause serious wounds',
8451     132 => 'charm monsters',
8452     133 => 'banishment',
8453     134 => 'create missile',
8454     135 => 'show invisible',
8455     136 => 'xray',
8456     137 => 'pacify',
8457     138 => 'summon fog',
8458     139 => 'steambolt',
8459     140 => 'command undead',
8460     141 => 'holy orb',
8461     142 => 'summon avatar',
8462     143 => 'holy possession',
8463     144 => 'bless',
8464     145 => 'curse',
8465     146 => 'regeneration',
8466     147 => 'consecrate',
8467     148 => 'summon cult monsters',
8468     149 => 'cause critical wounds',
8469     150 => 'holy wrath',
8470     151 => 'retributive strike',
8471     152 => 'finger of death',
8472     153 => 'insect plague',
8473     154 => 'call holy servant',
8474     155 => 'wall of thorns',
8475     156 => 'staff to snake',
8476     157 => 'light',
8477     158 => 'darkness',
8478     159 => 'nightfall',
8479     160 => 'daylight',
8480     161 => 'sunspear',
8481     162 => 'faery fire',
8482     163 => 'cure blindness',
8483     164 => 'dark vision',
8484     165 => 'bullet swarm',
8485     166 => 'bullet storm',
8486     167 => 'cause many wounds',
8487     168 => 'small snowstorm',
8488     169 => 'medium snowstorm',
8489     170 => 'large snowstorm',
8490     171 => 'cure disease',
8491     172 => 'cause red death',
8492     173 => 'cause flu',
8493     174 => 'cause black death',
8494     175 => 'cause leprosy',
8495     176 => 'cause smallpox',
8496     177 => 'cause white death',
8497     178 => 'cause anthrax',
8498     179 => 'cause typhoid',
8499     180 => 'mana blast',
8500     181 => 'small manaball',
8501     182 => 'medium manaball',
8502     183 => 'large manaball',
8503     184 => 'mana bolt',
8504     185 => 'dancing sword',
8505     186 => 'animate weapon',
8506     187 => 'cause cold',
8507     188 => 'divine shock',
8508     189 => 'windstorm',
8509     190 => 'sanctuary',
8510     191 => 'peace',
8511     192 => 'spiderweb',
8512     193 => 'conflict',
8513     194 => 'rage',
8514     195 => 'forked lightning',
8515     196 => 'poison fog',
8516     197 => 'flaming aura',
8517     198 => 'vitriol',
8518     199 => 'vitriol splash',
8519     200 => 'ironwood skin',
8520     201 => 'wrathful eye',
8521     202 => 'town portal',
8522     203 => 'missile swarm',
8523     204 => 'cause rabies',
8524     205 => 'glyph'
8525 root 1.1 );
8526    
8527    
8528     =head1 AUTHOR
8529    
8530     Marc Lehmann <schmorp.de>
8531     http://home.schmorp.de/
8532    
8533     The source files are part of the CFJavaEditor.
8534    
8535     =cut
8536    
8537     1