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Revision: 1.67
Committed: Fri Mar 19 21:38:14 2010 UTC (14 years, 2 months ago) by elmex
Branch: MAIN
Changes since 1.66: +233 -67 lines
Log Message:
added broken connected field.

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 elmex 1.67 ],
460     [
461     'connected',
462     {
463     desc => 'For "normal" objects the connected value is mainly used for scripting purposes. You can write a string in this field that can be used from a Perl script (find_link function) to find this object, or all objects that got this connected value.',
464     name => 'connection',
465     type => 'string'
466     }
467 root 1.7 ]
468     ]
469 root 1.3 );
470    
471     our %TYPE = (
472     Ability => {
473 root 1.7 attr => [
474     [
475     'invisible',
476     {
477     type => 'fixed',
478     value => 1
479     }
480     ],
481     [
482     'no_drop',
483     {
484     type => 'fixed',
485     value => 1
486     }
487     ],
488     [
489     'sp',
490     {
491     desc => 'The monster will use the specified <short range spell> when the player is within 6-square radius (of the monster\'s head).',
492     name => 'short range spell',
493     type => 'spell'
494     }
495     ],
496     [
497     'hp',
498     {
499     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.',
500     name => 'long range spell',
501     type => 'nz_spell'
502     }
503     ],
504     [
505     'maxsp',
506     {
507     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".',
508     name => 'importance',
509     type => 'int'
510     }
511     ],
512     [
513     'attacktype',
514     {
515 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.',
516 root 1.7 name => 'is magical',
517     type => 'bool',
518     value => [
519     0,
520     2
521     ]
522     }
523     ]
524     ],
525 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;.',
526 root 1.3 ignore => [
527     $IGNORE_LIST{system_object}
528     ],
529 root 1.5 name => 'Ability',
530 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?'
531     },
532     Altar => {
533 root 1.7 attr => [
534     [
535     'no_pick',
536     {
537     type => 'fixed',
538     value => 1
539     }
540     ],
541     [
542 root 1.14 'move_on',
543 root 1.7 {
544 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
545 root 1.58 name => 'movement on',
546 elmex 1.26 type => 'movement_type'
547 root 1.7 }
548     ],
549     [
550     'slaying',
551     {
552 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',
553 root 1.7 name => 'match item name',
554     type => 'string'
555     }
556     ],
557     [
558     'food',
559     {
560     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.',
561     name => 'drop amount',
562     type => 'int'
563     }
564     ],
565     [
566     'connected',
567     {
568     desc => 'If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.',
569     name => 'connection',
570 root 1.50 type => 'string'
571 root 1.7 }
572     ],
573     [
574     'sp',
575     {
576 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.',
577 root 1.7 name => 'spell',
578     type => 'spell'
579     }
580     ],
581     [
582     'msg',
583     {
584     desc => 'This text will be displayed to the player in the exact moment when the altar is activated.',
585     end => 'endmsg',
586     name => 'message',
587     type => 'text'
588     }
589     ]
590     ],
591 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.',
592 root 1.3 ignore => [
593 elmex 1.67 $IGNORE_LIST{non_pickable},
594     [
595     'connected'
596     ]
597 root 1.5 ],
598     name => 'Altar'
599 root 1.3 },
600     'Altar Trigger' => {
601 root 1.7 attr => [
602     [
603     'no_pick',
604     {
605     type => 'fixed',
606     value => 1
607     }
608     ],
609     [
610     'slaying',
611     {
612 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',
613 root 1.7 name => 'match item name',
614     type => 'string'
615     }
616     ],
617     [
618     'food',
619     {
620     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.',
621     name => 'drop amount',
622     type => 'int'
623     }
624     ],
625     [
626     'connected',
627     {
628     desc => 'If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.',
629     name => 'connection',
630 root 1.50 type => 'string'
631 root 1.7 }
632     ],
633     [
634     'sp',
635     {
636 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.',
637 root 1.7 name => 'spell',
638     type => 'spell'
639     }
640     ],
641     [
642     'exp',
643     {
644     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.',
645     name => 'reset time',
646     type => 'int'
647     }
648     ],
649     [
650     'last_sp',
651     {
652     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.',
653     name => 'ignore reset',
654     type => 'bool'
655     }
656     ],
657     [
658 root 1.14 'move_on',
659 root 1.7 {
660 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
661 root 1.58 name => 'movement on',
662 elmex 1.26 type => 'movement_type'
663 root 1.7 }
664     ],
665     [
666     'msg',
667     {
668     desc => 'This text will be displayed to the player in the exact moment when the altar is activated.',
669     end => 'endmsg',
670     name => 'message',
671     type => 'text'
672     }
673     ]
674     ],
675 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.',
676 root 1.3 ignore => [
677 elmex 1.67 $IGNORE_LIST{non_pickable},
678     [
679     'connected'
680     ]
681 root 1.3 ],
682 root 1.5 name => 'Altar Trigger',
683 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. =)'
684     },
685     Amulet => {
686 root 1.7 attr => [
687     [
688     'ac',
689     {
690     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.',
691     name => 'armour class',
692     type => 'int'
693     }
694     ],
695     [
696     'wc',
697     {
698     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.',
699     name => 'weapon class',
700     type => 'int'
701     }
702     ],
703     [
704     'item_power',
705     {
706 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>.',
707 root 1.7 name => 'item power',
708     type => 'int'
709     }
710     ],
711     [
712     'damned',
713     {
714     desc => 'A damned piece of equipment cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
715     name => 'damnation',
716     type => 'bool'
717     }
718     ],
719     [
720     'cursed',
721     {
722     desc => 'A cursed piece of equipment cannot be unwielded unless the curse is removed.',
723     name => 'curse',
724     type => 'bool'
725     }
726     ],
727     [
728     'lifesave',
729     {
730 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!',
731 root 1.7 name => 'save life',
732     type => 'bool'
733     }
734     ],
735     [
736     'unique',
737     {
738     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
739     name => 'unique item',
740     type => 'bool'
741     }
742     ],
743     [
744     'startequip',
745     {
746     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
747     name => 'godgiven item',
748     type => 'bool'
749     }
750     ],
751     [
752     'applied',
753     {
754     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.',
755     name => 'is applied',
756     type => 'bool'
757     }
758     ],
759     [
760     'msg',
761     {
762     desc => 'This text describes the item\'s "story". Every decent artifact should have such a description.',
763     end => 'endmsg',
764     name => 'description',
765     type => 'text'
766     }
767     ]
768     ],
769 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.',
770 root 1.5 name => 'Amulet',
771 root 1.4 section => [
772     [
773 elmex 1.33 'stats',
774     [
775     [
776     'Str',
777     {
778     desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
779     name => 'strength',
780     type => 'int'
781     }
782     ],
783     [
784     'Dex',
785     {
786     desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
787     name => 'dexterity',
788     type => 'int'
789     }
790     ],
791     [
792     'Con',
793     {
794     desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
795     name => 'constitution',
796     type => 'int'
797     }
798     ],
799     [
800     'Int',
801     {
802     desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
803     name => 'intelligence',
804     type => 'int'
805     }
806     ],
807     [
808     'Pow',
809     {
810     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.',
811     name => 'power',
812     type => 'int'
813     }
814     ],
815     [
816     'Wis',
817     {
818     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.',
819     name => 'wisdom',
820     type => 'int'
821     }
822     ],
823     [
824     'Cha',
825     {
826     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.',
827     name => 'charisma',
828     type => 'int'
829     }
830     ]
831     ]
832     ],
833     [
834 root 1.4 'resistance',
835 root 1.7 [
836     [
837     'resist_physical',
838     {
839 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
840 root 1.7 name => 'resist physical %',
841     type => 'int'
842     }
843     ],
844     [
845     'resist_magic',
846     {
847 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
848 root 1.7 name => 'resist magic %',
849     type => 'int'
850     }
851     ],
852     [
853     'resist_fire',
854     {
855 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
856 root 1.7 name => 'resist fire %',
857     type => 'int'
858     }
859     ],
860     [
861     'resist_electricity',
862     {
863 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
864 root 1.7 name => 'resist electricity %',
865     type => 'int'
866     }
867     ],
868     [
869     'resist_cold',
870     {
871 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
872 root 1.7 name => 'resist cold %',
873     type => 'int'
874     }
875     ],
876     [
877     'resist_acid',
878     {
879 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
880 root 1.7 name => 'resist acid %',
881     type => 'int'
882     }
883     ],
884     [
885 elmex 1.33 'resist_confusion',
886 root 1.7 {
887 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
888     name => 'resist confusion %',
889 root 1.7 type => 'int'
890     }
891     ],
892     [
893     'resist_weaponmagic',
894     {
895 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
896 root 1.7 name => 'resist weaponmagic %',
897     type => 'int'
898     }
899     ],
900     [
901     'resist_ghosthit',
902     {
903 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
904 root 1.7 name => 'resist ghosthit %',
905     type => 'int'
906     }
907     ],
908     [
909     'resist_slow',
910     {
911 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
912 root 1.7 name => 'resist slow %',
913     type => 'int'
914     }
915     ],
916     [
917     'resist_fear',
918     {
919 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
920 root 1.7 name => 'resist fear %',
921     type => 'int'
922     }
923     ],
924     [
925     'resist_death',
926     {
927 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
928 root 1.7 name => 'resist death-attack %',
929     type => 'int'
930     }
931     ],
932     [
933     'resist_chaos',
934     {
935 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
936 root 1.7 name => 'resist chaos %',
937     type => 'int'
938     }
939     ],
940     [
941     'resist_blind',
942     {
943 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
944 root 1.7 name => 'resist blinding %',
945     type => 'int'
946     }
947     ],
948     [
949     'resist_holyword',
950     {
951 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
952 root 1.7 name => 'resist holy power %',
953     type => 'int'
954     }
955     ],
956     [
957 elmex 1.33 'resist_godpower',
958 root 1.7 {
959 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
960     name => 'resist godpower %',
961 root 1.7 type => 'int'
962     }
963     ],
964     [
965 elmex 1.33 'resist_paralyze',
966 root 1.7 {
967 elmex 1.33 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
968     name => 'resist paralyze %',
969 root 1.7 type => 'int'
970     }
971     ],
972     [
973 elmex 1.33 'resist_drain',
974 root 1.7 {
975 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!',
976     name => 'resist draining %',
977 root 1.7 type => 'int'
978     }
979     ],
980     [
981 elmex 1.33 'resist_deplete',
982 root 1.7 {
983 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!',
984     name => 'resist depletion %',
985 root 1.7 type => 'int'
986     }
987     ],
988     [
989 elmex 1.33 'resist_poison',
990 root 1.7 {
991 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!',
992     name => 'resist poison %',
993 root 1.7 type => 'int'
994     }
995     ]
996     ]
997     ],
998     [
999     'misc',
1000     [
1001     [
1002     'luck',
1003     {
1004     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.',
1005     name => 'luck bonus',
1006     type => 'int'
1007     }
1008     ],
1009     [
1010     'hp',
1011     {
1012     desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
1013     name => 'health regen.',
1014     type => 'int'
1015     }
1016     ],
1017     [
1018     'sp',
1019     {
1020     desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
1021     name => 'mana regen.',
1022     type => 'int'
1023     }
1024     ],
1025     [
1026     'grace',
1027     {
1028     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!!',
1029     name => 'grace regen.',
1030     type => 'int'
1031     }
1032     ],
1033     [
1034     'food',
1035     {
1036     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.',
1037     name => 'food bonus',
1038     type => 'int'
1039     }
1040     ],
1041     [
1042     'xrays',
1043     {
1044 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.',
1045 root 1.7 name => 'xray vision',
1046     type => 'bool'
1047     }
1048     ],
1049     [
1050     'stealth',
1051     {
1052     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)',
1053     name => 'stealth',
1054     type => 'bool'
1055     }
1056     ],
1057     [
1058     'reflect_spell',
1059     {
1060     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!',
1061     name => 'reflect spells',
1062     type => 'bool'
1063     }
1064     ],
1065     [
1066     'reflect_missile',
1067     {
1068     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.',
1069     name => 'reflect missiles',
1070     type => 'bool'
1071     }
1072     ],
1073     [
1074 root 1.14 'move_type',
1075 root 1.7 {
1076 root 1.14 desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
1077     name => 'movement type',
1078 elmex 1.26 type => 'movement_type'
1079 root 1.7 }
1080     ],
1081     [
1082     'path_attuned',
1083     {
1084     desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this item.',
1085     name => 'attuned paths',
1086     type => 'bitmask',
1087     value => $BITMASK{spellpath}
1088     }
1089     ],
1090     [
1091     'path_repelled',
1092     {
1093     desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this item.',
1094     name => 'repelled paths',
1095     type => 'bitmask',
1096     value => $BITMASK{spellpath}
1097     }
1098     ],
1099     [
1100     'path_denied',
1101     {
1102     desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this item.',
1103     name => 'denied paths',
1104     type => 'bitmask',
1105     value => $BITMASK{spellpath}
1106     }
1107     ]
1108     ]
1109     ]
1110     ],
1111     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1112     },
1113     Battleground => {
1114     attr => [
1115     [
1116     'no_pick',
1117     {
1118     type => 'fixed',
1119     value => 1
1120     }
1121     ],
1122     [
1123     'is_floor',
1124 root 1.4 {
1125 root 1.7 type => 'fixed',
1126     value => 1
1127 root 1.4 }
1128     ],
1129     [
1130 root 1.7 'hp',
1131 root 1.4 {
1132 root 1.7 desc => 'The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.',
1133     name => 'destination X',
1134     type => 'int'
1135 root 1.4 }
1136     ],
1137     [
1138 root 1.7 'sp',
1139 root 1.4 {
1140 root 1.7 desc => 'The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.',
1141     name => 'destination Y',
1142     type => 'int'
1143 root 1.4 }
1144     ]
1145     ],
1146 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.',
1147     ignore => [
1148     $IGNORE_LIST{non_pickable}
1149     ],
1150 root 1.5 name => 'Battleground',
1151 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.)'
1152     },
1153     Book => {
1154 root 1.7 attr => [
1155     [
1156     'level',
1157     {
1158     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.',
1159     name => 'literacy level',
1160     type => 'int'
1161     }
1162     ],
1163     [
1164     'startequip',
1165     {
1166     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1167     name => 'godgiven item',
1168     type => 'bool'
1169     }
1170     ],
1171     [
1172     'unique',
1173     {
1174     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
1175     name => 'unique item',
1176     type => 'bool'
1177     }
1178     ],
1179     [
1180     'msg',
1181     {
1182     desc => 'This is the text that appears "written" in the book.',
1183     end => 'endmsg',
1184     name => 'book content',
1185     type => 'text'
1186     }
1187 root 1.14 ],
1188     [
1189     'slaying',
1190     {
1191     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)',
1192     name => 'key string',
1193     type => 'string'
1194     }
1195 elmex 1.48 ],
1196     [
1197     'no_skill_ident',
1198     {
1199     desc => 'If this flag is true the player won\'t be able to identify this item with by using a skill.',
1200     name => 'no skill ident',
1201     type => 'bool'
1202     }
1203 root 1.7 ]
1204     ],
1205 root 1.5 desc => 'Applying a book, the containing message is displayed to the player.',
1206     name => 'Book'
1207 root 1.1 },
1208 root 1.3 Boots => {
1209 root 1.7 attr => [
1210     [
1211     'exp',
1212     {
1213     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.',
1214     name => 'speed bonus',
1215     type => 'int'
1216     }
1217     ],
1218     [
1219     'magic',
1220     {
1221     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>.',
1222     name => 'magic bonus',
1223     type => 'int'
1224     }
1225     ]
1226     ],
1227 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.',
1228     import => [
1229 root 1.29 'Amulet'
1230 root 1.3 ],
1231 root 1.5 name => 'Boots',
1232 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.'
1233     },
1234     Bracers => {
1235 root 1.7 attr => [
1236     [
1237     'magic',
1238     {
1239     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.',
1240     name => 'magic bonus',
1241     type => 'int'
1242     }
1243     ]
1244     ],
1245 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.',
1246     import => [
1247 root 1.29 'Amulet'
1248 root 1.3 ],
1249 root 1.5 name => 'Bracers',
1250 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.'
1251     },
1252     'Brestplate Armour' => {
1253 root 1.7 attr => [
1254     [
1255     'last_heal',
1256     {
1257     desc => 'This poses a penalty to spell regeneration speed, for wearing the armour. The bigger the spellpoint penalty, the worse.',
1258     name => 'spellpoint penalty',
1259     type => 'int'
1260     }
1261     ],
1262     [
1263     'last_sp',
1264     {
1265     desc => 'Slowdown penalty reduces the player\'s walking speed when wearing the armour. Bigger values are worse - zero is best.',
1266     name => 'slowdown penalty',
1267     type => 'int'
1268     }
1269     ],
1270     [
1271     'magic',
1272     {
1273     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.',
1274     name => 'magic bonus',
1275     type => 'int'
1276     }
1277     ]
1278     ],
1279 root 1.3 desc => 'Wearing an armour, the object\'s stats will directly be inherited to the player. Usually enhancing his defense.',
1280 root 1.7 import => [
1281 root 1.29 'Amulet'
1282 root 1.7 ],
1283     name => 'Brestplate Armour',
1284     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1285     },
1286     Button => {
1287     attr => [
1288     [
1289 root 1.14 'move_on',
1290 root 1.7 {
1291 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
1292 root 1.58 name => 'movement on',
1293 elmex 1.26 type => 'movement_type'
1294 root 1.7 }
1295     ],
1296     [
1297 root 1.14 'move_off',
1298 root 1.7 {
1299 root 1.14 desc => 'Which movement types deactivate this object (e.g. button).',
1300 root 1.58 name => 'movement off',
1301 elmex 1.26 type => 'movement_type'
1302 root 1.7 }
1303     ],
1304     [
1305     'no_pick',
1306     {
1307     type => 'fixed',
1308     value => 1
1309     }
1310     ],
1311     [
1312     'weight',
1313     {
1314     desc => 'The button is pressed (triggered), as soon as <press weigh> gram are placed ontop of it.',
1315     name => 'press weight',
1316 root 1.9 type => 'int'
1317 root 1.7 }
1318     ],
1319     [
1320     'connected',
1321     {
1322     desc => 'Every time the button is pressed or released, all objects with the same <connection> value are activated.',
1323     name => 'connection',
1324 root 1.50 type => 'string'
1325 root 1.7 }
1326     ],
1327     [
1328     'msg',
1329     {
1330     desc => 'This text may describe the item. You can use this message to explain the button\'s purpose to the player.',
1331     end => 'endmsg',
1332     name => 'description',
1333     type => 'text'
1334     }
1335     ]
1336 root 1.3 ],
1337     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.',
1338     ignore => [
1339 elmex 1.67 $IGNORE_LIST{non_pickable},
1340     [
1341     'connected'
1342     ]
1343 root 1.5 ],
1344     name => 'Button'
1345 root 1.3 },
1346 root 1.9 'Button Trigger' => {
1347     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.',
1348     ignore => [
1349     $IGNORE_LIST{non_pickable}
1350     ],
1351     import => [
1352 root 1.29 'Button'
1353 root 1.9 ],
1354     name => 'Button Trigger'
1355     },
1356     'Class Changer' => {
1357     attr => [
1358     [
1359     'randomitems',
1360     {
1361     desc => 'This entry determines which initial items the character receives.',
1362     name => 'class items',
1363     type => 'treasurelist'
1364     }
1365     ]
1366     ],
1367     desc => 'Class changer are used while creating a character.',
1368     ignore => [
1369     $IGNORE_LIST{non_pickable}
1370     ],
1371     name => 'Class Changer',
1372     section => [
1373     [
1374     'stats',
1375     [
1376     [
1377     'Str',
1378     {
1379     desc => 'The player\'s strength will rise by the given value if he chooses this class. (Negative values make strength fall)',
1380     name => 'strength',
1381     type => 'int'
1382     }
1383     ],
1384     [
1385     'Dex',
1386     {
1387     desc => 'The player\'s dexterity will rise by the given value if he chooses this class. (Negative values make dexterity fall)',
1388     name => 'dexterity',
1389     type => 'int'
1390     }
1391     ],
1392     [
1393     'Con',
1394     {
1395     desc => 'The player\'s constitution will rise by the given value if he chooses this class. (Negative values make constitution fall)',
1396     name => 'constitution',
1397     type => 'int'
1398     }
1399     ],
1400     [
1401     'Int',
1402     {
1403     desc => 'The player\'s intelligence will rise by the given value if he chooses this class. (Negative values make intelligence fall)',
1404     name => 'intelligence',
1405     type => 'int'
1406     }
1407     ],
1408     [
1409     'Pow',
1410     {
1411     desc => 'The player\'s power will rise by the given value if he chooses this class. (Negative values make power fall)',
1412     name => 'power',
1413     type => 'int'
1414     }
1415     ],
1416     [
1417     'Wis',
1418     {
1419     desc => 'The player\'s wisdom will rise by the given value if he chooses this class. (Negative values make wisdom fall)',
1420     name => 'wisdom',
1421     type => 'int'
1422     }
1423     ],
1424     [
1425     'Cha',
1426     {
1427     desc => 'The player\'s charisma will rise by the given value if he chooses this class. (Negative values make charisma fall)',
1428     name => 'charisma',
1429     type => 'int'
1430     }
1431     ]
1432     ]
1433     ]
1434     ]
1435     },
1436 root 1.3 Cloak => {
1437 root 1.7 attr => [
1438     [
1439     'magic',
1440     {
1441     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>.',
1442     name => 'magic bonus',
1443     type => 'int'
1444     }
1445     ]
1446     ],
1447 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.',
1448     import => [
1449 root 1.29 'Amulet'
1450 root 1.3 ],
1451 root 1.5 name => 'Cloak',
1452 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.'
1453     },
1454     Clock => {
1455 root 1.7 attr => [
1456     [
1457     'msg',
1458     {
1459     desc => 'This text may describe the item',
1460     end => 'endmsg',
1461     name => 'description',
1462     type => 'text'
1463     }
1464     ]
1465     ],
1466 root 1.5 desc => 'Applying a clock, the time is displayed to the player.',
1467     name => 'Clock'
1468 root 1.1 },
1469 root 1.3 Container => {
1470 root 1.7 attr => [
1471     [
1472     'race',
1473     {
1474     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.',
1475     name => 'container class',
1476     type => 'string'
1477     }
1478     ],
1479     [
1480     'slaying',
1481     {
1482 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.',
1483 root 1.7 name => 'key string',
1484     type => 'string'
1485     }
1486     ],
1487     [
1488     'container',
1489     {
1490     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.',
1491     name => 'maximum weight',
1492     type => 'int'
1493     }
1494     ],
1495     [
1496     'Str',
1497     {
1498     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.',
1499     name => 'reduce weight %',
1500     type => 'int'
1501     }
1502     ],
1503     [
1504     'is_cauldron',
1505     {
1506     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.',
1507     name => 'alchemy cauldron',
1508     type => 'bool'
1509     }
1510     ],
1511     [
1512     'unique',
1513     {
1514     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.',
1515     name => 'unique item',
1516     type => 'bool'
1517     }
1518     ],
1519     [
1520     'startequip',
1521     {
1522     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1523     name => 'godgiven item',
1524     type => 'bool'
1525     }
1526     ],
1527     [
1528     'other_arch',
1529     {
1530     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.',
1531     name => 'animation arch',
1532     type => 'string'
1533     }
1534     ],
1535     [
1536     'msg',
1537     {
1538     desc => 'This text may contain a description of the container.',
1539     end => 'endmsg',
1540     name => 'description',
1541     type => 'text'
1542     }
1543     ]
1544     ],
1545 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.',
1546 root 1.5 name => 'Container',
1547 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>'
1548     },
1549     Converter => {
1550 root 1.7 attr => [
1551     [
1552     'no_pick',
1553     {
1554     type => 'fixed',
1555     value => 1
1556     }
1557     ],
1558     [
1559     'slaying',
1560     {
1561     desc => '<cost arch> is the name of the archetype the player has to put on the converter, as payment.',
1562     name => 'cost arch',
1563     type => 'string'
1564     }
1565     ],
1566     [
1567     'food',
1568     {
1569     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>.',
1570     name => 'cost number',
1571     type => 'int'
1572     }
1573     ],
1574     [
1575     'other_arch',
1576     {
1577 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.',
1578 root 1.7 name => 'receive arch',
1579     type => 'string'
1580     }
1581     ],
1582     [
1583     'sp',
1584     {
1585     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>.',
1586     name => 'receive number',
1587     type => 'int'
1588     }
1589     ],
1590     [
1591     'msg',
1592     {
1593     desc => 'This text may contain a description of the converter.',
1594     end => 'endmsg',
1595     name => 'description',
1596     type => 'text'
1597     }
1598 elmex 1.46 ],
1599     [
1600 elmex 1.47 'precious',
1601 elmex 1.46 {
1602 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.)',
1603     name => 'output unpaid',
1604 elmex 1.46 type => 'bool'
1605     }
1606 root 1.7 ]
1607     ],
1608 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.',
1609     ignore => [
1610 elmex 1.67 [
1611     'value'
1612     ],
1613     [
1614     'nrof'
1615     ],
1616     [
1617     'name_pl'
1618     ],
1619     [
1620     'no_pick'
1621     ],
1622     [
1623     'unpaid'
1624     ],
1625     [
1626     'title'
1627     ]
1628 root 1.3 ],
1629 root 1.5 name => 'Converter',
1630 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.'
1631     },
1632     Creator => {
1633 root 1.7 attr => [
1634     [
1635     'no_pick',
1636     {
1637     type => 'fixed',
1638     value => 1
1639     }
1640     ],
1641     [
1642     'other_arch',
1643     {
1644 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.',
1645 root 1.7 name => 'create arch',
1646     type => 'string'
1647     }
1648     ],
1649     [
1650     'connected',
1651     {
1652     desc => 'Whenever the connection value is activated, the creator gets triggered.',
1653     name => 'connection',
1654 root 1.50 type => 'string'
1655 root 1.7 }
1656     ],
1657     [
1658 elmex 1.21 'activate_on_push',
1659     {
1660     desc => 'Whether the teleporter should only be activated on push.',
1661 root 1.42 name => 'activate on push',
1662 elmex 1.21 type => 'bool'
1663     }
1664     ],
1665     [
1666     'activate_on_release',
1667     {
1668     desc => 'Whether the teleporter should only be activated on release.',
1669 root 1.42 name => 'activate on release',
1670 elmex 1.21 type => 'bool'
1671     }
1672     ],
1673     [
1674 root 1.7 'lifesave',
1675     {
1676 root 1.61 desc => 'If <unlimited uses> is set, the creator will work infinitely, regardless of the value in <number of uses>.',
1677     name => 'unlimited uses',
1678 root 1.7 type => 'bool'
1679     }
1680     ],
1681     [
1682 elmex 1.25 'speed',
1683     {
1684     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.',
1685     name => 'speed',
1686     type => 'float'
1687     }
1688     ],
1689     [
1690 root 1.7 'hp',
1691     {
1692     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).',
1693     name => 'number of uses',
1694     type => 'int'
1695     }
1696     ],
1697     [
1698     'slaying',
1699     {
1700 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.',
1701 root 1.7 name => 'name of creation',
1702     type => 'string'
1703     }
1704     ],
1705     [
1706     'level',
1707     {
1708     desc => 'The created object will be of that level. If zero/unset, the standard level of the archetype is used.',
1709     name => 'level of creation',
1710     type => 'int'
1711     }
1712     ]
1713     ],
1714 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.',
1715 root 1.3 ignore => [
1716 elmex 1.67 $IGNORE_LIST{system_object},
1717     [
1718     'connected'
1719     ]
1720 root 1.3 ],
1721 root 1.5 name => 'Creator',
1722 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.'
1723     },
1724     Detector => {
1725 root 1.7 attr => [
1726     [
1727     'no_pick',
1728     {
1729     type => 'fixed',
1730     value => 1
1731     }
1732     ],
1733     [
1734     'slaying',
1735     {
1736     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.',
1737     name => 'match name',
1738     type => 'string'
1739     }
1740     ],
1741     [
1742     'connected',
1743     {
1744     desc => 'When the detector is triggered, all objects with the same connection value get activated.',
1745     name => 'connection',
1746 root 1.50 type => 'string'
1747 root 1.7 }
1748     ],
1749     [
1750     'speed',
1751     {
1752     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.',
1753     name => 'detection speed',
1754     type => 'float'
1755     }
1756 root 1.17 ],
1757     [
1758     'speed_left',
1759     {
1760     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.',
1761     name => 'speed left',
1762     type => 'float'
1763     }
1764     ],
1765     [
1766     'speed_left',
1767     {
1768     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.',
1769     name => 'speed left',
1770     type => 'float'
1771     }
1772 root 1.7 ]
1773     ],
1774 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.',
1775 root 1.3 ignore => [
1776 elmex 1.67 $IGNORE_LIST{system_object},
1777     [
1778     'connected'
1779     ]
1780 root 1.3 ],
1781 root 1.5 name => 'Detector',
1782 root 1.56 use => 'Best avoid this type at all costs, use a pedestal instead.'
1783 root 1.3 },
1784     Director => {
1785 root 1.7 attr => [
1786     [
1787     'sp',
1788     {
1789     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).',
1790     name => 'direction',
1791     type => 'list',
1792     value => $LIST{direction}
1793     }
1794     ],
1795     [
1796 root 1.14 'move_on',
1797 root 1.7 {
1798 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
1799 root 1.58 name => 'movement on',
1800 elmex 1.26 type => 'movement_type'
1801 root 1.7 }
1802     ]
1803     ],
1804 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.',
1805     ignore => [
1806     $IGNORE_LIST{non_pickable}
1807     ],
1808 root 1.5 name => 'Director',
1809 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.'
1810     },
1811     Disease => {
1812 root 1.7 attr => [
1813     [
1814     'invisible',
1815     {
1816     type => 'fixed',
1817     value => 1
1818     }
1819     ],
1820     [
1821     'level',
1822     {
1823     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.',
1824     name => 'plaque level',
1825     type => 'int'
1826     }
1827     ],
1828     [
1829     'race',
1830     {
1831     desc => 'The disease will only infect creatures of the specified <race>. "<race> *" means every creature can be infected.',
1832     name => 'infect race',
1833     type => 'string'
1834     }
1835     ],
1836     [
1837     'ac',
1838     {
1839     desc => 'Every time the disease "moves" the severity of the symptoms are increased by <progressiveness>/100. (severity = 1 + (accumlated progression)/100)',
1840     name => 'progressiveness',
1841     type => 'int'
1842     }
1843     ],
1844     [
1845     'msg',
1846     {
1847     desc => 'This text is displayed to the player every time the symptoms strike.',
1848     end => 'endmsg',
1849     name => 'message',
1850     type => 'text'
1851     }
1852     ]
1853     ],
1854 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.',
1855 root 1.3 ignore => [
1856     $IGNORE_LIST{system_object}
1857     ],
1858 root 1.5 name => 'Disease',
1859 root 1.4 section => [
1860     [
1861     'spreading',
1862 root 1.7 [
1863     [
1864     'wc',
1865     {
1866     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.',
1867     name => 'infectiosness',
1868     type => 'int'
1869     }
1870     ],
1871     [
1872     'last_grace',
1873     {
1874     desc => 'The <attenuation> value reduces the diseases\' <infectiosness> everytime it infects someone new. This limits how many generations a disease can propagate.',
1875     name => 'attenuation',
1876     type => 'int'
1877     }
1878     ],
1879     [
1880     'magic',
1881     {
1882     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.',
1883     name => 'infection range',
1884     type => 'int'
1885     }
1886     ],
1887     [
1888     'maxhp',
1889     {
1890     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).',
1891     name => 'persistence',
1892     type => 'int'
1893     }
1894     ],
1895     [
1896     'maxgrace',
1897     {
1898     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.',
1899     name => 'curing duration',
1900     type => 'int'
1901     }
1902     ],
1903     [
1904     'speed',
1905     {
1906     desc => 'The <speed> of the disease determines how fast the disease will "move", thus how fast the symptoms strike the host.',
1907     name => 'moving speed',
1908     type => 'float'
1909     }
1910 root 1.17 ],
1911     [
1912     'speed_left',
1913     {
1914     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.',
1915     name => 'speed left',
1916     type => 'float'
1917     }
1918 root 1.7 ]
1919     ]
1920     ],
1921     [
1922     'symptoms',
1923     [
1924     [
1925     'attacktype',
1926     {
1927     desc => 'The disease will attack the host with the given <attacktype>. Godpower attacktype is commonly used for "unresistable" diseases.',
1928     name => 'attacktype',
1929     type => 'bitmask',
1930     value => $BITMASK{attacktype}
1931     }
1932     ],
1933     [
1934     'dam',
1935     {
1936     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.',
1937     name => 'damage',
1938     type => 'int'
1939     }
1940     ],
1941     [
1942     'other_arch',
1943     {
1944     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.',
1945     name => 'create arch',
1946     type => 'string'
1947     }
1948     ],
1949     [
1950     'last_sp',
1951     {
1952     desc => 'If set, the disease imposes a <slowdown penalty> while being infected. The player\'s speed is reduced by <slowdown penalty> % of normal value.',
1953     name => 'slowdown penalty',
1954     type => 'int'
1955     }
1956     ],
1957     [
1958     'exp',
1959     {
1960     desc => 'When the player manages to cure this disease (with a curing spell), he is awarded with <exp. for curing> experience.',
1961     name => 'exp. for curing',
1962     type => 'int'
1963     }
1964     ],
1965     [
1966     'maxsp',
1967     {
1968     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.',
1969     name => 'mana depletion',
1970     type => 'int'
1971     }
1972     ],
1973     [
1974     'last_eat',
1975     {
1976     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.',
1977     name => 'food depletion',
1978     type => 'int'
1979     }
1980     ],
1981     [
1982     'hp',
1983     {
1984     desc => 'This value increases the player\'s healing rate. Negative values decrease it.',
1985     name => 'health regen.',
1986     type => 'int'
1987     }
1988     ],
1989     [
1990     'sp',
1991     {
1992     desc => 'This value increases the player\'s rate of mana regeneration. Negative values decrease it.',
1993     name => 'mana regen.',
1994     type => 'int'
1995     }
1996     ]
1997     ]
1998     ],
1999     [
2000     'disability',
2001     [
2002     [
2003     'Str',
2004     {
2005     desc => 'The player\'s strength will rise by the given value while being infected. (Negative values make strength fall)',
2006     name => 'strength',
2007     type => 'int'
2008     }
2009     ],
2010     [
2011     'Dex',
2012     {
2013     desc => 'The player\'s dexterity will rise by the given value while being infected. (Negative values make dexterity fall)',
2014     name => 'dexterity',
2015     type => 'int'
2016     }
2017     ],
2018     [
2019     'Con',
2020     {
2021     desc => 'The player\'s constitution will rise by the given value while being infected. (Negative values make constitution fall)',
2022     name => 'constitution',
2023     type => 'int'
2024     }
2025     ],
2026     [
2027     'Int',
2028     {
2029     desc => 'The player\'s intelligence will rise by the given value while being infected. (Negative values make intelligence fall)',
2030     name => 'intelligence',
2031     type => 'int'
2032     }
2033     ],
2034     [
2035     'Pow',
2036     {
2037     desc => 'The player\'s power will rise by the given value while being infected. (Negative values make power fall)',
2038     name => 'power',
2039     type => 'int'
2040     }
2041     ],
2042     [
2043     'Wis',
2044     {
2045     desc => 'The player\'s wisdom will rise by the given value while being infected. (Negative values make wisdom fall)',
2046     name => 'wisdom',
2047     type => 'int'
2048     }
2049     ],
2050     [
2051     'Cha',
2052     {
2053     desc => 'The player\'s charisma will rise by the given value while being infected. (Negative values make charisma fall)',
2054     name => 'charisma',
2055     type => 'int'
2056     }
2057     ]
2058     ]
2059     ]
2060     ],
2061     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.'
2062     },
2063 root 1.9 Door => {
2064     attr => [
2065     [
2066     'no_pick',
2067     {
2068     type => 'fixed',
2069     value => 1
2070     }
2071     ],
2072     [
2073     'alive',
2074     {
2075     type => 'fixed',
2076     value => 1
2077     }
2078     ],
2079     [
2080 root 1.14 'move_block',
2081 root 1.9 {
2082 root 1.14 desc => 'Objects using these movement types cannot move over this space.',
2083     name => 'blocked movement',
2084 elmex 1.26 type => 'movement_type'
2085 root 1.14 }
2086     ],
2087     [
2088     'move_allow',
2089     {
2090     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2091     name => 'allowed movement',
2092 elmex 1.26 type => 'movement_type'
2093 root 1.14 }
2094     ],
2095     [
2096     'move_slow',
2097     {
2098     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2099     name => 'slowed movement',
2100 elmex 1.26 type => 'movement_type'
2101 root 1.14 }
2102     ],
2103     [
2104     'move_slow_penalty',
2105     {
2106     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)',
2107     name => 'slow movement penalty',
2108     type => 'int'
2109 root 1.9 }
2110     ],
2111     [
2112     'hp',
2113     {
2114     desc => 'The more <hitpoints> the door has, the longer it takes to be broken.',
2115     name => 'hitpoints',
2116     type => 'int'
2117     }
2118     ],
2119     [
2120     'ac',
2121     {
2122     desc => 'Doors of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
2123     name => 'armour class',
2124     type => 'int'
2125     }
2126     ],
2127     [
2128     'other_arch',
2129     {
2130     desc => 'This string defines the object that will be created when the door was defeated.',
2131     name => 'drop arch',
2132     type => 'string'
2133     }
2134     ],
2135     [
2136     'randomitems',
2137     {
2138     desc => 'This entry determines what kind of traps will appear in the door.',
2139     name => 'treasurelist',
2140     type => 'treasurelist'
2141     }
2142 root 1.28 ],
2143     [
2144     'treasure_env',
2145     {
2146     desc => 'Set this flag to move treasure items created into the environment (map) instead of putting them into the object.',
2147     name => 'treasure in env',
2148     type => 'bool'
2149     }
2150 root 1.9 ]
2151     ],
2152 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.',
2153 root 1.9 ignore => [
2154     $IGNORE_LIST{non_pickable}
2155     ],
2156     name => 'Door'
2157     },
2158 root 1.7 Duplicator => {
2159     attr => [
2160     [
2161     'other_arch',
2162 root 1.4 {
2163 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.',
2164 root 1.7 name => 'target arch',
2165     type => 'string'
2166 root 1.4 }
2167     ],
2168     [
2169 root 1.7 'level',
2170 root 1.4 {
2171 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.',
2172     name => 'multiply factor',
2173     type => 'int'
2174 root 1.4 }
2175     ],
2176     [
2177 root 1.7 'connected',
2178 root 1.4 {
2179 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!',
2180     name => 'connection',
2181 root 1.50 type => 'string'
2182 root 1.4 }
2183 elmex 1.21 ],
2184     [
2185     'activate_on_push',
2186     {
2187     desc => 'Whether the teleporter should only be activated on push.',
2188 root 1.42 name => 'activate on push',
2189 elmex 1.21 type => 'bool'
2190     }
2191     ],
2192     [
2193     'activate_on_release',
2194     {
2195     desc => 'Whether the teleporter should only be activated on release.',
2196 root 1.42 name => 'activate on release',
2197 elmex 1.21 type => 'bool'
2198     }
2199 root 1.4 ]
2200     ],
2201 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.',
2202     ignore => [
2203 elmex 1.67 $IGNORE_LIST{system_object},
2204     [
2205     'connected'
2206     ]
2207 root 1.3 ],
2208 root 1.5 name => 'Duplicator',
2209 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%.'
2210     },
2211 root 1.10 'Event Connector' => {
2212 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.',
2213 root 1.10 name => 'Event Connector'
2214     },
2215 root 1.3 Exit => {
2216 root 1.7 attr => [
2217     [
2218     'slaying',
2219     {
2220     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".',
2221     name => 'exit path',
2222     type => 'string'
2223     }
2224     ],
2225     [
2226     'hp',
2227     {
2228     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.',
2229     name => 'destination X',
2230     type => 'int'
2231     }
2232     ],
2233     [
2234     'sp',
2235     {
2236     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.',
2237     name => 'destination Y',
2238     type => 'int'
2239     }
2240     ],
2241     [
2242 root 1.14 'move_on',
2243 root 1.7 {
2244 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2245 root 1.58 name => 'movement on',
2246 elmex 1.26 type => 'movement_type'
2247 root 1.7 }
2248     ],
2249     [
2250     'msg',
2251     {
2252     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. =)',
2253     end => 'endmsg',
2254     name => 'exit message',
2255     type => 'text'
2256     }
2257     ],
2258     [
2259 root 1.30 'damned',
2260 root 1.7 {
2261 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.',
2262 root 1.30 name => 'set savebed',
2263 root 1.7 type => 'bool'
2264     }
2265     ]
2266     ],
2267 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.',
2268     ignore => [
2269     $IGNORE_LIST{non_pickable}
2270     ],
2271 root 1.5 name => 'Exit',
2272 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.'
2273     },
2274     Flesh => {
2275 root 1.7 attr => [
2276     [
2277     'food',
2278     {
2279     desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2280     name => 'foodpoints',
2281     type => 'int'
2282     }
2283     ],
2284     [
2285     'level',
2286     {
2287     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.',
2288     name => 'flesh level',
2289     type => 'int'
2290     }
2291     ],
2292     [
2293     'startequip',
2294     {
2295     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2296     name => 'godgiven item',
2297     type => 'bool'
2298     }
2299     ],
2300     [
2301     'msg',
2302     {
2303     desc => 'This text may describe the item.',
2304     end => 'endmsg',
2305     name => 'description',
2306     type => 'text'
2307     }
2308     ]
2309     ],
2310 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.',
2311 root 1.5 name => 'Flesh',
2312 root 1.4 section => [
2313     [
2314     'resistance',
2315 root 1.7 [
2316     [
2317     'resist_physical',
2318     {
2319     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2320     name => 'resist physical %',
2321     type => 'int'
2322     }
2323     ],
2324     [
2325     'resist_magic',
2326     {
2327     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2328     name => 'resist magic %',
2329     type => 'int'
2330     }
2331     ],
2332     [
2333     'resist_fire',
2334     {
2335     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2336     name => 'resist fire %',
2337     type => 'int'
2338     }
2339     ],
2340     [
2341     'resist_electricity',
2342     {
2343     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2344     name => 'resist electricity %',
2345     type => 'int'
2346     }
2347     ],
2348     [
2349     'resist_cold',
2350     {
2351     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2352     name => 'resist cold %',
2353     type => 'int'
2354     }
2355     ],
2356     [
2357     'resist_confusion',
2358     {
2359     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2360     name => 'resist confusion %',
2361     type => 'int'
2362     }
2363     ],
2364     [
2365     'resist_acid',
2366     {
2367     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2368     name => 'resist acid %',
2369     type => 'int'
2370     }
2371     ],
2372     [
2373     'resist_drain',
2374     {
2375     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2376     name => 'resist draining %',
2377     type => 'int'
2378     }
2379     ],
2380     [
2381     'resist_weaponmagic',
2382     {
2383     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2384     name => 'resist weaponmagic %',
2385     type => 'int'
2386     }
2387     ],
2388     [
2389     'resist_ghosthit',
2390     {
2391     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2392     name => 'resist ghosthit %',
2393     type => 'int'
2394     }
2395     ],
2396     [
2397     'resist_poison',
2398     {
2399     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2400     name => 'resist poison %',
2401     type => 'int'
2402     }
2403     ],
2404     [
2405     'resist_slow',
2406     {
2407     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2408     name => 'resist slow %',
2409     type => 'int'
2410     }
2411     ],
2412     [
2413     'resist_paralyze',
2414     {
2415     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.',
2416     name => 'resist paralyze %',
2417     type => 'int'
2418     }
2419     ],
2420     [
2421     'resist_fear',
2422     {
2423     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.',
2424     name => 'resist fear %',
2425     type => 'int'
2426     }
2427     ],
2428     [
2429     'resist_deplete',
2430     {
2431     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.',
2432     name => 'resist depletion %',
2433     type => 'int'
2434     }
2435     ],
2436     [
2437     'resist_death',
2438     {
2439 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.',
2440 root 1.7 name => 'resist death-attack %',
2441     type => 'int'
2442     }
2443     ],
2444     [
2445     'resist_chaos',
2446     {
2447     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.',
2448     name => 'resist chaos %',
2449     type => 'int'
2450     }
2451     ],
2452     [
2453     'resist_blind',
2454     {
2455     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.',
2456     name => 'resist blinding %',
2457     type => 'int'
2458     }
2459     ]
2460     ]
2461 root 1.4 ]
2462     ],
2463 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.'
2464     },
2465     Floor => {
2466 root 1.7 attr => [
2467     [
2468     'is_floor',
2469     {
2470     type => 'fixed',
2471     value => 1
2472     }
2473     ],
2474     [
2475     'no_pick',
2476     {
2477     type => 'fixed',
2478     value => 1
2479     }
2480     ],
2481     [
2482     'no_magic',
2483     {
2484     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2485     name => 'no spells',
2486     type => 'bool'
2487     }
2488     ],
2489     [
2490     'damned',
2491     {
2492     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2493     name => 'no prayers',
2494     type => 'bool'
2495     }
2496     ],
2497     [
2498     'unique',
2499     {
2500 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>.',
2501 root 1.7 name => 'unique map',
2502     type => 'bool'
2503     }
2504     ],
2505     [
2506 elmex 1.66 'buildable',
2507     {
2508     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.',
2509     name => 'buildable',
2510     type => 'bool'
2511     }
2512     ],
2513     [
2514 root 1.7 'msg',
2515     {
2516     desc => 'This text may describe the object.',
2517     end => 'endmsg',
2518     name => 'description',
2519     type => 'text'
2520     }
2521     ]
2522     ],
2523 root 1.3 desc => 'Floor is a very basic thing whithout too much functionality. It\'s a floor - you stand on it.',
2524     ignore => [
2525     $IGNORE_LIST{non_pickable}
2526     ],
2527 root 1.5 name => 'Floor',
2528 root 1.4 section => [
2529     [
2530     'terrain',
2531 root 1.7 [
2532     [
2533 root 1.14 'move_block',
2534     {
2535     desc => 'Objects using these movement types cannot move over this space.',
2536     name => 'blocked movement',
2537 elmex 1.26 type => 'movement_type'
2538 root 1.14 }
2539     ],
2540     [
2541     'move_allow',
2542     {
2543     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2544     name => 'allowed movement',
2545 elmex 1.26 type => 'movement_type'
2546 root 1.14 }
2547     ],
2548     [
2549     'move_slow',
2550     {
2551     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2552     name => 'slowed movement',
2553 elmex 1.26 type => 'movement_type'
2554 root 1.14 }
2555     ],
2556     [
2557     'move_slow_penalty',
2558 root 1.7 {
2559 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)',
2560     name => 'slow movement penalty',
2561 root 1.7 type => 'int'
2562     }
2563     ],
2564     [
2565     'is_wooded',
2566     {
2567     desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2568     name => 'wooded terrain',
2569     type => 'bool'
2570     }
2571     ],
2572     [
2573     'is_hilly',
2574     {
2575     desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2576     name => 'hilly terrain',
2577     type => 'bool'
2578     }
2579     ]
2580     ]
2581 root 1.4 ]
2582     ]
2583 root 1.3 },
2584     'Floor (Encounter)' => {
2585 root 1.7 attr => [
2586     [
2587     'is_floor',
2588     {
2589     type => 'fixed',
2590     value => 1
2591     }
2592     ],
2593     [
2594     'no_pick',
2595     {
2596     type => 'fixed',
2597     value => 1
2598     }
2599     ],
2600     [
2601     'no_magic',
2602     {
2603     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2604     name => 'no spells',
2605     type => 'bool'
2606     }
2607     ],
2608     [
2609     'damned',
2610     {
2611     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2612     name => 'no prayers',
2613     type => 'bool'
2614     }
2615     ],
2616     [
2617     'unique',
2618     {
2619 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>.',
2620 root 1.7 name => 'unique map',
2621     type => 'bool'
2622     }
2623     ],
2624     [
2625 elmex 1.66 'buildable',
2626     {
2627     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.',
2628     name => 'buildable',
2629     type => 'bool'
2630     }
2631     ],
2632     [
2633 root 1.7 'msg',
2634     {
2635     desc => 'This text may describe the object.',
2636     end => 'endmsg',
2637     name => 'description',
2638     type => 'text'
2639     }
2640     ]
2641     ],
2642 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.',
2643     ignore => [
2644     $IGNORE_LIST{non_pickable}
2645 root 1.4 ],
2646 root 1.5 name => 'Floor (Encounter)',
2647 root 1.4 section => [
2648     [
2649     'terrain',
2650 root 1.7 [
2651     [
2652 root 1.14 'move_block',
2653     {
2654     desc => 'Objects using these movement types cannot move over this space.',
2655     name => 'blocked movement',
2656 elmex 1.26 type => 'movement_type'
2657 root 1.14 }
2658     ],
2659     [
2660     'move_allow',
2661 root 1.7 {
2662 root 1.14 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2663     name => 'allowed movement',
2664 elmex 1.26 type => 'movement_type'
2665 root 1.14 }
2666     ],
2667     [
2668     'move_slow',
2669     {
2670     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2671     name => 'slowed movement',
2672 elmex 1.26 type => 'movement_type'
2673 root 1.14 }
2674     ],
2675     [
2676     'move_slow_penalty',
2677     {
2678     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)',
2679     name => 'slow movement penalty',
2680 root 1.7 type => 'int'
2681     }
2682     ],
2683     [
2684     'is_wooded',
2685     {
2686     desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2687     name => 'wooded terrain',
2688     type => 'bool'
2689     }
2690     ],
2691     [
2692     'is_hilly',
2693     {
2694     desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2695     name => 'hilly terrain',
2696     type => 'bool'
2697     }
2698     ]
2699     ]
2700 root 1.4 ]
2701 root 1.3 ]
2702     },
2703     Food => {
2704 root 1.7 attr => [
2705     [
2706     'food',
2707     {
2708     desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2709     name => 'foodpoints',
2710     type => 'int'
2711     }
2712     ],
2713     [
2714     'startequip',
2715     {
2716     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2717     name => 'godgiven item',
2718     type => 'bool'
2719     }
2720     ]
2721     ],
2722 root 1.5 desc => 'By eating/drinking food-objects, the player can fill his stomache and gain a little health.',
2723     name => 'Food'
2724 root 1.1 },
2725 root 1.3 Gate => {
2726 root 1.7 attr => [
2727     [
2728     'no_pick',
2729     {
2730     type => 'fixed',
2731     value => 1
2732     }
2733     ],
2734     [
2735 elmex 1.20 'speed',
2736     {
2737     desc => 'The speed of the gate affects how fast it is closing/opening.',
2738     type => 'float'
2739     }
2740     ],
2741     [
2742 root 1.7 'connected',
2743     {
2744     desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
2745     name => 'connection',
2746 root 1.50 type => 'string'
2747 root 1.7 }
2748     ],
2749     [
2750     'wc',
2751     {
2752     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.',
2753     name => 'position state',
2754     type => 'int'
2755     }
2756     ],
2757     [
2758 root 1.14 'move_block',
2759     {
2760     desc => 'Objects using these movement types cannot move over this space.',
2761     name => 'blocked movement',
2762 elmex 1.26 type => 'movement_type'
2763 root 1.14 }
2764     ],
2765     [
2766     'move_allow',
2767     {
2768     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2769     name => 'allowed movement',
2770 elmex 1.26 type => 'movement_type'
2771 root 1.14 }
2772     ],
2773     [
2774     'move_slow',
2775 root 1.7 {
2776 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2777     name => 'slowed movement',
2778 elmex 1.26 type => 'movement_type'
2779 root 1.14 }
2780     ],
2781     [
2782     'move_slow_penalty',
2783     {
2784     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)',
2785     name => 'slow movement penalty',
2786     type => 'int'
2787 root 1.7 }
2788     ],
2789     [
2790     'no_magic',
2791     {
2792     desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
2793     name => 'restrict spells',
2794     type => 'bool'
2795     }
2796     ],
2797     [
2798     'damned',
2799     {
2800     desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
2801     name => 'restrict prayers',
2802     type => 'bool'
2803     }
2804     ]
2805     ],
2806 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.',
2807 root 1.3 ignore => [
2808 elmex 1.67 $IGNORE_LIST{non_pickable},
2809     [
2810     'connected'
2811     ]
2812 root 1.3 ],
2813 root 1.5 name => 'Gate',
2814 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".'
2815     },
2816     Girdle => {
2817 root 1.7 attr => [
2818     [
2819     'magic',
2820     {
2821     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.',
2822     name => 'magic bonus',
2823     type => 'int'
2824     }
2825     ]
2826     ],
2827     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.',
2828     import => [
2829 root 1.29 'Amulet'
2830 root 1.7 ],
2831     name => 'Girdle',
2832     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2833     },
2834     Gloves => {
2835     attr => [
2836     [
2837     'magic',
2838     {
2839     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.',
2840     name => 'magic bonus',
2841     type => 'int'
2842     }
2843     ]
2844     ],
2845     desc => 'Wearing gloves, the object\'s stats will directly be inherited to the player. Gloves can add defense or damage bonuses.',
2846     import => [
2847 root 1.29 'Amulet'
2848 root 1.7 ],
2849     name => 'Gloves',
2850     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2851     },
2852     Handle => {
2853     attr => [
2854     [
2855     'no_pick',
2856     {
2857     type => 'fixed',
2858     value => 1
2859     }
2860     ],
2861     [
2862     'connected',
2863     {
2864     desc => 'Every time the handle is applied, all objects with the same <connection> value are activated.',
2865     name => 'connection',
2866 root 1.50 type => 'string'
2867 root 1.7 }
2868     ],
2869     [
2870     'msg',
2871     {
2872     desc => 'This text may describe the item. You can use this message to explain the handle\'s purpose to the player.',
2873     end => 'endmsg',
2874     name => 'description',
2875     type => 'text'
2876     }
2877     ]
2878     ],
2879     desc => 'A handle can be applied by players and (certain) monsters. Every time it is applied, the &lt;connection&gt; value is triggered.',
2880     ignore => [
2881 elmex 1.67 $IGNORE_LIST{non_pickable},
2882     [
2883     'connected'
2884     ]
2885 root 1.7 ],
2886     name => 'Handle',
2887     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.'
2888     },
2889     'Handle Trigger' => {
2890     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.',
2891     ignore => [
2892     $IGNORE_LIST{non_pickable}
2893     ],
2894     import => [
2895 root 1.29 'Handle'
2896 root 1.7 ],
2897     name => 'Handle Trigger',
2898     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.'
2899     },
2900     'Hazard Floor' => {
2901     attr => [
2902     [
2903     'is_floor',
2904     {
2905     type => 'fixed',
2906     value => 1
2907     }
2908     ],
2909     [
2910     'lifesave',
2911     {
2912     type => 'fixed',
2913     value => 1
2914     }
2915     ],
2916     [
2917 root 1.14 'move_on',
2918 root 1.7 {
2919 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2920 root 1.58 name => 'movement on',
2921 elmex 1.26 type => 'movement_type'
2922 root 1.7 }
2923     ],
2924     [
2925     'no_pick',
2926     {
2927     type => 'fixed',
2928     value => 1
2929     }
2930     ],
2931     [
2932     'attacktype',
2933     {
2934     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.',
2935     name => 'attacktype',
2936     type => 'bitmask',
2937     value => $BITMASK{attacktype}
2938     }
2939     ],
2940     [
2941     'dam',
2942     {
2943     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.',
2944     name => 'base damage',
2945     type => 'int'
2946     }
2947     ],
2948     [
2949     'wc',
2950     {
2951     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.',
2952     name => 'weaponclass',
2953     type => 'int'
2954     }
2955     ],
2956     [
2957     'level',
2958     {
2959     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.',
2960     name => 'attack level',
2961     type => 'int'
2962     }
2963     ],
2964     [
2965     'no_magic',
2966     {
2967     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2968     name => 'no spells',
2969     type => 'bool'
2970     }
2971     ],
2972     [
2973     'damned',
2974     {
2975     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2976     name => 'no prayers',
2977     type => 'bool'
2978     }
2979     ],
2980     [
2981     'unique',
2982     {
2983 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>.',
2984 root 1.7 name => 'unique map',
2985     type => 'bool'
2986     }
2987     ]
2988 root 1.3 ],
2989     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.',
2990     ignore => [
2991     $IGNORE_LIST{non_pickable}
2992     ],
2993 root 1.5 name => 'Hazard Floor',
2994 root 1.4 section => [
2995     [
2996     'terrain',
2997 root 1.7 [
2998     [
2999 root 1.14 'move_block',
3000     {
3001     desc => 'Objects using these movement types cannot move over this space.',
3002     name => 'blocked movement',
3003 elmex 1.26 type => 'movement_type'
3004 root 1.14 }
3005     ],
3006     [
3007     'move_allow',
3008 root 1.7 {
3009 root 1.14 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3010     name => 'allowed movement',
3011 elmex 1.26 type => 'movement_type'
3012 root 1.14 }
3013     ],
3014     [
3015     'move_slow',
3016     {
3017     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3018     name => 'slowed movement',
3019 elmex 1.26 type => 'movement_type'
3020 root 1.14 }
3021     ],
3022     [
3023     'move_slow_penalty',
3024     {
3025     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)',
3026     name => 'slow movement penalty',
3027 root 1.7 type => 'int'
3028     }
3029     ],
3030     [
3031     'is_wooded',
3032     {
3033     desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
3034     name => 'wooded terrain',
3035     type => 'bool'
3036     }
3037     ],
3038     [
3039     'is_hilly',
3040     {
3041     desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
3042     name => 'hilly terrain',
3043     type => 'bool'
3044     }
3045     ]
3046     ]
3047 root 1.4 ]
3048     ],
3049 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.'
3050     },
3051     Helmet => {
3052 root 1.7 attr => [
3053     [
3054     'magic',
3055     {
3056     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>.',
3057     name => 'magic bonus',
3058     type => 'int'
3059     }
3060     ]
3061     ],
3062 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.',
3063     import => [
3064 root 1.29 'Amulet'
3065 root 1.3 ],
3066 root 1.5 name => 'Helmet',
3067 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.'
3068     },
3069     'Holy Altar' => {
3070 root 1.7 attr => [
3071     [
3072     'no_pick',
3073     {
3074     type => 'fixed',
3075     value => 1
3076     }
3077     ],
3078     [
3079     'other_arch',
3080     {
3081     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.',
3082     name => 'god name',
3083     type => 'string'
3084     }
3085     ],
3086     [
3087     'level',
3088     {
3089 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.',
3090 root 1.7 name => 'reconsecrate level',
3091     type => 'int'
3092     }
3093     ]
3094     ],
3095 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.',
3096 root 1.3 ignore => [
3097     $IGNORE_LIST{non_pickable}
3098 root 1.5 ],
3099     name => 'Holy Altar'
3100 root 1.3 },
3101     Horn => {
3102 root 1.7 attr => [
3103     [
3104     'sp',
3105     {
3106     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!',
3107     name => 'spell',
3108     type => 'spell'
3109     }
3110     ],
3111     [
3112     'level',
3113     {
3114     desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should not be set too high.',
3115     name => 'casting level',
3116     type => 'int'
3117     }
3118     ],
3119     [
3120     'hp',
3121     {
3122     desc => 'This value represents the initial amount of spellpoints in the horn. Naturally, this is quite unimportant.',
3123     name => 'initial spellpoints',
3124     type => 'int'
3125     }
3126     ],
3127     [
3128     'maxhp',
3129     {
3130     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.',
3131     name => 'max. spellpoints',
3132     type => 'int'
3133     }
3134     ],
3135     [
3136     'startequip',
3137     {
3138     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3139     name => 'godgiven item',
3140     type => 'bool'
3141     }
3142     ],
3143     [
3144     'msg',
3145     {
3146     desc => 'This text may contain a description of the horn.',
3147     end => 'endmsg',
3148     name => 'description',
3149     type => 'text'
3150     }
3151     ]
3152     ],
3153 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.',
3154     ignore => [
3155 elmex 1.67 [
3156     'title'
3157     ]
3158 root 1.3 ],
3159 root 1.5 name => 'Horn',
3160 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.'
3161     },
3162     Inorganic => {
3163 root 1.7 attr => [
3164     [
3165     'is_dust',
3166     {
3167     name => 'is dust',
3168     type => 'bool'
3169     }
3170     ]
3171     ],
3172 root 1.4 desc => 'Inorganic materials are generally used as ingredients for alchemical receipes. By themselves, they have no special functionalities.',
3173 root 1.5 name => 'Inorganic',
3174 root 1.4 section => [
3175     [
3176     'resistance',
3177 root 1.7 [
3178     [
3179     'resist_physical',
3180     {
3181     name => 'resist physical %',
3182     type => 'int'
3183     }
3184     ],
3185     [
3186     'resist_magic',
3187     {
3188     name => 'resist magic %',
3189     type => 'int'
3190     }
3191     ],
3192     [
3193     'resist_fire',
3194     {
3195     name => 'resist fire %',
3196     type => 'int'
3197     }
3198     ],
3199     [
3200     'resist_electricity',
3201     {
3202     name => 'resist electricity %',
3203     type => 'int'
3204     }
3205     ],
3206     [
3207     'resist_cold',
3208     {
3209     name => 'resist cold %',
3210     type => 'int'
3211     }
3212     ],
3213     [
3214 elmex 1.33 'resist_confusion',
3215     {
3216     name => 'resist confusion %',
3217     type => 'int'
3218     }
3219     ],
3220     [
3221 root 1.7 'resist_acid',
3222     {
3223     name => 'resist acid %',
3224     type => 'int'
3225     }
3226     ],
3227     [
3228 elmex 1.33 'resist_drain',
3229     {
3230     name => 'resist draining %',
3231     type => 'int'
3232     }
3233     ],
3234     [
3235 root 1.7 'resist_weaponmagic',
3236     {
3237     name => 'resist weaponmagic %',
3238     type => 'int'
3239     }
3240     ],
3241     [
3242     'resist_ghosthit',
3243     {
3244     name => 'resist ghosthit %',
3245     type => 'int'
3246     }
3247     ],
3248     [
3249     'resist_poison',
3250     {
3251     name => 'resist poison %',
3252     type => 'int'
3253     }
3254     ],
3255     [
3256 elmex 1.33 'resist_slow',
3257     {
3258     name => 'resist slow %',
3259     type => 'int'
3260     }
3261     ],
3262     [
3263     'resist_paralyze',
3264     {
3265     name => 'resist paralyze %',
3266     type => 'int'
3267     }
3268     ],
3269     [
3270     'resist_fear',
3271     {
3272     name => 'resist fear %',
3273     type => 'int'
3274     }
3275     ],
3276     [
3277     'resist_deplete',
3278     {
3279     name => 'resist depletion %',
3280     type => 'int'
3281     }
3282     ],
3283     [
3284 root 1.7 'resist_death',
3285     {
3286     name => 'resist death-attack %',
3287     type => 'int'
3288     }
3289     ],
3290     [
3291     'resist_chaos',
3292     {
3293     name => 'resist chaos %',
3294     type => 'int'
3295     }
3296     ],
3297     [
3298 elmex 1.33 'resist_blind',
3299     {
3300     name => 'resist blinding %',
3301     type => 'int'
3302     }
3303     ],
3304     [
3305 root 1.7 'resist_holyword',
3306     {
3307     name => 'resist holy power %',
3308     type => 'int'
3309     }
3310 elmex 1.33 ],
3311     [
3312     'resist_godpower',
3313     {
3314     name => 'resist godpower %',
3315     type => 'int'
3316     }
3317 root 1.7 ]
3318     ]
3319 root 1.4 ]
3320     ]
3321 root 1.1 },
3322 root 1.54 Inscribable => {
3323     attr => [
3324     [
3325     'startequip',
3326     {
3327     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3328     name => 'godgiven item',
3329     type => 'bool'
3330     }
3331     ],
3332     [
3333     'unique',
3334     {
3335     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
3336     name => 'unique item',
3337     type => 'bool'
3338     }
3339     ],
3340     [
3341     'other_arch',
3342     {
3343     desc => 'This is the item created after being inscribed - scrolls are treated like spell scrolls, all else will have it\'s message replaced.',
3344     name => 'book/scroll arch',
3345     type => 'string'
3346     }
3347     ]
3348     ],
3349     desc => 'Inscribable Item - when inscribed, it becomes another object.',
3350     name => 'Inscribable'
3351     },
3352 root 1.3 'Inventory Checker' => {
3353 root 1.7 attr => [
3354     [
3355     'no_pick',
3356     {
3357     type => 'fixed',
3358     value => 1
3359     }
3360     ],
3361     [
3362     'slaying',
3363     {
3364     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.',
3365     name => 'match key string',
3366     type => 'string'
3367     }
3368     ],
3369     [
3370     'race',
3371     {
3372     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>.',
3373     name => 'match arch name',
3374     type => 'string'
3375     }
3376     ],
3377     [
3378     'hp',
3379     {
3380     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. ;)',
3381     name => 'match type',
3382     type => 'int'
3383     }
3384     ],
3385     [
3386     'last_sp',
3387     {
3388     desc => 'Enabled means having that object is a match. Disabled means not having that object is a match.',
3389     name => 'match = having',
3390     type => 'bool'
3391     }
3392     ],
3393     [
3394     'connected',
3395     {
3396     desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
3397     name => 'connection',
3398 root 1.50 type => 'string'
3399 root 1.7 }
3400     ],
3401     [
3402 root 1.14 'move_block',
3403 root 1.7 {
3404 root 1.14 desc => 'Objects using these movement types cannot move over this space.',
3405     name => 'blocked movement',
3406 elmex 1.26 type => 'movement_type'
3407 root 1.14 }
3408     ],
3409     [
3410     'move_allow',
3411     {
3412     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3413     name => 'allowed movement',
3414 elmex 1.26 type => 'movement_type'
3415 root 1.14 }
3416     ],
3417     [
3418     'move_slow',
3419     {
3420     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3421     name => 'slowed movement',
3422 elmex 1.26 type => 'movement_type'
3423 root 1.14 }
3424     ],
3425     [
3426     'move_slow_penalty',
3427     {
3428     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)',
3429     name => 'slow movement penalty',
3430     type => 'int'
3431 root 1.7 }
3432     ],
3433     [
3434     'last_heal',
3435     {
3436     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!',
3437     name => 'remove match',
3438     type => 'bool'
3439     }
3440     ]
3441     ],
3442 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.',
3443 root 1.3 ignore => [
3444 elmex 1.67 $IGNORE_LIST{system_object},
3445     [
3446     'connected'
3447     ]
3448 root 1.3 ],
3449 root 1.5 name => 'Inventory Checker',
3450 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.'
3451     },
3452 root 1.57 'Item Match' => {
3453     attr => [
3454     [
3455     'no_pick',
3456     {
3457     type => 'fixed',
3458     value => 1
3459     }
3460     ],
3461     [
3462     'slaying',
3463     {
3464     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.',
3465     name => 'match expression',
3466     type => 'string'
3467     }
3468     ],
3469     [
3470     'connected',
3471     {
3472     desc => 'When the match is triggered, all objects with the same connection value get activated.',
3473     name => 'connection',
3474     type => 'string'
3475     }
3476     ],
3477     [
3478     'move_on',
3479     {
3480     desc => 'Which movement types automatically (as opposed to manually) activate this object.',
3481 root 1.58 name => 'movement on',
3482 root 1.57 type => 'movement_type'
3483     }
3484     ],
3485     [
3486     'move_off',
3487     {
3488     desc => 'Which movement types deactivate this object (e.g. button).',
3489 root 1.58 name => 'movement off',
3490 root 1.57 type => 'movement_type'
3491     }
3492     ],
3493     [
3494     'move_block',
3495     {
3496     desc => 'Objects using these movement types cannot move over this space.',
3497     name => 'blocked movement',
3498     type => 'movement_type'
3499     }
3500     ]
3501     ],
3502     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.',
3503     ignore => [
3504 elmex 1.67 $IGNORE_LIST{non_pickable},
3505     [
3506     'connected'
3507     ]
3508 root 1.57 ],
3509     name => 'Item Match',
3510     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.'
3511     },
3512 root 1.8 'Item Transformer' => {
3513     attr => [
3514     [
3515     'food',
3516     {
3517     desc => '<number of uses> controls how many times the item transformer can be used. The value 0 means "unlimited"',
3518     name => 'number of uses',
3519     type => 'int'
3520     }
3521     ],
3522     [
3523     'slaying',
3524     {
3525     desc => 'Contains the verb that is used to construct a message to the player applying the item transformer.',
3526     name => 'verb',
3527     type => 'string'
3528     }
3529     ],
3530     [
3531     'startequip',
3532     {
3533     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3534     name => 'godgiven item',
3535     type => 'bool'
3536     }
3537     ],
3538     [
3539     'msg',
3540     {
3541     desc => 'This text may contain a description of the item transformer.',
3542     end => 'endmsg',
3543     name => 'description',
3544     type => 'text'
3545     }
3546     ]
3547     ],
3548     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.',
3549     name => 'Item Transformer',
3550     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\'.'
3551     },
3552 root 1.3 Jewel => {
3553 root 1.7 attr => [
3554     [
3555     'race',
3556     {
3557     type => 'fixed',
3558     value => 'gold and jewels'
3559     }
3560     ],
3561     [
3562     'msg',
3563     {
3564     desc => 'This text may describe the object.',
3565     end => 'endmsg',
3566     name => 'description',
3567     type => 'text'
3568     }
3569     ]
3570     ],
3571 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.',
3572     name => 'Jewel'
3573 root 1.1 },
3574 root 1.9 Key => {
3575     attr => [
3576     [
3577     'startequip',
3578     {
3579     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3580     name => 'godgiven item',
3581     type => 'bool'
3582     }
3583     ]
3584     ],
3585     desc => 'When carrying a key, a normal door can be opened. The key will disappear.',
3586     name => 'Key'
3587     },
3588 elmex 1.51 Lamp => {
3589     attr => [
3590     [
3591     'speed',
3592     {
3593     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.)',
3594     name => 'burn speed',
3595     type => 'float'
3596     }
3597     ],
3598     [
3599     'food',
3600     {
3601     desc => 'This field sets the burning duration of the lamp, which depends on the speed field of this object.',
3602     name => 'fuel',
3603     type => 'int'
3604     }
3605     ],
3606     [
3607     'range',
3608     {
3609     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.',
3610     name => 'enabled glow radius',
3611     type => 'int'
3612     }
3613 elmex 1.52 ],
3614     [
3615     'level',
3616     {
3617     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.',
3618     name => 'level',
3619     type => 'int'
3620     }
3621     ],
3622     [
3623     'cursed',
3624     {
3625     desc => 'Cursed lamps, which have a level above 0, explode if the player applies them.',
3626     name => 'cursed',
3627     type => 'bool'
3628     }
3629 elmex 1.51 ]
3630     ],
3631     desc => 'Lamps are carryable light sources for players with a fuel tank.',
3632     name => 'Lamp'
3633     },
3634 root 1.3 'Locked Door' => {
3635 root 1.7 attr => [
3636     [
3637 root 1.14 'move_type',
3638 root 1.7 {
3639     type => 'fixed',
3640 root 1.14 value => 0
3641 root 1.7 }
3642     ],
3643     [
3644     'no_pick',
3645     {
3646     type => 'fixed',
3647     value => 1
3648     }
3649     ],
3650     [
3651     'slaying',
3652     {
3653 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.',
3654 root 1.7 name => 'key string',
3655     type => 'string'
3656     }
3657     ],
3658     [
3659     'no_magic',
3660     {
3661     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).',
3662     name => 'restrict spells',
3663     type => 'bool'
3664     }
3665     ],
3666     [
3667     'damned',
3668     {
3669     desc => 'Restricting the use of prayers to pass this door. This should be set in most cases.',
3670     name => 'restrict prayers',
3671     type => 'bool'
3672     }
3673     ],
3674     [
3675     'msg',
3676     {
3677     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.',
3678     end => 'endmsg',
3679     name => 'lock message',
3680     type => 'text'
3681     }
3682     ]
3683     ],
3684     desc => 'A locked door can be opened only when carrying the appropriate special key.',
3685     ignore => [
3686     $IGNORE_LIST{non_pickable}
3687     ],
3688     name => 'Locked Door',
3689     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).'
3690     },
3691     'Magic Ear' => {
3692     attr => [
3693     [
3694     'no_pick',
3695     {
3696     type => 'fixed',
3697     value => 1
3698     }
3699     ],
3700     [
3701     'connected',
3702     {
3703     desc => 'The Magic_ear will trigger all objects with the same connection value, every time it is activated.',
3704     name => 'connection',
3705 root 1.50 type => 'string'
3706 root 1.7 }
3707     ],
3708     [
3709     'msg',
3710     {
3711     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!',
3712     end => 'endmsg',
3713     name => 'keyword-matching',
3714     type => 'text'
3715     }
3716     ]
3717     ],
3718     desc => 'Magic_ears trigger a connected value when the player speaks a specific keyword.',
3719     ignore => [
3720 elmex 1.67 $IGNORE_LIST{system_object},
3721     [
3722     'connected'
3723     ]
3724 root 1.7 ],
3725     name => 'Magic Ear',
3726     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.'
3727     },
3728     'Magic Wall' => {
3729     attr => [
3730     [
3731     'dam',
3732     {
3733     desc => 'The magic wall will cast this <spell>.',
3734     name => 'spell',
3735     type => 'spell'
3736     }
3737     ],
3738     [
3739     'level',
3740     {
3741     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.',
3742     name => 'spell level',
3743     type => 'int'
3744     }
3745     ],
3746     [
3747     'connected',
3748     {
3749     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.',
3750     name => 'connection',
3751 root 1.50 type => 'string'
3752 root 1.7 }
3753     ],
3754     [
3755 elmex 1.21 'activate_on_push',
3756     {
3757     desc => 'Whether the teleporter should only be activated on push.',
3758 root 1.42 name => 'activate on push',
3759 elmex 1.21 type => 'bool'
3760     }
3761     ],
3762     [
3763     'activate_on_release',
3764     {
3765     desc => 'Whether the teleporter should only be activated on release.',
3766 root 1.42 name => 'activate on release',
3767 elmex 1.21 type => 'bool'
3768     }
3769     ],
3770     [
3771 root 1.7 'speed',
3772     {
3773     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".',
3774     name => 'casting speed',
3775     type => 'float'
3776     }
3777     ],
3778     [
3779 root 1.17 'speed_left',
3780     {
3781     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.',
3782     name => 'speed left',
3783     type => 'float'
3784     }
3785     ],
3786     [
3787 root 1.7 'sp',
3788     {
3789     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.',
3790     name => 'direction',
3791     type => 'list',
3792     value => $LIST{direction}
3793     }
3794     ],
3795     [
3796 root 1.14 'move_block',
3797     {
3798     desc => 'Objects using these movement types cannot move over this space.',
3799     name => 'blocked movement',
3800 elmex 1.26 type => 'movement_type'
3801 root 1.14 }
3802     ],
3803     [
3804     'move_allow',
3805     {
3806     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3807     name => 'allowed movement',
3808 elmex 1.26 type => 'movement_type'
3809 root 1.14 }
3810     ],
3811     [
3812     'move_slow',
3813 root 1.7 {
3814 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3815     name => 'slowed movement',
3816 elmex 1.26 type => 'movement_type'
3817 root 1.14 }
3818     ],
3819     [
3820     'move_slow_penalty',
3821     {
3822     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)',
3823     name => 'slow movement penalty',
3824     type => 'int'
3825 root 1.7 }
3826     ]
3827 root 1.3 ],
3828     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.',
3829     ignore => [
3830 elmex 1.67 $IGNORE_LIST{non_pickable},
3831     [
3832     'connected'
3833     ]
3834 root 1.3 ],
3835 root 1.5 name => 'Magic Wall',
3836 root 1.4 section => [
3837     [
3838     'destroyable',
3839 root 1.7 [
3840     [
3841     'alive',
3842     {
3843     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.',
3844     name => 'is destroyable',
3845     type => 'bool'
3846     }
3847     ],
3848     [
3849     'hp',
3850     {
3851     desc => 'The more <hitpoints> the wall has, the longer it takes to be destroyed.',
3852     name => 'hitpoints',
3853     type => 'int'
3854     }
3855     ],
3856     [
3857     'maxhp',
3858     {
3859     desc => '<max hitpoints> are the maximum amount of hitpoints the wall can have. This only makes sense if the wall can regain health.',
3860     name => 'max hitpoints',
3861     type => 'int'
3862     }
3863     ],
3864     [
3865     'ac',
3866     {
3867     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>.',
3868     name => 'armour class',
3869     type => 'int'
3870     }
3871     ]
3872     ]
3873     ],
3874     [
3875     'resistance',
3876     [
3877     [
3878     'resist_physical',
3879     {
3880     name => 'resist physical %',
3881     type => 'int'
3882     }
3883     ],
3884     [
3885     'resist_magic',
3886     {
3887     name => 'resist magic %',
3888     type => 'int'
3889     }
3890     ],
3891     [
3892     'resist_fire',
3893     {
3894     name => 'resist fire %',
3895     type => 'int'
3896     }
3897     ],
3898     [
3899     'resist_electricity',
3900     {
3901     name => 'resist electricity %',
3902     type => 'int'
3903     }
3904     ],
3905     [
3906     'resist_cold',
3907     {
3908     name => 'resist cold %',
3909     type => 'int'
3910     }
3911     ],
3912     [
3913     'resist_confusion',
3914     {
3915     name => 'resist confusion %',
3916     type => 'int'
3917     }
3918     ],
3919     [
3920     'resist_acid',
3921     {
3922     name => 'resist acid %',
3923     type => 'int'
3924     }
3925     ],
3926     [
3927     'resist_drain',
3928     {
3929     name => 'resist draining %',
3930     type => 'int'
3931     }
3932     ],
3933     [
3934     'resist_weaponmagic',
3935     {
3936     name => 'resist weaponmagic %',
3937     type => 'int'
3938     }
3939     ],
3940     [
3941     'resist_ghosthit',
3942     {
3943     name => 'resist ghosthit %',
3944     type => 'int'
3945     }
3946     ],
3947     [
3948     'resist_poison',
3949     {
3950     name => 'resist poison %',
3951     type => 'int'
3952     }
3953     ],
3954     [
3955     'resist_slow',
3956     {
3957     name => 'resist slow %',
3958     type => 'int'
3959     }
3960     ],
3961     [
3962     'resist_paralyze',
3963     {
3964     name => 'resist paralyze %',
3965     type => 'int'
3966     }
3967     ],
3968     [
3969     'resist_fear',
3970     {
3971     name => 'resist fear %',
3972     type => 'int'
3973     }
3974     ],
3975     [
3976     'resist_deplete',
3977     {
3978     name => 'resist depletion %',
3979     type => 'int'
3980     }
3981     ],
3982     [
3983     'resist_death',
3984     {
3985     name => 'resist death-attack %',
3986     type => 'int'
3987     }
3988     ],
3989     [
3990     'resist_chaos',
3991     {
3992     name => 'resist chaos %',
3993     type => 'int'
3994     }
3995     ],
3996     [
3997     'resist_blind',
3998     {
3999     name => 'resist blinding %',
4000     type => 'int'
4001     }
4002     ],
4003     [
4004     'resist_holyword',
4005     {
4006     name => 'resist holy power %',
4007     type => 'int'
4008     }
4009     ],
4010     [
4011     'resist_godpower',
4012     {
4013     name => 'resist godpower %',
4014     type => 'int'
4015     }
4016     ]
4017     ]
4018     ]
4019     ],
4020     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".'
4021     },
4022 root 1.49 'Map Script' => {
4023     attr => [
4024     [
4025     'connected',
4026     {
4027     desc => 'When the map script object is triggered, it will execute the perl script with the triggering object as $activator.',
4028     name => 'connection',
4029 root 1.50 type => 'string'
4030 root 1.49 }
4031     ],
4032     [
4033     'activate_on_push',
4034     {
4035     desc => 'Whether the teleporter should only be activated on push.',
4036     name => 'activate on push',
4037     type => 'bool'
4038     }
4039     ],
4040     [
4041     'activate_on_release',
4042     {
4043     desc => 'Whether the teleporter should only be activated on release.',
4044     name => 'activate on release',
4045     type => 'bool'
4046     }
4047     ],
4048     [
4049     'msg',
4050     {
4051     desc => 'This perl script will be executed each time the objetc is triggered.',
4052     end => 'endmsg',
4053     name => 'script',
4054     type => 'text'
4055     }
4056     ]
4057     ],
4058 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.',
4059 root 1.49 ignore => [
4060 elmex 1.67 $IGNORE_LIST{system_object},
4061     [
4062     'connected'
4063     ]
4064 root 1.49 ],
4065     name => 'Map Script',
4066 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.'
4067 root 1.49 },
4068 root 1.7 Marker => {
4069     attr => [
4070     [
4071     'no_pick',
4072     {
4073     type => 'fixed',
4074     value => 1
4075     }
4076     ],
4077     [
4078     'slaying',
4079     {
4080     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.',
4081     name => 'key string',
4082     type => 'string'
4083     }
4084     ],
4085     [
4086     'connected',
4087     {
4088     desc => 'When the detector is triggered, all objects with the same connection value get activated.',
4089     name => 'connection',
4090 root 1.50 type => 'string'
4091 root 1.7 }
4092     ],
4093     [
4094     'speed',
4095 root 1.4 {
4096 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.',
4097     name => 'marking speed',
4098     type => 'float'
4099 root 1.4 }
4100     ],
4101     [
4102 root 1.17 'speed_left',
4103     {
4104     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.',
4105     name => 'speed left',
4106     type => 'float'
4107     }
4108     ],
4109     [
4110 root 1.7 'food',
4111     {
4112     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.',
4113     name => 'mark duration',
4114     type => 'int'
4115     }
4116     ],
4117     [
4118     'name',
4119     {
4120     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.',
4121     name => 'delete mark',
4122     type => 'string'
4123     }
4124     ],
4125     [
4126     'msg',
4127 root 1.4 {
4128 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.',
4129     end => 'endmsg',
4130     name => 'marking message',
4131     type => 'text'
4132 root 1.4 }
4133     ]
4134     ],
4135 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.',
4136 root 1.3 ignore => [
4137 elmex 1.67 $IGNORE_LIST{system_object},
4138     [
4139     'connected'
4140     ]
4141 root 1.3 ],
4142 root 1.5 name => 'Marker',
4143 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.'
4144     },
4145     Misc => {
4146 root 1.7 attr => [
4147     [
4148 root 1.14 'move_block',
4149     {
4150     desc => 'Objects using these movement types cannot move over this space.',
4151     name => 'blocked movement',
4152 elmex 1.26 type => 'movement_type'
4153 root 1.14 }
4154     ],
4155     [
4156     'move_allow',
4157     {
4158     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
4159     name => 'allowed movement',
4160 elmex 1.26 type => 'movement_type'
4161 root 1.14 }
4162     ],
4163     [
4164     'move_slow',
4165 root 1.7 {
4166 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
4167     name => 'slowed movement',
4168 elmex 1.26 type => 'movement_type'
4169 root 1.14 }
4170     ],
4171     [
4172     'move_slow_penalty',
4173     {
4174     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)',
4175     name => 'slow movement penalty',
4176     type => 'int'
4177 root 1.7 }
4178     ],
4179     [
4180     'cursed',
4181     {
4182     desc => 'Curses can have various effects: On equipment and food, they generally harm the player in some way.',
4183     name => 'cursed',
4184     type => 'bool'
4185     }
4186     ],
4187     [
4188     'damned',
4189     {
4190     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.',
4191     name => 'damned',
4192     type => 'bool'
4193     }
4194     ],
4195     [
4196     'unique',
4197     {
4198     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
4199     name => 'unique item',
4200     type => 'bool'
4201     }
4202     ],
4203     [
4204     'startequip',
4205     {
4206     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4207     name => 'godgiven item',
4208     type => 'bool'
4209     }
4210     ],
4211     [
4212     'msg',
4213     {
4214     desc => 'This text may describe the object.',
4215     end => 'endmsg',
4216     name => 'description',
4217     type => 'text'
4218     }
4219     ]
4220     ],
4221 root 1.5 name => 'Misc'
4222 root 1.1 },
4223 root 1.3 Money => {
4224 root 1.7 attr => [
4225     [
4226     'race',
4227     {
4228     type => 'fixed',
4229     value => 'gold and jewels'
4230     }
4231     ]
4232     ],
4233 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.',
4234     ignore => [
4235 elmex 1.67 [
4236     'unpaid'
4237     ]
4238 root 1.5 ],
4239     name => 'Money'
4240 root 1.3 },
4241     'Monster & NPC' => {
4242 root 1.7 attr => [
4243     [
4244     'alive',
4245     {
4246     type => 'fixed',
4247     value => 1
4248     }
4249     ],
4250     [
4251     'randomitems',
4252     {
4253     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>.',
4254     name => 'treasurelist',
4255     type => 'treasurelist'
4256     }
4257     ],
4258     [
4259 root 1.28 'treasure_env',
4260     {
4261     desc => 'Set this flag to move treasure items created into the environment (map) instead of putting them into the object.',
4262     name => 'treasure in env',
4263     type => 'bool'
4264     }
4265     ],
4266     [
4267 root 1.7 'level',
4268     {
4269     desc => 'A monster\'s <level> is the most important attribute. <level> affects the power of a monster in various ways.',
4270     name => 'level',
4271     type => 'int'
4272     }
4273     ],
4274     [
4275     'race',
4276     {
4277 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.',
4278 root 1.7 name => 'race',
4279     type => 'string'
4280     }
4281     ],
4282     [
4283     'exp',
4284     {
4285 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!',
4286 root 1.7 name => 'experience',
4287     type => 'int'
4288     }
4289     ],
4290     [
4291     'speed',
4292     {
4293     desc => 'The <speed> determines how fast a monster will both move and fight. High <speed> makes a monster considerably stronger.',
4294     name => 'speed',
4295     type => 'float'
4296     }
4297     ],
4298     [
4299 root 1.17 'speed_left',
4300     {
4301     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.',
4302     name => 'speed left',
4303     type => 'float'
4304     }
4305     ],
4306     [
4307 root 1.7 'other_arch',
4308     {
4309     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.',
4310     name => 'breed monster',
4311     type => 'string'
4312     }
4313     ],
4314     [
4315     'generator',
4316     {
4317     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.',
4318     name => 'multiply',
4319     type => 'bool'
4320     }
4321     ],
4322     [
4323     'use_content_on_gen',
4324     {
4325     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.',
4326     name => 'template generation',
4327     type => 'bool'
4328     }
4329     ],
4330     [
4331 root 1.14 'move_type',
4332 root 1.7 {
4333 root 1.14 desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
4334     name => 'movement type',
4335 elmex 1.26 type => 'movement_type'
4336 root 1.7 }
4337     ],
4338     [
4339     'undead',
4340     {
4341     desc => 'Several spells only affect undead monsters: turn undead, banish undead, holy word, etc.',
4342     name => 'undead',
4343     type => 'bool'
4344     }
4345     ],
4346     [
4347     'carrying',
4348     {
4349     desc => 'If a monster has something in the inventory, this value can be set to reflect the slowdown due to the carried weight.',
4350     name => 'carries weight',
4351     type => 'int'
4352     }
4353     ],
4354     [
4355 root 1.28 'precious',
4356     {
4357 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.',
4358 root 1.28 name => 'precious',
4359     type => 'bool'
4360     }
4361     ],
4362     [
4363 root 1.7 'msg',
4364     {
4365     end => 'endmsg',
4366     name => 'npc message',
4367     type => 'text'
4368     }
4369     ]
4370     ],
4371 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.',
4372     ignore => [
4373 elmex 1.67 [
4374     'material'
4375     ],
4376     [
4377     'name_pl'
4378     ],
4379     [
4380     'nrof'
4381     ],
4382     [
4383     'value'
4384     ],
4385     [
4386     'unpaid'
4387     ]
4388 root 1.3 ],
4389 root 1.5 name => 'Monster & NPC',
4390 root 1.4 section => [
4391     [
4392     'melee',
4393 root 1.7 [
4394     [
4395     'attacktype',
4396     {
4397     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.',
4398     name => 'attacktype',
4399     type => 'bitmask',
4400     value => $BITMASK{attacktype}
4401     }
4402     ],
4403     [
4404     'dam',
4405     {
4406     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.',
4407     name => 'damage',
4408     type => 'int'
4409     }
4410     ],
4411     [
4412     'wc',
4413     {
4414     desc => 'Monsters of high <weapon class> are more likely to really hit their opponent. <weapon class> can be considered the "counterpiece" to <armour class>.',
4415     name => 'weapon class',
4416     type => 'int'
4417     }
4418     ],
4419     [
4420     'hp',
4421     {
4422     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>.',
4423     name => 'health points',
4424     type => 'int'
4425     }
4426     ],
4427     [
4428     'maxhp',
4429     {
4430     desc => '<max health> is the maximum amount of <health points> this monster can have.',
4431     name => 'max health',
4432     type => 'int'
4433     }
4434     ],
4435     [
4436     'ac',
4437     {
4438     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).',
4439     name => 'armour class',
4440     type => 'int'
4441     }
4442     ],
4443     [
4444     'Con',
4445     {
4446 root 1.8 desc => 'Monsters regenerate this many health points each 4 ticks. Hence, the healing rate is independent of <speed>.',
4447 root 1.7 name => 'healing rate',
4448     type => 'int'
4449     }
4450     ],
4451     [
4452     'reflect_missile',
4453     {
4454     desc => 'A monster with this flag has the ability to <reflect missiles>, all kinds of projectiles (e.g. arrows, bolts, boulders) will bounce off.',
4455     name => 'reflect missiles',
4456     type => 'bool'
4457     }
4458     ],
4459     [
4460     'hitback',
4461     {
4462     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.',
4463     name => 'hitback',
4464     type => 'bool'
4465     }
4466     ],
4467     [
4468     'one_hit',
4469     {
4470     desc => 'Monsters with <one hit only> dissapear after one successful hit to a player.',
4471     name => 'one hit only',
4472     type => 'bool'
4473     }
4474     ]
4475     ]
4476     ],
4477     [
4478     'spellcraft',
4479     [
4480     [
4481     'can_cast_spell',
4482     {
4483     desc => 'If <can cast spell> is disabled, the monster cannot cast any spell. Only wands/rods/etc can be used, given the appropriate abilities.',
4484     name => 'can cast spell',
4485     type => 'bool'
4486     }
4487     ],
4488     [
4489     'reflect_spell',
4490     {
4491     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.',
4492     name => 'reflect spells',
4493     type => 'bool'
4494     }
4495     ],
4496     [
4497     'sp',
4498     {
4499     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>.',
4500     name => 'spellpoints',
4501     type => 'int'
4502     }
4503     ],
4504     [
4505     'maxsp',
4506     {
4507     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.',
4508     name => 'max spellpoints',
4509     type => 'int'
4510     }
4511     ],
4512     [
4513     'Pow',
4514     {
4515 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.',
4516 root 1.7 name => 'spellpoint regen.',
4517     type => 'int'
4518     }
4519     ],
4520     [
4521     'path_attuned',
4522     {
4523     desc => 'Click on the <attuned paths> button to select spellpaths. The creature will get attuned to the specified spellpaths.',
4524     name => 'attuned paths',
4525     type => 'bitmask',
4526     value => $BITMASK{spellpath}
4527     }
4528     ],
4529     [
4530     'path_repelled',
4531     {
4532     desc => 'Click on the <repelled paths> button to select spellpaths. The creature will get repelled to the specified spellpaths.',
4533     name => 'repelled paths',
4534     type => 'bitmask',
4535     value => $BITMASK{spellpath}
4536     }
4537     ],
4538     [
4539     'path_denied',
4540     {
4541     desc => 'Click on the <denied paths> button to select spellpaths. The creature won\'t be able to cast spells of the specified paths.',
4542     name => 'denied paths',
4543     type => 'bitmask',
4544     value => $BITMASK{spellpath}
4545     }
4546     ]
4547     ]
4548     ],
4549     [
4550     'ability',
4551     [
4552     [
4553     'Int',
4554     {
4555     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.',
4556     name => 'detect hidden',
4557     type => 'int'
4558     }
4559     ],
4560     [
4561     'see_invisible',
4562     {
4563     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.',
4564     name => 'see invisible',
4565     type => 'bool'
4566     }
4567     ],
4568     [
4569     'can_see_in_dark',
4570     {
4571     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.',
4572     name => 'see in darkness',
4573     type => 'bool'
4574     }
4575     ],
4576     [
4577     'can_use_weapon',
4578     {
4579     desc => 'Monster is able to wield weapon type objects.',
4580     name => 'can use weapons',
4581     type => 'bool'
4582     }
4583     ],
4584     [
4585     'can_use_bow',
4586     {
4587     desc => 'Monster is able to use missile-weapon type objects.',
4588     name => 'can use bows',
4589     type => 'bool'
4590     }
4591     ],
4592     [
4593     'can_use_armour',
4594     {
4595     desc => 'Monster is able to wear protective equipment like brestplate armour, shields, helmets etc.',
4596     name => 'can use armour',
4597     type => 'bool'
4598     }
4599     ],
4600     [
4601     'can_use_ring',
4602     {
4603     desc => 'Monster is able to wear rings.',
4604     name => 'can use rings',
4605     type => 'bool'
4606     }
4607     ],
4608     [
4609     'can_use_wand',
4610     {
4611     desc => 'Monster is able to use wands and staves.',
4612     name => 'can use wands',
4613     type => 'bool'
4614     }
4615     ],
4616     [
4617     'can_use_rod',
4618     {
4619     desc => 'Monster is able to use rods.',
4620     name => 'can use rods',
4621     type => 'bool'
4622     }
4623     ],
4624     [
4625     'can_use_scroll',
4626     {
4627     desc => 'Monster is able to read scrolls.',
4628     name => 'can use scrolls',
4629     type => 'bool'
4630     }
4631     ],
4632     [
4633     'can_use_skill',
4634     {
4635     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>.',
4636     name => 'can use skills',
4637     type => 'bool'
4638     }
4639     ]
4640     ]
4641     ],
4642     [
4643     'behave',
4644     [
4645     [
4646     'monster',
4647     {
4648     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.',
4649     name => 'monster behaviour',
4650     type => 'bool'
4651     }
4652     ],
4653     [
4654     'unaggressive',
4655     {
4656     desc => '<unaggressive> monsters do not attack players unless attacked first.',
4657     name => 'unaggressive',
4658     type => 'bool'
4659     }
4660     ],
4661     [
4662     'friendly',
4663     {
4664     desc => '<friendly> monsters help the player, attacking any non-friendly monsters in range.',
4665     name => 'friendly',
4666     type => 'bool'
4667     }
4668     ],
4669     [
4670     'stand_still',
4671     {
4672 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.',
4673 root 1.7 name => 'stand still',
4674     type => 'bool'
4675     }
4676     ],
4677     [
4678     'sleep',
4679     {
4680     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.',
4681     name => 'asleep',
4682     type => 'bool'
4683     }
4684     ],
4685     [
4686     'will_apply',
4687     {
4688     desc => 'This entry defines which kinds of environment actions the creature is able to perform.',
4689     name => 'misc. actions',
4690     type => 'bitmask',
4691     value => $BITMASK{will_apply}
4692     }
4693     ],
4694     [
4695     'pick_up',
4696     {
4697     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.',
4698     name => 'pick up',
4699     type => 'bitmask',
4700     value => $BITMASK{pick_up}
4701     }
4702     ],
4703     [
4704     'Wis',
4705     {
4706     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.',
4707     name => 'sensing range',
4708     type => 'int'
4709     }
4710     ],
4711     [
4712 root 1.15 'attack_movement_bits_0_3',
4713 root 1.7 {
4714 root 1.15 desc => 'If this is set to default, the standard mode of movement will be used.',
4715 root 1.7 name => 'attack movement',
4716 root 1.15 type => 'list',
4717     value => $LIST{attack_movement_bits_0_3}
4718     }
4719     ],
4720     [
4721     'attack_movement_bits_4_7',
4722     {
4723     desc => 'This movement is not in effect when the monster has an enemy and should only be used for non agressive monsters.',
4724     name => 'normal movement',
4725     type => 'list',
4726     value => $LIST{attack_movement_bits_4_7}
4727 root 1.7 }
4728     ],
4729     [
4730     'run_away',
4731     {
4732     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.',
4733     name => 'run at % health',
4734     type => 'int'
4735     }
4736     ]
4737     ]
4738     ],
4739     [
4740     'resistance',
4741     [
4742     [
4743     'resist_physical',
4744     {
4745     name => 'resist physical %',
4746     type => 'int'
4747     }
4748     ],
4749     [
4750     'resist_magic',
4751     {
4752     name => 'resist magic %',
4753     type => 'int'
4754     }
4755     ],
4756     [
4757     'resist_fire',
4758     {
4759     name => 'resist fire %',
4760     type => 'int'
4761     }
4762     ],
4763     [
4764     'resist_electricity',
4765     {
4766     name => 'resist electricity %',
4767     type => 'int'
4768     }
4769     ],
4770     [
4771     'resist_cold',
4772     {
4773     name => 'resist cold %',
4774     type => 'int'
4775     }
4776     ],
4777     [
4778     'resist_confusion',
4779     {
4780     name => 'resist confusion %',
4781     type => 'int'
4782     }
4783     ],
4784     [
4785     'resist_acid',
4786     {
4787     name => 'resist acid %',
4788     type => 'int'
4789     }
4790     ],
4791     [
4792     'resist_drain',
4793     {
4794     name => 'resist draining %',
4795     type => 'int'
4796     }
4797     ],
4798     [
4799     'resist_weaponmagic',
4800     {
4801     name => 'resist weaponmagic %',
4802     type => 'int'
4803     }
4804     ],
4805     [
4806     'resist_ghosthit',
4807     {
4808     name => 'resist ghosthit %',
4809     type => 'int'
4810     }
4811     ],
4812     [
4813     'resist_poison',
4814     {
4815     name => 'resist poison %',
4816     type => 'int'
4817     }
4818     ],
4819     [
4820     'resist_slow',
4821     {
4822     name => 'resist slow %',
4823     type => 'int'
4824     }
4825     ],
4826     [
4827     'resist_paralyze',
4828     {
4829     name => 'resist paralyze %',
4830     type => 'int'
4831     }
4832     ],
4833     [
4834     'resist_fear',
4835     {
4836     name => 'resist fear %',
4837     type => 'int'
4838     }
4839     ],
4840     [
4841     'resist_deplete',
4842     {
4843     name => 'resist depletion %',
4844     type => 'int'
4845     }
4846     ],
4847     [
4848     'resist_death',
4849     {
4850     name => 'resist death-attack %',
4851     type => 'int'
4852     }
4853     ],
4854     [
4855     'resist_chaos',
4856     {
4857     name => 'resist chaos %',
4858     type => 'int'
4859     }
4860     ],
4861     [
4862     'resist_blind',
4863     {
4864     name => 'resist blinding %',
4865     type => 'int'
4866     }
4867     ],
4868     [
4869     'resist_holyword',
4870     {
4871     name => 'resist holy power %',
4872     type => 'int'
4873     }
4874     ],
4875     [
4876     'resist_godpower',
4877     {
4878     name => 'resist godpower %',
4879     type => 'int'
4880     }
4881     ]
4882     ]
4883     ]
4884     ],
4885     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. :-)'
4886     },
4887 root 1.9 'Monster (Grimreaper)' => {
4888     desc => 'A grimreaper is a monster that vanishes after it did some number of draining attacks.',
4889     ignore => [
4890 elmex 1.67 [
4891     'material'
4892     ],
4893     [
4894     'name_pl'
4895     ],
4896     [
4897     'nrof'
4898     ],
4899     [
4900     'value'
4901     ],
4902     [
4903     'unpaid'
4904     ]
4905 root 1.9 ],
4906     import => [
4907 root 1.29 'Monster & NPC'
4908 root 1.9 ],
4909     name => 'Monster (Grimreaper)',
4910     section => [
4911     [
4912     'grimreaper',
4913     [
4914     [
4915     'value',
4916     {
4917     desc => 'The object vanishes after this number of draining attacks.',
4918     name => 'attacks',
4919     type => 'int'
4920     }
4921     ]
4922     ]
4923     ]
4924     ]
4925     },
4926 root 1.7 'Mood Floor' => {
4927     attr => [
4928     [
4929     'no_pick',
4930 root 1.4 {
4931 root 1.7 type => 'fixed',
4932     value => 1
4933 root 1.4 }
4934     ],
4935     [
4936 root 1.7 'last_sp',
4937     {
4938     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!',
4939     name => 'mood',
4940     type => 'list',
4941     value => $LIST{mood}
4942     }
4943     ],
4944     [
4945     'connected',
4946     {
4947     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!',
4948     name => 'connection',
4949 root 1.50 type => 'string'
4950 root 1.7 }
4951     ],
4952     [
4953     'no_magic',
4954     {
4955     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
4956     name => 'no spells',
4957     type => 'bool'
4958     }
4959     ],
4960     [
4961     'damned',
4962     {
4963     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
4964     name => 'no prayers',
4965     type => 'bool'
4966     }
4967     ]
4968     ],
4969     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.',
4970     ignore => [
4971 elmex 1.67 $IGNORE_LIST{system_object},
4972     [
4973     'connected'
4974     ]
4975 root 1.7 ],
4976     name => 'Mood Floor',
4977     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.)'
4978     },
4979     Mover => {
4980     attr => [
4981     [
4982     'attacktype',
4983     {
4984     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.',
4985     name => 'forced movement',
4986     type => 'bool'
4987     }
4988     ],
4989     [
4990     'maxsp',
4991     {
4992     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.',
4993     name => 'freeze duration',
4994     type => 'int'
4995     }
4996     ],
4997     [
4998     'speed',
4999     {
5000     desc => 'The movement speed value determines how fast a chain of these movers will push a player along (default is -0.2).',
5001     name => 'movement speed',
5002     type => 'float'
5003     }
5004     ],
5005     [
5006 root 1.17 'speed_left',
5007     {
5008     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.',
5009     name => 'speed left',
5010     type => 'float'
5011     }
5012     ],
5013     [
5014 root 1.7 'sp',
5015     {
5016     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.',
5017     name => 'direction',
5018     type => 'list',
5019     value => $LIST{direction}
5020     }
5021     ],
5022     [
5023     'lifesave',
5024     {
5025 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.',
5026 root 1.7 name => 'gets used up',
5027     type => 'bool'
5028     }
5029     ],
5030     [
5031     'hp',
5032     {
5033     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).',
5034     name => 'number of uses',
5035     type => 'int'
5036     }
5037     ]
5038     ],
5039     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.',
5040     ignore => [
5041     $IGNORE_LIST{non_pickable}
5042     ],
5043     name => 'Mover',
5044     section => [
5045     [
5046     'targets',
5047     [
5048     [
5049     'level',
5050     {
5051     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.',
5052     name => 'move players',
5053     type => 'bool'
5054     }
5055     ],
5056     [
5057 root 1.14 'move_on',
5058 root 1.7 {
5059 root 1.14 desc => 'Which movement types activate the mover.',
5060     name => 'movement type',
5061     type => 'movement_type'
5062 root 1.7 }
5063     ]
5064     ]
5065     ]
5066     ],
5067     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).'
5068     },
5069     Pedestal => {
5070     attr => [
5071     [
5072     'no_pick',
5073 root 1.4 {
5074 root 1.7 type => 'fixed',
5075     value => 1
5076 root 1.4 }
5077     ],
5078     [
5079 root 1.7 'slaying',
5080 root 1.4 {
5081 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',
5082 root 1.7 name => 'match race',
5083     type => 'string'
5084 root 1.4 }
5085     ],
5086     [
5087 root 1.7 'connected',
5088 root 1.4 {
5089 root 1.7 desc => 'When the pedestal is triggered, all objects with the same connection value get activated.',
5090     name => 'connection',
5091 root 1.50 type => 'string'
5092 root 1.4 }
5093     ],
5094     [
5095 root 1.14 'move_on',
5096 root 1.4 {
5097 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5098 root 1.58 name => 'movement on',
5099 elmex 1.26 type => 'movement_type'
5100 root 1.4 }
5101     ]
5102     ],
5103 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.',
5104     ignore => [
5105 elmex 1.67 $IGNORE_LIST{non_pickable},
5106     [
5107     'connected'
5108     ]
5109 root 1.3 ],
5110 root 1.5 name => 'Pedestal',
5111 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.'
5112     },
5113 root 1.60 'Pedestal Trigger' => {
5114     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.',
5115     ignore => [
5116     $IGNORE_LIST{non_pickable}
5117     ],
5118     import => [
5119     'Pedestal'
5120     ],
5121     name => 'Pedestal Trigger'
5122     },
5123 root 1.3 Pit => {
5124 root 1.7 attr => [
5125     [
5126     'no_pick',
5127     {
5128     type => 'fixed',
5129     value => 1
5130     }
5131     ],
5132     [
5133 root 1.42 'range',
5134     {
5135 root 1.44 desc => 'The radius of the square area that the pit will randomly put the player into (0 to 3, default 1).',
5136 root 1.43 name => 'spread radius',
5137 root 1.42 type => 'int'
5138     }
5139     ],
5140     [
5141 root 1.7 'connected',
5142     {
5143     desc => 'When a <connection> value is set, the pit can be opened/closed by activating the connection.',
5144     name => 'connection',
5145 root 1.50 type => 'string'
5146 root 1.7 }
5147     ],
5148     [
5149 elmex 1.21 'activate_on_push',
5150     {
5151     desc => 'Whether the teleporter should only be activated on push.',
5152 root 1.42 name => 'activate on push',
5153 elmex 1.21 type => 'bool'
5154     }
5155     ],
5156     [
5157     'activate_on_release',
5158     {
5159     desc => 'Whether the teleporter should only be activated on release.',
5160 root 1.42 name => 'activate on release',
5161 elmex 1.21 type => 'bool'
5162     }
5163     ],
5164     [
5165 root 1.7 'hp',
5166     {
5167     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!',
5168     name => 'destination X',
5169     type => 'int'
5170     }
5171     ],
5172     [
5173     'sp',
5174     {
5175     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!',
5176     name => 'destination Y',
5177     type => 'int'
5178     }
5179     ],
5180     [
5181     'wc',
5182     {
5183     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.',
5184     name => 'position state',
5185     type => 'int'
5186     }
5187     ],
5188     [
5189 root 1.14 'move_on',
5190 root 1.7 {
5191 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5192 root 1.58 name => 'movement on',
5193 elmex 1.26 type => 'movement_type'
5194 root 1.7 }
5195     ]
5196     ],
5197 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.',
5198 root 1.3 ignore => [
5199 elmex 1.67 $IGNORE_LIST{non_pickable},
5200     [
5201     'connected'
5202     ]
5203 root 1.3 ],
5204 root 1.5 name => 'Pit',
5205 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.'
5206     },
5207     'Poison Food' => {
5208 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.',
5209     name => 'Poison Food'
5210 root 1.3 },
5211     Potion => {
5212 root 1.7 attr => [
5213     [
5214     'level',
5215     {
5216     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.',
5217     name => 'potion level',
5218     type => 'int'
5219     }
5220     ],
5221     [
5222     'sp',
5223     {
5224     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".',
5225     name => 'spell',
5226     type => 'spell'
5227     }
5228     ],
5229     [
5230     'attacktype',
5231     {
5232     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.',
5233     name => 'special effect',
5234     type => 'list',
5235     value => $LIST{potion_effect}
5236     }
5237     ],
5238     [
5239     'cursed',
5240     {
5241     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 >:)',
5242     name => 'cursed',
5243     type => 'bool'
5244     }
5245     ],
5246     [
5247     'startequip',
5248     {
5249     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5250     name => 'godgiven item',
5251     type => 'bool'
5252     }
5253     ]
5254     ],
5255 root 1.3 desc => 'The player can drink these and gain various kinds of benefits (/penalties) by doing so.',
5256 root 1.5 name => 'Potion',
5257 root 1.4 section => [
5258     [
5259     'stats',
5260 root 1.7 [
5261     [
5262     'Str',
5263     {
5264     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.',
5265     name => 'strength',
5266     type => 'int'
5267     }
5268     ],
5269     [
5270     'Dex',
5271     {
5272 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.',
5273 root 1.7 name => 'dexterity',
5274     type => 'int'
5275     }
5276     ],
5277     [
5278     'Con',
5279     {
5280 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.',
5281 root 1.7 name => 'constitution',
5282     type => 'int'
5283     }
5284     ],
5285     [
5286     'Int',
5287     {
5288 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.',
5289 root 1.7 name => 'intelligence',
5290     type => 'int'
5291     }
5292     ],
5293     [
5294     'Pow',
5295     {
5296 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.',
5297 root 1.7 name => 'power',
5298     type => 'int'
5299     }
5300     ],
5301     [
5302     'Wis',
5303     {
5304 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.',
5305 root 1.7 name => 'wisdom',
5306     type => 'int'
5307     }
5308     ],
5309     [
5310     'Cha',
5311     {
5312 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.',
5313 root 1.7 name => 'charisma',
5314     type => 'int'
5315     }
5316     ]
5317     ]
5318     ],
5319     [
5320     'resistance',
5321     [
5322     [
5323     'resist_physical',
5324     {
5325     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5326     name => 'resist physical %',
5327     type => 'int'
5328     }
5329     ],
5330     [
5331     'resist_magic',
5332     {
5333 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!',
5334 root 1.7 name => 'resist magic %',
5335     type => 'int'
5336     }
5337     ],
5338     [
5339     'resist_fire',
5340     {
5341 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!',
5342 root 1.7 name => 'resist fire %',
5343     type => 'int'
5344     }
5345     ],
5346     [
5347     'resist_electricity',
5348     {
5349 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!',
5350 root 1.7 name => 'resist electricity %',
5351     type => 'int'
5352     }
5353     ],
5354     [
5355     'resist_cold',
5356     {
5357 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!',
5358 root 1.7 name => 'resist cold %',
5359     type => 'int'
5360     }
5361     ],
5362     [
5363     'resist_acid',
5364     {
5365 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!',
5366 root 1.7 name => 'resist acid %',
5367     type => 'int'
5368     }
5369     ],
5370     [
5371     'resist_confusion',
5372     {
5373 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!',
5374 root 1.7 name => 'resist confusion %',
5375     type => 'int'
5376     }
5377     ],
5378     [
5379     'resist_weaponmagic',
5380     {
5381 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!',
5382 root 1.7 name => 'resist weaponmagic %',
5383     type => 'int'
5384     }
5385     ],
5386     [
5387 elmex 1.33 'resist_ghosthit',
5388 root 1.7 {
5389 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!',
5390     name => 'resist ghosthit %',
5391 root 1.7 type => 'int'
5392     }
5393     ],
5394     [
5395 elmex 1.33 'resist_slow',
5396 root 1.7 {
5397 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!',
5398     name => 'resist slow %',
5399 root 1.7 type => 'int'
5400     }
5401     ],
5402     [
5403 elmex 1.33 'resist_fear',
5404 root 1.7 {
5405 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!',
5406     name => 'resist fear %',
5407 root 1.7 type => 'int'
5408     }
5409     ],
5410     [
5411 elmex 1.33 'resist_death',
5412 root 1.7 {
5413 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!',
5414     name => 'resist death-attack %',
5415     type => 'int'
5416     }
5417     ],
5418     [
5419     'resist_chaos',
5420     {
5421     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5422     name => 'resist chaos %',
5423     type => 'int'
5424     }
5425     ],
5426     [
5427     'resist_blind',
5428     {
5429     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5430     name => 'resist blinding %',
5431     type => 'int'
5432     }
5433     ],
5434     [
5435     'resist_holyword',
5436     {
5437     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5438     name => 'resist holy power %',
5439     type => 'int'
5440     }
5441     ],
5442     [
5443     'resist_godpower',
5444     {
5445     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5446     name => 'resist godpower %',
5447     type => 'int'
5448     }
5449     ],
5450     [
5451     'resist_paralyze',
5452     {
5453     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5454     name => 'resist paralyze %',
5455     type => 'int'
5456     }
5457     ],
5458     [
5459     'resist_drain',
5460     {
5461     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5462     name => 'resist draining %',
5463     type => 'int'
5464     }
5465     ],
5466     [
5467     'resist_deplete',
5468     {
5469     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5470     name => 'resist depletion %',
5471     type => 'int'
5472     }
5473     ],
5474     [
5475     'resist_poison',
5476     {
5477     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5478     name => 'resist poison %',
5479 root 1.7 type => 'int'
5480     }
5481     ]
5482     ]
5483     ]
5484     ],
5485     use => 'One potion should never give multiple benefits at once.'
5486     },
5487     'Power Crystal' => {
5488     attr => [
5489     [
5490     'sp',
5491 root 1.4 {
5492 root 1.7 desc => '<initial mana> is the amount of spellpoints that the crystal holds when the map is loaded.',
5493     name => 'initial mana',
5494     type => 'int'
5495 root 1.4 }
5496     ],
5497     [
5498 root 1.7 'maxsp',
5499 root 1.4 {
5500 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.',
5501     name => 'mana capacity',
5502     type => 'int'
5503 root 1.4 }
5504     ]
5505     ],
5506 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.',
5507     name => 'Power Crystal'
5508 root 1.1 },
5509 root 1.3 Projectile => {
5510 root 1.7 attr => [
5511     [
5512     'attacktype',
5513     {
5514     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.',
5515     name => 'attacktype',
5516     type => 'bitmask',
5517     value => $BITMASK{attacktype}
5518     }
5519     ],
5520     [
5521     'race',
5522     {
5523     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>.',
5524     name => 'ammunition class',
5525     type => 'string'
5526     }
5527     ],
5528     [
5529     'slaying',
5530     {
5531     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.',
5532     name => 'slaying race',
5533     type => 'string'
5534     }
5535     ],
5536     [
5537     'dam',
5538     {
5539     desc => 'The projectile <damage> significantly affects the damage done. Damage can be further increased by the shooting weapon\'s attributes.',
5540     name => 'damage',
5541     type => 'int'
5542     }
5543     ],
5544     [
5545     'wc',
5546     {
5547     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.',
5548     name => 'weaponclass',
5549     type => 'int'
5550     }
5551     ],
5552     [
5553     'food',
5554     {
5555     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).',
5556     name => 'chance to break',
5557     type => 'int'
5558     }
5559     ],
5560     [
5561     'magic',
5562     {
5563     desc => 'Magic bonus increases chance to hit and damage a little bit.',
5564     name => 'magic bonus',
5565     type => 'int'
5566     }
5567     ],
5568     [
5569     'unique',
5570     {
5571     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5572     name => 'unique item',
5573     type => 'bool'
5574     }
5575     ],
5576     [
5577     'startequip',
5578     {
5579     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5580     name => 'godgiven item',
5581     type => 'bool'
5582     }
5583     ],
5584     [
5585     'no_drop',
5586     {
5587     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.',
5588     name => 'don\'t drop',
5589     type => 'bool'
5590     }
5591     ],
5592     [
5593     'msg',
5594     {
5595     desc => 'This text may describe the projectile. This could be nice for very special ones.',
5596     end => 'endmsg',
5597     name => 'description',
5598     type => 'text'
5599     }
5600     ]
5601     ],
5602     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.',
5603     name => 'Projectile',
5604     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.'
5605     },
5606     Ring => {
5607     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.',
5608     import => [
5609 root 1.29 'Amulet'
5610 root 1.7 ],
5611     name => 'Ring',
5612     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.'
5613     },
5614     Rod => {
5615     attr => [
5616     [
5617     'sp',
5618     {
5619     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!',
5620     name => 'spell',
5621     type => 'spell'
5622     }
5623     ],
5624     [
5625     'level',
5626     {
5627     desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should be set to something reasonable.',
5628     name => 'casting level',
5629     type => 'int'
5630     }
5631     ],
5632     [
5633     'hp',
5634     {
5635     desc => 'This value represents the initial amount of spellpoints in the rod. Naturally, this is quite unimportant.',
5636     name => 'initial spellpoints',
5637     type => 'int'
5638     }
5639     ],
5640     [
5641     'maxhp',
5642     {
5643     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.',
5644     name => 'max. spellpoints',
5645     type => 'int'
5646     }
5647     ],
5648     [
5649     'startequip',
5650     {
5651     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5652     name => 'godgiven item',
5653     type => 'bool'
5654     }
5655     ],
5656     [
5657     'msg',
5658     {
5659     desc => 'This text may contain a description of the rod.',
5660     end => 'endmsg',
5661     name => 'description',
5662     type => 'text'
5663     }
5664     ]
5665     ],
5666     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.',
5667     ignore => [
5668 elmex 1.67 [
5669     'title'
5670     ]
5671 root 1.7 ],
5672     name => 'Rod',
5673     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>'
5674     },
5675     Rune => {
5676     attr => [
5677     [
5678     'no_pick',
5679     {
5680     type => 'fixed',
5681     value => 1
5682     }
5683     ],
5684     [
5685 root 1.14 'move_on',
5686 root 1.7 {
5687 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5688 root 1.58 name => 'movement on',
5689 elmex 1.26 type => 'movement_type'
5690 root 1.7 }
5691     ],
5692     [
5693     'level',
5694     {
5695     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.',
5696     name => 'rune level',
5697     type => 'int'
5698     }
5699     ],
5700     [
5701     'Cha',
5702     {
5703     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.',
5704     name => 'visibility',
5705     type => 'int'
5706     }
5707     ],
5708     [
5709     'hp',
5710     {
5711     desc => 'The rune will detonate <number of charges> times before disappearing.',
5712     name => 'number of charges',
5713     type => 'int'
5714     }
5715     ],
5716     [
5717     'dam',
5718     {
5719     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.',
5720     name => 'direct damage',
5721     type => 'int'
5722     }
5723     ],
5724     [
5725     'attacktype',
5726     {
5727     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.',
5728     name => 'attacktype',
5729     type => 'bitmask',
5730     value => $BITMASK{attacktype}
5731     }
5732     ],
5733     [
5734     'msg',
5735     {
5736     desc => 'When the rune detonates, this text is displayed to the victim. For especially powerful runes, create an appropriate thrilling description. ;)',
5737     end => 'endmsg',
5738     name => 'detonation text',
5739     type => 'text'
5740     }
5741     ]
5742 root 1.3 ],
5743     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.',
5744     ignore => [
5745 elmex 1.67 [
5746     'no_pick'
5747     ],
5748     [
5749     'title'
5750     ],
5751     [
5752     'name_pl'
5753     ],
5754     [
5755     'weight'
5756     ],
5757     [
5758     'value'
5759     ],
5760     [
5761     'material'
5762     ],
5763     [
5764     'unpaid'
5765     ]
5766 root 1.3 ],
5767 root 1.5 name => 'Rune',
5768 root 1.4 section => [
5769     [
5770     'spellcraft',
5771 root 1.7 [
5772     [
5773     'sp',
5774     {
5775     desc => 'The selected <spell> defines the spell in the rune, if any. (Many runes do direct damage).',
5776     name => 'spell',
5777     type => 'spell'
5778     }
5779     ],
5780     [
5781     'slaying',
5782     {
5783     desc => 'Name of the spell in the rune, if any. <spell name> is optional, but if present, overrides the <spell> setting.',
5784     name => 'spell name',
5785     type => 'string'
5786     }
5787     ],
5788     [
5789     'other_arch',
5790     {
5791     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.',
5792     name => 'spell arch',
5793     type => 'string'
5794     }
5795     ],
5796     [
5797     'maxsp',
5798     {
5799     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.',
5800     name => 'direction',
5801     type => 'list',
5802     value => $LIST{direction}
5803     }
5804     ],
5805     [
5806     'race',
5807     {
5808     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.',
5809     name => 'summon monster',
5810     type => 'string'
5811     }
5812     ],
5813     [
5814     'maxhp',
5815     {
5816     desc => 'This should only be set to a summoning rune. It will then summon that many creatures of the kind <summon monster>.',
5817     name => 'summon amount',
5818     type => 'int'
5819     }
5820     ]
5821     ]
5822 root 1.4 ]
5823     ],
5824 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.'
5825     },
5826 root 1.37 'Safe ground' => {
5827 elmex 1.23 attr => [
5828     [
5829 root 1.35 'move_block',
5830     {
5831     desc => 'Objects using these movement types cannot move over this space.',
5832     name => 'blocked movement',
5833     type => 'movement_type'
5834     }
5835     ],
5836     [
5837     'move_allow',
5838     {
5839     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
5840     name => 'allowed movement',
5841     type => 'movement_type'
5842     }
5843     ],
5844     [
5845     'move_slow',
5846     {
5847     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
5848     name => 'slowed movement',
5849     type => 'movement_type'
5850     }
5851     ],
5852     [
5853     'move_slow_penalty',
5854     {
5855     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)',
5856     name => 'slow movement penalty',
5857     type => 'int'
5858     }
5859     ],
5860     [
5861 elmex 1.23 'no_pick',
5862     {
5863     type => 'fixed',
5864     value => 1
5865     }
5866     ]
5867     ],
5868 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.',
5869 elmex 1.23 ignore => [
5870     $IGNORE_LIST{non_pickable}
5871     ],
5872 root 1.37 name => 'Safe ground',
5873 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.'
5874 elmex 1.23 },
5875 root 1.3 Savebed => {
5876 root 1.7 attr => [
5877     [
5878     'no_pick',
5879     {
5880     type => 'fixed',
5881     value => 1
5882     }
5883     ],
5884     [
5885     'no_magic',
5886     {
5887     type => 'fixed',
5888     value => 1
5889     }
5890     ],
5891     [
5892     'damned',
5893     {
5894     type => 'fixed',
5895     value => 1
5896     }
5897     ]
5898     ],
5899 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.',
5900     ignore => [
5901     $IGNORE_LIST{non_pickable}
5902     ],
5903 root 1.5 name => 'Savebed',
5904 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>'
5905 root 1.3 },
5906     Scroll => {
5907 root 1.7 attr => [
5908     [
5909     'level',
5910     {
5911     desc => 'The spell of the scroll will be casted at this level. This value should always be set, at least to 1.',
5912     name => 'casting level',
5913     type => 'int'
5914     }
5915     ],
5916     [
5917     'sp',
5918     {
5919     desc => 'When a player/monster applies this scroll, the selected <spell> will be casted (once). This should work for any given spell.',
5920     name => 'spell',
5921     type => 'spell'
5922     }
5923     ],
5924     [
5925     'startequip',
5926     {
5927     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5928     name => 'godgiven item',
5929     type => 'bool'
5930     }
5931     ]
5932     ],
5933 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.',
5934     ignore => [
5935 elmex 1.67 [
5936     'title'
5937     ]
5938 root 1.3 ],
5939 root 1.5 name => 'Scroll',
5940 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.'
5941     },
5942     Shield => {
5943 root 1.7 attr => [
5944     [
5945     'magic',
5946     {
5947     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.',
5948     name => 'magic bonus',
5949     type => 'int'
5950     }
5951     ]
5952     ],
5953 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.',
5954     import => [
5955 root 1.29 'Amulet'
5956 root 1.3 ],
5957 root 1.5 name => 'Shield',
5958 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.'
5959     },
5960     'Shooting Weapon' => {
5961 root 1.7 attr => [
5962     [
5963     'race',
5964     {
5965     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.',
5966     name => 'ammunition class',
5967     type => 'string'
5968     }
5969     ],
5970     [
5971     'sp',
5972     {
5973     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).',
5974     name => 'shooting speed',
5975     type => 'int'
5976     }
5977     ],
5978     [
5979     'dam',
5980     {
5981     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.',
5982     name => 'base damage',
5983     type => 'int'
5984     }
5985     ],
5986     [
5987     'wc',
5988     {
5989     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.',
5990     name => 'weaponclass',
5991     type => 'int'
5992     }
5993     ],
5994     [
5995     'item_power',
5996     {
5997 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>.',
5998 root 1.7 name => 'item power',
5999     type => 'int'
6000     }
6001     ],
6002     [
6003     'no_strength',
6004     {
6005     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.',
6006     name => 'ignore strength',
6007     type => 'bool'
6008     }
6009     ],
6010     [
6011     'damned',
6012     {
6013     desc => 'A damned shooting weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
6014     name => 'damnation',
6015     type => 'bool'
6016     }
6017     ],
6018     [
6019     'cursed',
6020     {
6021     desc => 'A cursed shooting weapon cannot be unwielded unless the curse is removed.',
6022     name => 'curse',
6023     type => 'bool'
6024     }
6025     ],
6026     [
6027     'unique',
6028     {
6029     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
6030     name => 'unique item',
6031     type => 'bool'
6032     }
6033     ],
6034     [
6035     'startequip',
6036     {
6037     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6038     name => 'godgiven item',
6039     type => 'bool'
6040     }
6041     ],
6042     [
6043     'msg',
6044     {
6045     desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
6046     end => 'endmsg',
6047     name => 'description',
6048     type => 'text'
6049     }
6050     ]
6051     ],
6052 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.',
6053 root 1.5 name => 'Shooting Weapon',
6054 root 1.4 section => [
6055     [
6056     'stats',
6057 root 1.7 [
6058     [
6059     'Str',
6060     {
6061     desc => 'The player\'s strentgh will rise/fall by the given value while wearing this shooting weapon.',
6062     name => 'strength',
6063     type => 'int'
6064     }
6065     ],
6066     [
6067     'Dex',
6068     {
6069     desc => 'The player\'s dexterity will rise/fall by the given value while wearing this shooting weapon.',
6070     name => 'dexterity',
6071     type => 'int'
6072     }
6073     ],
6074     [
6075     'Con',
6076     {
6077     desc => 'The player\'s constitution will rise/fall by the given value while wearing this shooting weapon.',
6078     name => 'constitution',
6079     type => 'int'
6080     }
6081     ],
6082     [
6083     'Int',
6084     {
6085     desc => 'The player\'s intelligence will rise/fall by the given value while wearing this shooting weapon.',
6086     name => 'intelligence',
6087     type => 'int'
6088     }
6089     ],
6090     [
6091     'Pow',
6092     {
6093     desc => 'The player\'s power will rise/fall by the given value while wearing this shooting weapon.',
6094     name => 'power',
6095     type => 'int'
6096     }
6097     ],
6098     [
6099     'Wis',
6100     {
6101     desc => 'The player\'s wisdom will rise/fall by the given value while wearing this shooting weapon.',
6102     name => 'wisdom',
6103     type => 'int'
6104     }
6105     ],
6106     [
6107     'Cha',
6108     {
6109     desc => 'The player\'s charisma will rise/fall by the given value while wearing this shooting weapon.',
6110     name => 'charisma',
6111     type => 'int'
6112     }
6113     ]
6114     ]
6115     ],
6116     [
6117     'bonus',
6118     [
6119     [
6120     'luck',
6121     {
6122     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.',
6123     name => 'luck bonus',
6124     type => 'int'
6125     }
6126     ],
6127     [
6128     'magic',
6129     {
6130     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.',
6131     name => 'magic bonus',
6132     type => 'int'
6133     }
6134     ]
6135     ]
6136     ]
6137     ],
6138 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.'
6139 root 1.7 },
6140     'Shop Floor' => {
6141     attr => [
6142     [
6143     'is_floor',
6144     {
6145     type => 'fixed',
6146     value => 1
6147     }
6148     ],
6149     [
6150     'no_pick',
6151     {
6152     type => 'fixed',
6153     value => 1
6154     }
6155     ],
6156     [
6157     'no_magic',
6158     {
6159     type => 'fixed',
6160     value => 1
6161     }
6162     ],
6163     [
6164     'auto_apply',
6165 root 1.4 {
6166 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.',
6167     name => 'generate goods',
6168     type => 'bool'
6169 root 1.4 }
6170     ],
6171     [
6172 root 1.7 'randomitems',
6173     {
6174     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.',
6175     name => 'treasurelist',
6176     type => 'treasurelist'
6177     }
6178     ],
6179     [
6180     'exp',
6181     {
6182     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.',
6183     name => 'quality level',
6184     type => 'int'
6185     }
6186     ],
6187     [
6188     'damned',
6189 root 1.4 {
6190 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.)',
6191     name => 'no prayers',
6192     type => 'bool'
6193 root 1.4 }
6194     ]
6195     ],
6196 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).',
6197     ignore => [
6198     $IGNORE_LIST{non_pickable}
6199     ],
6200 root 1.5 name => 'Shop Floor',
6201 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.'
6202     },
6203 elmex 1.27 'Shop Inventory' => {
6204     attr => [
6205     [
6206     'shop_coords',
6207     {
6208     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.',
6209     name => 'shop rectangle',
6210     type => 'string'
6211     }
6212     ]
6213     ],
6214     desc => 'The purpose of a sign is to display the contents of a shop.',
6215     ignore => [
6216     $IGNORE_LIST{non_pickable}
6217     ],
6218     name => 'Shop Inventory',
6219     use => 'Use these signs to present the player a list of the items in the shop'
6220     },
6221 root 1.3 'Shop Mat' => {
6222 root 1.7 attr => [
6223     [
6224     'no_pick',
6225     {
6226     type => 'fixed',
6227     value => 1
6228     }
6229     ],
6230     [
6231 root 1.14 'move_on',
6232 root 1.7 {
6233 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6234 root 1.58 name => 'movement on',
6235 elmex 1.26 type => 'movement_type'
6236 root 1.7 }
6237     ]
6238     ],
6239 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).',
6240     ignore => [
6241     $IGNORE_LIST{non_pickable}
6242     ],
6243 root 1.5 name => 'Shop Mat',
6244 root 1.3 use => 'As stated above, always place TWO shop mats into your shop. Not more and not less than that.'
6245     },
6246     'Sign & MagicMouth' => {
6247 root 1.7 attr => [
6248     [
6249     'connected',
6250     {
6251     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.',
6252     name => 'connection',
6253 root 1.50 type => 'string'
6254 root 1.7 }
6255     ],
6256     [
6257 elmex 1.21 'activate_on_push',
6258     {
6259     desc => 'Whether the teleporter should only be activated on push.',
6260 root 1.42 name => 'activate on push',
6261 elmex 1.21 type => 'bool'
6262     }
6263     ],
6264     [
6265     'activate_on_release',
6266     {
6267     desc => 'Whether the teleporter should only be activated on release.',
6268 root 1.42 name => 'activate on release',
6269 elmex 1.21 type => 'bool'
6270     }
6271     ],
6272     [
6273 root 1.14 'move_on',
6274 root 1.7 {
6275 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6276 root 1.58 name => 'movement on',
6277 elmex 1.26 type => 'movement_type'
6278 root 1.7 }
6279     ],
6280     [
6281     'food',
6282     {
6283     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).',
6284     name => 'counter',
6285     type => 'int'
6286     }
6287     ],
6288     [
6289     'msg',
6290     {
6291     desc => 'This text will be displayed to the player.',
6292     end => 'endmsg',
6293     name => 'message',
6294     type => 'text'
6295     }
6296     ]
6297     ],
6298     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).',
6299     ignore => [
6300 elmex 1.67 $IGNORE_LIST{non_pickable},
6301     [
6302     'connected'
6303     ]
6304 root 1.7 ],
6305     name => 'Sign & MagicMouth',
6306     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.'
6307     },
6308     Skill => {
6309     attr => [
6310     [
6311     'invisible',
6312     {
6313     type => 'fixed',
6314     value => 1
6315     }
6316     ],
6317     [
6318     'no_drop',
6319     {
6320     type => 'fixed',
6321     value => 1
6322     }
6323     ],
6324     [
6325     'skill',
6326     {
6327     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.',
6328     name => 'skill name',
6329     type => 'string'
6330     }
6331     ],
6332     [
6333     'expmul',
6334     {
6335     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.',
6336     name => 'exp multiplier',
6337     type => 'float'
6338     }
6339     ],
6340     [
6341     'subtype',
6342     {
6343 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.',
6344 root 1.7 name => 'skill type',
6345     type => 'list',
6346     value => $LIST{skill_type}
6347     }
6348     ],
6349     [
6350     'level',
6351     {
6352     name => 'level',
6353     type => 'int'
6354     }
6355     ],
6356     [
6357     'exp',
6358     {
6359     name => 'experience',
6360     type => 'int'
6361     }
6362     ],
6363     [
6364     'can_use_skill',
6365     {
6366     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.',
6367     name => 'is native skill',
6368     type => 'bool'
6369     }
6370     ]
6371 root 1.3 ],
6372     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.',
6373     ignore => [
6374     $IGNORE_LIST{system_object}
6375     ],
6376 root 1.5 name => 'Skill',
6377 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>'
6378     },
6379     'Skill Scroll' => {
6380 root 1.7 attr => [
6381     [
6382     'race',
6383     {
6384     type => 'fixed',
6385     value => 'scrolls'
6386     }
6387     ],
6388     [
6389     'skill',
6390     {
6391     desc => 'The <skill name> matches the skill object that can be learned from this scroll.',
6392     name => 'skill name',
6393     type => 'string'
6394     }
6395     ]
6396     ],
6397 root 1.3 desc => 'By reading a skill scroll, a player has a chance to learn the contained skill.',
6398 root 1.5 name => 'Skill Scroll',
6399 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.'
6400     },
6401 elmex 1.33 'Skill Tool' => {
6402     attr => [
6403     [
6404     'skill',
6405     {
6406     desc => 'This field describes which skill the player will be able to use wearing this item.',
6407     name => 'skill name',
6408     type => 'string'
6409     }
6410     ]
6411     ],
6412     desc => 'Wearing a skill tool will give the player the ability to use a skill.',
6413     name => 'Skill Tool',
6414     section => [
6415     [
6416     'stats',
6417     [
6418     [
6419     'Str',
6420     {
6421     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.',
6422     name => 'strength',
6423     type => 'int'
6424     }
6425     ],
6426     [
6427     'Dex',
6428     {
6429     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.',
6430     name => 'dexterity',
6431     type => 'int'
6432     }
6433     ],
6434     [
6435     'Con',
6436     {
6437     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.',
6438     name => 'constitution',
6439     type => 'int'
6440     }
6441     ],
6442     [
6443     'Int',
6444     {
6445     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.',
6446     name => 'intelligence',
6447     type => 'int'
6448     }
6449     ],
6450     [
6451     'Pow',
6452     {
6453     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.',
6454     name => 'power',
6455     type => 'int'
6456     }
6457     ],
6458     [
6459     'Wis',
6460     {
6461     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.',
6462     name => 'wisdom',
6463     type => 'int'
6464     }
6465     ],
6466     [
6467     'Cha',
6468     {
6469     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.',
6470     name => 'charisma',
6471     type => 'int'
6472     }
6473     ]
6474     ]
6475     ],
6476     [
6477     'resistance',
6478     [
6479     [
6480     'resist_physical',
6481     {
6482     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6483     name => 'resist physical %',
6484     type => 'int'
6485     }
6486     ],
6487     [
6488     'resist_magic',
6489     {
6490     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6491     name => 'resist magic %',
6492     type => 'int'
6493     }
6494     ],
6495     [
6496     'resist_fire',
6497     {
6498     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6499     name => 'resist fire %',
6500     type => 'int'
6501     }
6502     ],
6503     [
6504     'resist_electricity',
6505     {
6506     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6507     name => 'resist electricity %',
6508     type => 'int'
6509     }
6510     ],
6511     [
6512     'resist_cold',
6513     {
6514     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6515     name => 'resist cold %',
6516     type => 'int'
6517     }
6518     ],
6519     [
6520     'resist_acid',
6521     {
6522     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6523     name => 'resist acid %',
6524     type => 'int'
6525     }
6526     ],
6527     [
6528     'resist_confusion',
6529     {
6530     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6531     name => 'resist confusion %',
6532     type => 'int'
6533     }
6534     ],
6535     [
6536     'resist_weaponmagic',
6537     {
6538     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6539     name => 'resist weaponmagic %',
6540     type => 'int'
6541     }
6542     ],
6543     [
6544     'resist_ghosthit',
6545     {
6546     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6547     name => 'resist ghosthit %',
6548     type => 'int'
6549     }
6550     ],
6551     [
6552     'resist_slow',
6553     {
6554     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6555     name => 'resist slow %',
6556     type => 'int'
6557     }
6558     ],
6559     [
6560     'resist_fear',
6561     {
6562     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6563     name => 'resist fear %',
6564     type => 'int'
6565     }
6566     ],
6567     [
6568     'resist_death',
6569     {
6570     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6571     name => 'resist death-attack %',
6572     type => 'int'
6573     }
6574     ],
6575     [
6576     'resist_chaos',
6577     {
6578     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6579     name => 'resist chaos %',
6580     type => 'int'
6581     }
6582     ],
6583     [
6584     'resist_blind',
6585     {
6586     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6587     name => 'resist blinding %',
6588     type => 'int'
6589     }
6590     ],
6591     [
6592     'resist_holyword',
6593     {
6594     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6595     name => 'resist holy power %',
6596     type => 'int'
6597     }
6598     ],
6599     [
6600     'resist_godpower',
6601     {
6602     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6603     name => 'resist godpower %',
6604     type => 'int'
6605     }
6606     ],
6607     [
6608     'resist_paralyze',
6609     {
6610     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6611     name => 'resist paralyze %',
6612     type => 'int'
6613     }
6614     ],
6615     [
6616     'resist_drain',
6617     {
6618     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6619     name => 'resist draining %',
6620     type => 'int'
6621     }
6622     ],
6623     [
6624     'resist_deplete',
6625     {
6626     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6627     name => 'resist depletion %',
6628     type => 'int'
6629     }
6630     ],
6631     [
6632     'resist_poison',
6633     {
6634     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6635     name => 'resist poison %',
6636     type => 'int'
6637     }
6638     ]
6639     ]
6640     ]
6641     ],
6642     use => 'Feel free to assign resistancies and stats to a skill tools or change the skill that is given.'
6643     },
6644 root 1.3 'Special Key' => {
6645 root 1.7 attr => [
6646     [
6647     'slaying',
6648     {
6649     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.',
6650     name => 'key string',
6651     type => 'string'
6652     }
6653     ],
6654     [
6655     'material',
6656     {
6657     desc => 'For Special Keys, material should always be unset or set to Adamantite. This prevents the key from getting burned or otherwise destroyed.',
6658     name => 'material',
6659     type => 'bitmask',
6660     value => $BITMASK{material}
6661     }
6662     ],
6663     [
6664     'unique',
6665     {
6666     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.',
6667     name => 'unique item',
6668     type => 'bool'
6669     }
6670     ],
6671     [
6672     'startequip',
6673     {
6674     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6675     name => 'godgiven item',
6676     type => 'bool'
6677     }
6678     ],
6679     [
6680     'msg',
6681     {
6682     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.',
6683     end => 'endmsg',
6684     name => 'description',
6685     type => 'text'
6686     }
6687     ]
6688     ],
6689 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.',
6690     ignore => [
6691 elmex 1.67 [
6692     'material'
6693     ]
6694 root 1.3 ],
6695 root 1.5 name => 'Special Key',
6696 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".'
6697     },
6698     Spell => {
6699 root 1.7 attr => [
6700     [
6701     'no_drop',
6702     {
6703     type => 'fixed',
6704     value => 1
6705     }
6706     ],
6707     [
6708     'invisible',
6709     {
6710     type => 'fixed',
6711     value => 1
6712     }
6713     ],
6714     [
6715     'skill',
6716     {
6717     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.',
6718     name => 'skill name',
6719     type => 'string'
6720     }
6721     ],
6722     [
6723     'subtype',
6724     {
6725     desc => 'The <spell type> defines the basic type of spell. Some of these types are of a more generic nature than others.',
6726     name => 'spell type',
6727     type => 'list',
6728     value => $LIST{spell_type}
6729     }
6730     ],
6731     [
6732     'level',
6733     {
6734     name => 'spell level',
6735     type => 'int'
6736     }
6737     ],
6738     [
6739     'casting_time',
6740     {
6741     name => 'casting time',
6742     type => 'int'
6743     }
6744     ],
6745     [
6746     'duration',
6747     {
6748     name => 'duration',
6749     type => 'int'
6750     }
6751     ],
6752     [
6753     'other_arch',
6754     {
6755     name => 'create object',
6756     type => 'string'
6757     }
6758     ],
6759     [
6760     'sp',
6761     {
6762     name => 'cost spellpoints',
6763     type => 'int'
6764     }
6765     ],
6766     [
6767     'grace',
6768     {
6769     name => 'cost grace',
6770     type => 'int'
6771     }
6772     ],
6773     [
6774     'maxsp',
6775     {
6776     name => 'double cost per level',
6777     type => 'int'
6778     }
6779     ]
6780     ],
6781 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.',
6782     ignore => [
6783     $IGNORE_LIST{system_object}
6784     ],
6785 root 1.5 name => 'Spell',
6786 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.'
6787     },
6788     Spellbook => {
6789 root 1.7 attr => [
6790     [
6791     'skill',
6792     {
6793     type => 'fixed',
6794     value => 'literacy'
6795     }
6796     ],
6797     [
6798     'randomitems',
6799     {
6800     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.',
6801     name => 'treasurelist',
6802     type => 'treasurelist'
6803     }
6804     ],
6805     [
6806     'startequip',
6807     {
6808     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6809     name => 'godgiven item',
6810     type => 'bool'
6811     }
6812     ],
6813     [
6814     'msg',
6815     {
6816     desc => 'This text may contain a nice description of the spellbook\'s cover or something.',
6817     end => 'endmsg',
6818     name => 'description',
6819     type => 'text'
6820     }
6821     ]
6822     ],
6823 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.',
6824 root 1.5 name => 'Spellbook',
6825 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.'
6826     },
6827     Spinner => {
6828 root 1.7 attr => [
6829     [
6830     'sp',
6831     {
6832     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.',
6833     name => 'direction number',
6834     type => 'int'
6835     }
6836     ],
6837     [
6838 root 1.14 'move_on',
6839 root 1.7 {
6840 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6841 root 1.58 name => 'movement on',
6842 elmex 1.26 type => 'movement_type'
6843 root 1.7 }
6844     ]
6845     ],
6846 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.',
6847     ignore => [
6848     $IGNORE_LIST{non_pickable}
6849     ],
6850 root 1.5 name => 'Spinner',
6851 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.'
6852     },
6853     Swamp => {
6854 root 1.7 attr => [
6855     [
6856     'is_floor',
6857     {
6858     type => 'fixed',
6859     value => 1
6860     }
6861     ],
6862     [
6863     'is_wooded',
6864     {
6865     type => 'fixed',
6866     value => 1
6867     }
6868     ],
6869     [
6870     'speed',
6871     {
6872     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.',
6873     name => 'drowning speed',
6874     type => 'float'
6875     }
6876     ],
6877     [
6878 root 1.17 'speed_left',
6879     {
6880     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.',
6881     name => 'speed left',
6882     type => 'float'
6883     }
6884     ],
6885     [
6886 root 1.14 'move_on',
6887     {
6888     desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6889 root 1.58 name => 'movement on',
6890 elmex 1.26 type => 'movement_type'
6891 root 1.14 }
6892     ],
6893     [
6894     'move_block',
6895 root 1.7 {
6896 root 1.14 desc => 'Objects using these movement types cannot move over this space.',
6897     name => 'blocked movement',
6898 elmex 1.26 type => 'movement_type'
6899 root 1.14 }
6900     ],
6901     [
6902     'move_allow',
6903     {
6904     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6905     name => 'allowed movement',
6906 elmex 1.26 type => 'movement_type'
6907 root 1.14 }
6908     ],
6909     [
6910     'move_slow',
6911     {
6912     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6913     name => 'slowed movement',
6914 elmex 1.26 type => 'movement_type'
6915 root 1.14 }
6916     ],
6917     [
6918     'move_slow_penalty',
6919     {
6920     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)',
6921     name => 'slow movement penalty',
6922 root 1.7 type => 'int'
6923     }
6924     ],
6925     [
6926     'no_magic',
6927     {
6928     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
6929     name => 'no spells',
6930     type => 'bool'
6931     }
6932     ],
6933     [
6934     'damned',
6935     {
6936     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
6937     name => 'no prayers',
6938     type => 'bool'
6939     }
6940     ]
6941     ],
6942 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.',
6943     ignore => [
6944     $IGNORE_LIST{non_pickable}
6945 root 1.5 ],
6946     name => 'Swamp'
6947 root 1.3 },
6948     Teleporter => {
6949 root 1.7 attr => [
6950     [
6951     'slaying',
6952     {
6953     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.',
6954     name => 'exit path',
6955     type => 'string'
6956     }
6957     ],
6958     [
6959     'hp',
6960     {
6961     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.',
6962     name => 'destination X',
6963     type => 'int'
6964     }
6965     ],
6966     [
6967     'sp',
6968     {
6969     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.',
6970     name => 'destination Y',
6971     type => 'int'
6972     }
6973     ],
6974     [
6975     'connected',
6976     {
6977     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.',
6978     name => 'connection',
6979 root 1.50 type => 'string'
6980 root 1.7 }
6981     ],
6982     [
6983 elmex 1.21 'activate_on_push',
6984     {
6985     desc => 'Whether the teleporter should only be activated on push.',
6986 root 1.42 name => 'activate on push',
6987 elmex 1.21 type => 'bool'
6988     }
6989     ],
6990     [
6991     'activate_on_release',
6992     {
6993     desc => 'Whether the teleporter should only be activated on release.',
6994 root 1.42 name => 'activate on release',
6995 elmex 1.21 type => 'bool'
6996     }
6997     ],
6998     [
6999 root 1.7 'speed',
7000     {
7001     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!',
7002     name => 'activation speed',
7003     type => 'float'
7004     }
7005 root 1.17 ],
7006     [
7007     'speed_left',
7008     {
7009     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.',
7010     name => 'speed left',
7011     type => 'float'
7012     }
7013 root 1.7 ]
7014     ],
7015 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.',
7016     ignore => [
7017 elmex 1.67 $IGNORE_LIST{non_pickable},
7018     [
7019     'connected'
7020     ]
7021 root 1.3 ],
7022 root 1.5 name => 'Teleporter',
7023 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.'
7024     },
7025 root 1.8 'Timed Gate' => {
7026     attr => [
7027     [
7028     'no_pick',
7029     {
7030     type => 'fixed',
7031     value => 1
7032     }
7033     ],
7034     [
7035     'connected',
7036     {
7037     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.',
7038     name => 'connection',
7039 root 1.50 type => 'string'
7040 root 1.8 }
7041     ],
7042     [
7043 elmex 1.21 'activate_on_push',
7044     {
7045     desc => 'Whether the teleporter should only be activated on push.',
7046 root 1.42 name => 'activate on push',
7047 elmex 1.21 type => 'bool'
7048     }
7049     ],
7050     [
7051     'activate_on_release',
7052     {
7053     desc => 'Whether the teleporter should only be activated on release.',
7054 root 1.42 name => 'activate on release',
7055 elmex 1.21 type => 'bool'
7056     }
7057     ],
7058     [
7059 root 1.8 'wc',
7060     {
7061     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.',
7062     name => 'position state',
7063     type => 'int'
7064     }
7065     ],
7066     [
7067 root 1.14 'move_block',
7068     {
7069     desc => 'Objects using these movement types cannot move over this space.',
7070     name => 'blocked movement',
7071 elmex 1.26 type => 'movement_type'
7072 root 1.14 }
7073     ],
7074     [
7075     'move_allow',
7076     {
7077     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
7078     name => 'allowed movement',
7079 elmex 1.26 type => 'movement_type'
7080 root 1.14 }
7081     ],
7082     [
7083     'move_slow',
7084 root 1.8 {
7085 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
7086     name => 'slowed movement',
7087 elmex 1.26 type => 'movement_type'
7088 root 1.14 }
7089     ],
7090     [
7091     'move_slow_penalty',
7092     {
7093     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)',
7094     name => 'slow movement penalty',
7095     type => 'int'
7096 root 1.8 }
7097     ],
7098     [
7099     'no_magic',
7100     {
7101     desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
7102     name => 'restrict spells',
7103     type => 'bool'
7104     }
7105     ],
7106     [
7107     'damned',
7108     {
7109     desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
7110     name => 'restrict prayers',
7111     type => 'bool'
7112     }
7113     ],
7114     [
7115     'hp',
7116     {
7117     desc => 'Defines the duration the gate remains closed. This only takes effect if the gate is not connected.',
7118     name => 'open duration',
7119     type => 'int'
7120     }
7121     ]
7122     ],
7123 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.',
7124 root 1.8 ignore => [
7125 elmex 1.67 $IGNORE_LIST{non_pickable},
7126     [
7127     'connected'
7128     ]
7129 root 1.8 ],
7130     name => 'Timed Gate',
7131     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".'
7132     },
7133 elmex 1.51 Torch => {
7134     attr => [
7135     [
7136 elmex 1.59 'is_lightable',
7137     {
7138     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.',
7139     name => 'reignitable',
7140     type => 'bool'
7141     }
7142     ],
7143     [
7144 elmex 1.51 'food',
7145     {
7146     desc => 'This field specifies the burning duration of the torch.',
7147     name => 'burning duration',
7148     type => 'int'
7149     }
7150     ],
7151     [
7152     'range',
7153     {
7154     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.',
7155     name => 'enabled glow radius',
7156     type => 'int'
7157     }
7158 elmex 1.52 ],
7159     [
7160     'level',
7161     {
7162     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.',
7163     name => 'level',
7164     type => 'int'
7165     }
7166     ],
7167     [
7168     'cursed',
7169     {
7170     desc => 'Cursed torches, which have a level above 0, explode if the player applies them.',
7171     name => 'cursed',
7172     type => 'bool'
7173     }
7174 elmex 1.51 ]
7175     ],
7176 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.',
7177 elmex 1.51 name => 'Torch'
7178     },
7179 root 1.3 Trap => {
7180 root 1.7 attr => [
7181     [
7182     'no_pick',
7183     {
7184     type => 'fixed',
7185     value => 1
7186     }
7187     ],
7188     [
7189 root 1.14 'move_on',
7190 root 1.7 {
7191 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
7192 root 1.58 name => 'movement on',
7193 elmex 1.26 type => 'movement_type'
7194 root 1.7 }
7195     ],
7196     [
7197     'level',
7198     {
7199     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.',
7200     name => 'trap level',
7201     type => 'int'
7202     }
7203     ],
7204     [
7205     'Cha',
7206     {
7207     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.',
7208     name => 'visibility',
7209     type => 'int'
7210     }
7211     ],
7212     [
7213     'hp',
7214     {
7215     desc => 'The trap will detonate <number of charges> times before disappearing.',
7216     name => 'number of charges',
7217     type => 'int'
7218     }
7219     ],
7220     [
7221     'dam',
7222     {
7223     desc => '<direct damage> specifies how much damage is done by the trap. This should be set in reasonable relation to the trap\'s level.',
7224     name => 'direct damage',
7225     type => 'int'
7226     }
7227     ],
7228     [
7229     'attacktype',
7230     {
7231     desc => 'This attribute defines what attacktype to use for direct damage when the trap detonates.',
7232     name => 'attacktype',
7233     type => 'bitmask',
7234     value => $BITMASK{attacktype}
7235     }
7236     ],
7237     [
7238     'connected',
7239     {
7240     desc => 'When the trap is detonated, all objects with the same connection value get activated.',
7241     name => 'connection',
7242 root 1.50 type => 'string'
7243 root 1.7 }
7244     ],
7245     [
7246     'msg',
7247     {
7248     desc => 'When the trap detonates, this text is displayed to the victim. For especially powerful or complex traps, create an appropriate and thrilling description. ;)',
7249     end => 'endmsg',
7250     name => 'detonation text',
7251     type => 'text'
7252     }
7253     ]
7254     ],
7255 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.',
7256     ignore => [
7257 elmex 1.67 [
7258     'no_pick'
7259     ],
7260     [
7261     'title'
7262     ],
7263     [
7264     'name_pl'
7265     ],
7266     [
7267     'weight'
7268     ],
7269     [
7270     'value'
7271     ],
7272     [
7273     'material'
7274     ],
7275     [
7276     'unpaid'
7277     ],
7278     [
7279     'connected'
7280     ]
7281 root 1.3 ],
7282 root 1.5 name => 'Trap',
7283 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.'
7284     },
7285     Trapdoor => {
7286 root 1.7 attr => [
7287     [
7288     'no_pick',
7289     {
7290     type => 'fixed',
7291     value => 1
7292     }
7293     ],
7294     [
7295 root 1.14 'move_on',
7296 root 1.7 {
7297 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
7298 root 1.58 name => 'movement on',
7299 elmex 1.26 type => 'movement_type'
7300 root 1.7 }
7301     ],
7302     [
7303     'weight',
7304     {
7305     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.',
7306     name => 'hold weight',
7307     type => 'int'
7308     }
7309     ],
7310     [
7311     'hp',
7312     {
7313     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!',
7314     name => 'destination X',
7315     type => 'int'
7316     }
7317     ],
7318     [
7319     'sp',
7320     {
7321     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!',
7322     name => 'destination Y',
7323     type => 'int'
7324     }
7325     ]
7326     ],
7327 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.',
7328     ignore => [
7329     $IGNORE_LIST{non_pickable}
7330     ],
7331 root 1.5 name => 'Trapdoor',
7332 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.'
7333     },
7334     Treasure => {
7335 root 1.7 attr => [
7336     [
7337     'randomitems',
7338     {
7339     desc => 'This entry determines what kind of treasure will appear. Look into /crossfire/share/crossfire/treasures for details about existing treasurelists.',
7340     name => 'treasurelist',
7341     type => 'treasurelist'
7342     }
7343     ],
7344     [
7345     'auto_apply',
7346     {
7347     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.',
7348     name => 'auto-generate',
7349     type => 'bool'
7350     }
7351     ],
7352     [
7353     'hp',
7354     {
7355     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.',
7356     name => 'create number',
7357     type => 'int'
7358     }
7359     ],
7360     [
7361     'exp',
7362     {
7363     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).',
7364     name => 'quality level',
7365     type => 'int'
7366     }
7367     ]
7368     ],
7369 root 1.3 desc => 'A treasure-object turns into certain randomitems when the map is loaded into the game.',
7370     ignore => [
7371 elmex 1.67 [
7372     'nrof'
7373     ],
7374     [
7375     'title'
7376     ],
7377     [
7378     'name_pl'
7379     ],
7380     [
7381     'weight'
7382     ],
7383     [
7384     'value'
7385     ],
7386     [
7387     'material'
7388     ]
7389 root 1.3 ],
7390 root 1.5 name => 'Treasure',
7391 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.'
7392     },
7393     'Trigger Marker' => {
7394 root 1.7 attr => [
7395     [
7396     'no_pick',
7397     {
7398     type => 'fixed',
7399     value => 1
7400     }
7401     ],
7402     [
7403     'slaying',
7404     {
7405     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.',
7406     name => 'key string',
7407     type => 'string'
7408     }
7409     ],
7410     [
7411     'connected',
7412     {
7413     desc => 'Unlike a regular marker this is the connection that triggers this marker to activate.',
7414     name => 'connection',
7415 root 1.50 type => 'string'
7416 root 1.7 }
7417     ],
7418     [
7419     'food',
7420     {
7421     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.',
7422     name => 'mark duration',
7423     type => 'int'
7424     }
7425     ],
7426     [
7427     'name',
7428     {
7429     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.',
7430     name => 'delete mark',
7431     type => 'string'
7432     }
7433     ],
7434     [
7435     'msg',
7436     {
7437     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.',
7438     end => 'endmsg',
7439     name => 'marking message',
7440     type => 'text'
7441     }
7442     ]
7443     ],
7444 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.',
7445 root 1.3 ignore => [
7446 elmex 1.67 $IGNORE_LIST{system_object},
7447     [
7448     'connected'
7449     ]
7450 root 1.3 ],
7451 root 1.5 name => 'Trigger Marker',
7452 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.'
7453     },
7454     Wall => {
7455 root 1.7 attr => [
7456     [
7457 root 1.14 'move_block',
7458     {
7459     desc => 'Objects using these movement types cannot move over this space.',
7460     name => 'blocked movement',
7461 elmex 1.26 type => 'movement_type'
7462 root 1.14 }
7463     ],
7464     [
7465     'move_allow',
7466     {
7467     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
7468     name => 'allowed movement',
7469 elmex 1.26 type => 'movement_type'
7470 root 1.14 }
7471     ],
7472     [
7473     'move_slow',
7474 root 1.7 {
7475 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
7476     name => 'slowed movement',
7477 elmex 1.26 type => 'movement_type'
7478 root 1.14 }
7479     ],
7480     [
7481     'move_slow_penalty',
7482     {
7483     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)',
7484     name => 'slow movement penalty',
7485     type => 'int'
7486 root 1.7 }
7487     ],
7488     [
7489     'can_roll',
7490     {
7491     desc => 'If set, the object is able to "roll", so it can be pushed around. This setting is used for boulders and barrels.',
7492     name => 'moveable',
7493     type => 'bool'
7494     }
7495     ],
7496     [
7497     'no_magic',
7498     {
7499     desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
7500     name => 'restrict spells',
7501     type => 'bool'
7502     }
7503     ],
7504     [
7505     'damned',
7506     {
7507     desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
7508     name => 'restrict prayers',
7509     type => 'bool'
7510     }
7511     ]
7512     ],
7513 root 1.3 desc => 'Walls usually block passage and sight.',
7514     ignore => [
7515 elmex 1.67 [
7516     'nrof'
7517     ],
7518     [
7519     'title'
7520     ],
7521     [
7522     'name_pl'
7523     ],
7524     [
7525     'value'
7526     ],
7527     [
7528     'unpaid'
7529     ]
7530 root 1.3 ],
7531 root 1.19 name => 'Wall'
7532 root 1.3 },
7533     'Wand & Staff' => {
7534 root 1.7 attr => [
7535     [
7536     'sp',
7537     {
7538     desc => 'The <spell> specifies the contained spell.',
7539     name => 'spell',
7540     type => 'spell'
7541     }
7542     ],
7543     [
7544     'level',
7545     {
7546     desc => 'The <casting level> of the wand determines it\'s power. An average level for wands in shops is about 10.',
7547     name => 'casting level',
7548     type => 'int'
7549     }
7550     ],
7551     [
7552     'food',
7553     {
7554     desc => 'The wand can be used <number of charges> times before it is used up. It can be recharged with scrolls of charging.',
7555     name => 'number of charges',
7556     type => 'int'
7557     }
7558     ],
7559     [
7560     'startequip',
7561     {
7562     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
7563     name => 'godgiven item',
7564     type => 'bool'
7565     }
7566     ],
7567     [
7568     'msg',
7569     {
7570     desc => 'This text may contain a description of the wand.',
7571     end => 'endmsg',
7572     name => 'description',
7573     type => 'text'
7574     }
7575     ]
7576     ],
7577 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.',
7578 root 1.5 name => 'Wand & Staff',
7579 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.'
7580 root 1.3 },
7581     'Weak Wall' => {
7582 root 1.7 attr => [
7583     [
7584     'alive',
7585     {
7586     type => 'fixed',
7587     value => 1
7588     }
7589     ],
7590     [
7591     'no_pick',
7592     {
7593     type => 'fixed',
7594     value => 1
7595     }
7596     ],
7597     [
7598     'tear_down',
7599     {
7600     type => 'fixed',
7601     value => 1
7602     }
7603     ],
7604     [
7605     'race',
7606     {
7607     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.',
7608     name => 'race',
7609     type => 'string'
7610     }
7611     ],
7612     [
7613     'level',
7614     {
7615     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.',
7616     name => 'level',
7617     type => 'int'
7618     }
7619     ],
7620     [
7621     'hp',
7622     {
7623     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.',
7624     name => 'health points',
7625     type => 'int'
7626     }
7627     ],
7628     [
7629     'maxhp',
7630     {
7631     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.',
7632     name => 'max health',
7633     type => 'int'
7634     }
7635     ],
7636     [
7637     'ac',
7638     {
7639     desc => 'Weak walls of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
7640     name => 'armour class',
7641     type => 'int'
7642     }
7643     ]
7644     ],
7645 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.',
7646     ignore => [
7647     $IGNORE_LIST{non_pickable}
7648     ],
7649 root 1.5 name => 'Weak Wall',
7650 root 1.4 section => [
7651     [
7652     'resistance',
7653 root 1.7 [
7654     [
7655     'resist_physical',
7656     {
7657     name => 'resist physical %',
7658     type => 'int'
7659     }
7660     ],
7661     [
7662     'resist_magic',
7663     {
7664     name => 'resist magic %',
7665     type => 'int'
7666     }
7667     ],
7668     [
7669     'resist_fire',
7670     {
7671     name => 'resist fire %',
7672     type => 'int'
7673     }
7674     ],
7675     [
7676     'resist_electricity',
7677     {
7678     name => 'resist electricity %',
7679     type => 'int'
7680     }
7681     ],
7682     [
7683     'resist_cold',
7684     {
7685     name => 'resist cold %',
7686     type => 'int'
7687     }
7688     ],
7689     [
7690     'resist_confusion',
7691     {
7692     name => 'resist confusion %',
7693     type => 'int'
7694     }
7695     ],
7696     [
7697     'resist_acid',
7698     {
7699     name => 'resist acid %',
7700     type => 'int'
7701     }
7702     ],
7703     [
7704     'resist_drain',
7705     {
7706     name => 'resist draining %',
7707     type => 'int'
7708     }
7709     ],
7710     [
7711     'resist_weaponmagic',
7712     {
7713     name => 'resist weaponmagic %',
7714     type => 'int'
7715     }
7716     ],
7717     [
7718     'resist_ghosthit',
7719     {
7720     name => 'resist ghosthit %',
7721     type => 'int'
7722     }
7723     ],
7724     [
7725     'resist_poison',
7726     {
7727     name => 'resist poison %',
7728     type => 'int'
7729     }
7730     ],
7731     [
7732     'resist_slow',
7733     {
7734     name => 'resist slow %',
7735     type => 'int'
7736     }
7737     ],
7738     [
7739     'resist_paralyze',
7740     {
7741     name => 'resist paralyze %',
7742     type => 'int'
7743     }
7744     ],
7745     [
7746     'resist_fear',
7747     {
7748     name => 'resist fear %',
7749     type => 'int'
7750     }
7751     ],
7752     [
7753     'resist_deplete',
7754     {
7755     name => 'resist depletion %',
7756     type => 'int'
7757     }
7758     ],
7759     [
7760     'resist_death',
7761     {
7762     name => 'resist death-attack %',
7763     type => 'int'
7764     }
7765     ],
7766     [
7767     'resist_chaos',
7768     {
7769     name => 'resist chaos %',
7770     type => 'int'
7771     }
7772     ],
7773     [
7774     'resist_blind',
7775     {
7776     name => 'resist blinding %',
7777     type => 'int'
7778     }
7779     ],
7780     [
7781     'resist_holyword',
7782     {
7783     name => 'resist holy power %',
7784     type => 'int'
7785     }
7786     ],
7787     [
7788     'resist_godpower',
7789     {
7790     name => 'resist godpower %',
7791     type => 'int'
7792     }
7793     ]
7794     ]
7795 root 1.4 ]
7796     ],
7797 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.'
7798     },
7799     Weapon => {
7800 root 1.7 attr => [
7801     [
7802     'attacktype',
7803     {
7804     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.',
7805     name => 'attacktype',
7806     type => 'bitmask',
7807     value => $BITMASK{attacktype}
7808     }
7809     ],
7810     [
7811     'weapontype',
7812     {
7813     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.',
7814     name => 'weapontype',
7815     type => 'list',
7816     value => $LIST{weapon_type}
7817     }
7818     ],
7819     [
7820     'skill',
7821     {
7822     desc => 'Matching <skill name> of the skill that is required to use this weapon.',
7823     name => 'skill name',
7824     type => 'string'
7825     }
7826     ],
7827     [
7828     'dam',
7829     {
7830     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.',
7831     name => 'damage',
7832     type => 'int'
7833     }
7834     ],
7835     [
7836     'slaying',
7837     {
7838     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.',
7839     name => 'slaying race',
7840     type => 'string'
7841     }
7842     ],
7843     [
7844     'last_sp',
7845     {
7846     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.',
7847     name => 'weapon speed',
7848     type => 'int'
7849     }
7850     ],
7851     [
7852     'wc',
7853     {
7854     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.',
7855     name => 'weapon class',
7856     type => 'int'
7857     }
7858     ],
7859     [
7860     'magic',
7861     {
7862     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.',
7863     name => 'magic bonus',
7864     type => 'int'
7865     }
7866     ],
7867     [
7868     'item_power',
7869     {
7870 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>.',
7871 root 1.7 name => 'item power',
7872     type => 'int'
7873     }
7874     ],
7875     [
7876     'damned',
7877     {
7878     desc => 'A damned weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
7879     name => 'damnation',
7880     type => 'bool'
7881     }
7882     ],
7883     [
7884     'cursed',
7885     {
7886     desc => 'A cursed weapon cannot be unwielded unless the curse is removed.',
7887     name => 'curse',
7888     type => 'bool'
7889     }
7890     ],
7891     [
7892     'lifesave',
7893     {
7894 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!',
7895 root 1.7 name => 'save life',
7896     type => 'bool'
7897     }
7898     ],
7899     [
7900     'unique',
7901     {
7902     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
7903     name => 'unique item',
7904     type => 'bool'
7905     }
7906     ],
7907     [
7908     'startequip',
7909     {
7910     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
7911     name => 'godgiven item',
7912     type => 'bool'
7913     }
7914     ],
7915     [
7916     'msg',
7917     {
7918     desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
7919     end => 'endmsg',
7920     name => 'description',
7921     type => 'text'
7922     }
7923     ]
7924     ],
7925 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.',
7926 root 1.5 name => 'Weapon',
7927 root 1.4 section => [
7928     [
7929 elmex 1.33 'stats',
7930     [
7931     [
7932     'Str',
7933     {
7934     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.',
7935     name => 'strength',
7936     type => 'int'
7937     }
7938     ],
7939     [
7940     'Dex',
7941     {
7942     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.',
7943     name => 'dexterity',
7944     type => 'int'
7945     }
7946     ],
7947     [
7948     'Con',
7949     {
7950     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.',
7951     name => 'constitution',
7952     type => 'int'
7953     }
7954     ],
7955     [
7956     'Int',
7957     {
7958     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.',
7959     name => 'intelligence',
7960     type => 'int'
7961     }
7962     ],
7963     [
7964     'Pow',
7965     {
7966     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.',
7967     name => 'power',
7968     type => 'int'
7969     }
7970     ],
7971     [
7972     'Wis',
7973     {
7974     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.',
7975     name => 'wisdom',
7976     type => 'int'
7977     }
7978     ],
7979     [
7980     'Cha',
7981     {
7982     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.',
7983     name => 'charisma',
7984     type => 'int'
7985     }
7986     ]
7987     ]
7988     ],
7989     [
7990 root 1.4 'resistance',
7991 root 1.7 [
7992     [
7993     'resist_physical',
7994     {
7995 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!',
7996 root 1.7 name => 'resist physical %',
7997     type => 'int'
7998     }
7999     ],
8000     [
8001     'resist_magic',
8002     {
8003 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!',
8004 root 1.7 name => 'resist magic %',
8005     type => 'int'
8006     }
8007     ],
8008     [
8009     'resist_fire',
8010     {
8011 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!',
8012 root 1.7 name => 'resist fire %',
8013     type => 'int'
8014     }
8015     ],
8016     [
8017     'resist_electricity',
8018     {
8019 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!',
8020 root 1.7 name => 'resist electricity %',
8021     type => 'int'
8022     }
8023     ],
8024     [
8025     'resist_cold',
8026     {
8027 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!',
8028 root 1.7 name => 'resist cold %',
8029     type => 'int'
8030     }
8031     ],
8032     [
8033     'resist_acid',
8034     {
8035 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!',
8036 root 1.7 name => 'resist acid %',
8037     type => 'int'
8038     }
8039     ],
8040     [
8041 elmex 1.33 'resist_confusion',
8042 root 1.7 {
8043 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!',
8044     name => 'resist confusion %',
8045 root 1.7 type => 'int'
8046     }
8047     ],
8048     [
8049     'resist_weaponmagic',
8050     {
8051 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!',
8052 root 1.7 name => 'resist weaponmagic %',
8053     type => 'int'
8054     }
8055     ],
8056     [
8057     'resist_ghosthit',
8058     {
8059 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!',
8060 root 1.7 name => 'resist ghosthit %',
8061     type => 'int'
8062     }
8063     ],
8064     [
8065     'resist_slow',
8066     {
8067 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!',
8068 root 1.7 name => 'resist slow %',
8069     type => 'int'
8070     }
8071     ],
8072     [
8073     'resist_fear',
8074     {
8075 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!',
8076 root 1.7 name => 'resist fear %',
8077     type => 'int'
8078     }
8079     ],
8080     [
8081     'resist_death',
8082     {
8083 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!',
8084 root 1.7 name => 'resist death-attack %',
8085     type => 'int'
8086     }
8087     ],
8088     [
8089     'resist_chaos',
8090     {
8091 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!',
8092 root 1.7 name => 'resist chaos %',
8093     type => 'int'
8094     }
8095     ],
8096     [
8097     'resist_blind',
8098     {
8099 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!',
8100 root 1.7 name => 'resist blinding %',
8101     type => 'int'
8102     }
8103     ],
8104     [
8105     'resist_holyword',
8106     {
8107 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!',
8108 root 1.7 name => 'resist holy power %',
8109     type => 'int'
8110     }
8111     ],
8112     [
8113 elmex 1.33 'resist_godpower',
8114 root 1.7 {
8115 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!',
8116     name => 'resist godpower %',
8117 root 1.7 type => 'int'
8118     }
8119     ],
8120     [
8121 elmex 1.33 'resist_paralyze',
8122 root 1.7 {
8123 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!',
8124     name => 'resist paralyze %',
8125 root 1.7 type => 'int'
8126     }
8127     ],
8128     [
8129 elmex 1.33 'resist_drain',
8130 root 1.7 {
8131 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!',
8132     name => 'resist draining %',
8133 root 1.7 type => 'int'
8134     }
8135     ],
8136     [
8137 elmex 1.33 'resist_deplete',
8138 root 1.7 {
8139 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!',
8140     name => 'resist depletion %',
8141 root 1.7 type => 'int'
8142     }
8143     ],
8144     [
8145 elmex 1.33 'resist_poison',
8146 root 1.7 {
8147 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!',
8148     name => 'resist poison %',
8149 root 1.7 type => 'int'
8150     }
8151     ]
8152     ]
8153 root 1.4 ],
8154     [
8155     'misc',
8156 root 1.7 [
8157     [
8158     'luck',
8159     {
8160     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.',
8161     name => 'luck bonus',
8162     type => 'int'
8163     }
8164     ],
8165     [
8166     'hp',
8167     {
8168     desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
8169     name => 'health regen.',
8170     type => 'int'
8171     }
8172     ],
8173     [
8174     'sp',
8175     {
8176     desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
8177     name => 'mana regen.',
8178     type => 'int'
8179     }
8180     ],
8181     [
8182     'grace',
8183     {
8184     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!!',
8185     name => 'grace regen.',
8186     type => 'int'
8187     }
8188     ],
8189     [
8190     'food',
8191     {
8192     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.',
8193     name => 'food bonus',
8194     type => 'int'
8195     }
8196     ],
8197     [
8198     'xrays',
8199     {
8200 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.',
8201 root 1.7 name => 'xray vision',
8202     type => 'bool'
8203     }
8204     ],
8205     [
8206     'stealth',
8207     {
8208     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)',
8209     name => 'stealth',
8210     type => 'bool'
8211     }
8212     ],
8213     [
8214     'reflect_spell',
8215     {
8216     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!',
8217     name => 'reflect spells',
8218     type => 'bool'
8219     }
8220     ],
8221     [
8222     'reflect_missile',
8223     {
8224     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.',
8225     name => 'reflect missiles',
8226     type => 'bool'
8227     }
8228     ],
8229     [
8230     'path_attuned',
8231     {
8232     desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this weapon.',
8233     name => 'attuned paths',
8234     type => 'bitmask',
8235     value => $BITMASK{spellpath}
8236     }
8237     ],
8238     [
8239     'path_repelled',
8240     {
8241     desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this weapon.',
8242     name => 'repelled paths',
8243     type => 'bitmask',
8244     value => $BITMASK{spellpath}
8245     }
8246     ],
8247     [
8248     'path_denied',
8249     {
8250     desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this weapon.',
8251     name => 'denied paths',
8252     type => 'bitmask',
8253     value => $BITMASK{spellpath}
8254     }
8255     ]
8256     ]
8257 root 1.4 ]
8258     ],
8259 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.'
8260 root 1.1 }
8261     );
8262    
8263 root 1.3 our %ATTR = (
8264     3 => $TYPE{Rod},
8265     4 => $TYPE{Treasure},
8266     5 => $TYPE{Potion},
8267     6 => $TYPE{Food},
8268     7 => $TYPE{'Poison Food'},
8269     8 => $TYPE{Book},
8270     9 => $TYPE{Clock},
8271     13 => $TYPE{Projectile},
8272     14 => $TYPE{'Shooting Weapon'},
8273     15 => $TYPE{Weapon},
8274     16 => $TYPE{'Brestplate Armour'},
8275     17 => $TYPE{Pedestal},
8276     18 => $TYPE{Altar},
8277 root 1.57 19 => $TYPE{'Item Match'},
8278 root 1.3 20 => $TYPE{'Locked Door'},
8279     21 => $TYPE{'Special Key'},
8280 root 1.9 23 => $TYPE{Door},
8281     24 => $TYPE{Key},
8282 root 1.8 26 => $TYPE{'Timed Gate'},
8283 root 1.3 27 => $TYPE{'Handle Trigger'},
8284 root 1.9 28 => $TYPE{'Monster (Grimreaper)'},
8285 root 1.3 29 => $TYPE{'Magic Ear'},
8286 root 1.9 30 => $TYPE{'Button Trigger'},
8287 root 1.3 31 => $TYPE{'Altar Trigger'},
8288 root 1.60 32 => $TYPE{'Pedestal Trigger'},
8289 root 1.3 33 => $TYPE{Shield},
8290     34 => $TYPE{Helmet},
8291     35 => $TYPE{Horn},
8292     36 => $TYPE{Money},
8293 root 1.9 37 => $TYPE{'Class Changer'},
8294 root 1.3 39 => $TYPE{Amulet},
8295     40 => $TYPE{Mover},
8296     41 => $TYPE{Teleporter},
8297     42 => $TYPE{Creator},
8298     43 => $TYPE{Skill},
8299     51 => $TYPE{Detector},
8300     52 => $TYPE{'Trigger Marker'},
8301     55 => $TYPE{Marker},
8302     56 => $TYPE{'Holy Altar'},
8303     58 => $TYPE{Battleground},
8304     60 => $TYPE{Jewel},
8305     62 => $TYPE{'Magic Wall'},
8306     64 => $TYPE{'Inventory Checker'},
8307     65 => $TYPE{'Mood Floor'},
8308     66 => $TYPE{Exit},
8309     67 => $TYPE{'Floor (Encounter)'},
8310     68 => $TYPE{'Shop Floor'},
8311     69 => $TYPE{'Shop Mat'},
8312     70 => $TYPE{Ring},
8313     72 => $TYPE{Flesh},
8314     73 => $TYPE{Inorganic},
8315 elmex 1.33 74 => $TYPE{'Skill Tool'},
8316 elmex 1.51 81 => $TYPE{Torch},
8317     82 => $TYPE{Lamp},
8318 root 1.3 83 => $TYPE{Duplicator},
8319     85 => $TYPE{Spellbook},
8320     87 => $TYPE{Cloak},
8321     88 => $TYPE{'Hazard Floor'},
8322     90 => $TYPE{Spinner},
8323     91 => $TYPE{Gate},
8324     92 => $TYPE{Button},
8325     93 => $TYPE{Handle},
8326     94 => $TYPE{Pit},
8327     95 => $TYPE{Trapdoor},
8328     98 => $TYPE{'Sign & MagicMouth'},
8329     99 => $TYPE{Boots},
8330     100 => $TYPE{Gloves},
8331     101 => $TYPE{Spell},
8332     103 => $TYPE{Converter},
8333     104 => $TYPE{Bracers},
8334     106 => $TYPE{Savebed},
8335     109 => $TYPE{'Wand & Staff'},
8336 root 1.54 110 => $TYPE{Inscribable},
8337 root 1.3 111 => $TYPE{Scroll},
8338     112 => $TYPE{Director},
8339     113 => $TYPE{Girdle},
8340 root 1.10 116 => $TYPE{'Event Connector'},
8341 root 1.3 122 => $TYPE{Container},
8342     130 => $TYPE{'Skill Scroll'},
8343     138 => $TYPE{Swamp},
8344 elmex 1.27 150 => $TYPE{'Shop Inventory'},
8345 root 1.3 154 => $TYPE{Rune},
8346     155 => $TYPE{Trap},
8347     156 => $TYPE{'Power Crystal'},
8348 root 1.8 158 => $TYPE{Disease},
8349 elmex 1.23 163 => $TYPE{'Item Transformer'},
8350 root 1.49 164 => $TYPE{'Map Script'},
8351 root 1.45 165 => $TYPE{'Safe ground'},
8352     999 => $TYPE{Ability}
8353 root 1.1 );
8354    
8355 root 1.3 our %TYPENAME = (
8356     0 => '*NONE*',
8357     1 => 'PLAYER',
8358 root 1.9 2 => 'TRANSPORT',
8359 root 1.3 3 => 'ROD',
8360     4 => 'TREASURE',
8361     5 => 'POTION',
8362     6 => 'FOOD',
8363     7 => 'POISON',
8364     8 => 'BOOK',
8365     9 => 'CLOCK',
8366     12 => 'LIGHTNING',
8367     13 => 'ARROW',
8368     14 => 'BOW',
8369     15 => 'WEAPON',
8370     16 => 'ARMOUR',
8371     17 => 'PEDESTAL',
8372     18 => 'ALTAR',
8373     20 => 'LOCKED_DOOR',
8374     21 => 'SPECIAL_KEY',
8375     22 => 'MAP',
8376     23 => 'DOOR',
8377     24 => 'KEY',
8378     26 => 'TIMED_GATE',
8379     27 => 'TRIGGER',
8380     28 => 'GRIMREAPER',
8381     29 => 'MAGIC_EAR',
8382     30 => 'TRIGGER_BUTTON',
8383     31 => 'TRIGGER_ALTAR',
8384     32 => 'TRIGGER_PEDESTAL',
8385     33 => 'SHIELD',
8386     34 => 'HELMET',
8387     35 => 'HORN',
8388     36 => 'MONEY',
8389     37 => 'CLASS',
8390     38 => 'GRAVESTONE',
8391     39 => 'AMULET',
8392     40 => 'PLAYERMOVER',
8393     41 => 'TELEPORTER',
8394     42 => 'CREATOR',
8395     43 => 'SKILL',
8396     44 => 'EXPERIENCE',
8397     45 => 'EARTHWALL',
8398     46 => 'GOLEM',
8399     48 => 'THROWN_OBJ',
8400     49 => 'BLINDNESS',
8401     50 => 'GOD',
8402     51 => 'DETECTOR',
8403     52 => 'TRIGGER_MARKER',
8404     53 => 'DEAD_OBJECT',
8405     54 => 'DRINK',
8406     55 => 'MARKER',
8407     56 => 'HOLY_ALTAR',
8408     57 => 'PLAYER_CHANGER',
8409     58 => 'BATTLEGROUND',
8410     59 => 'PEACEMAKER',
8411     60 => 'GEM',
8412     62 => 'FIREWALL',
8413     63 => 'ANVIL',
8414     64 => 'CHECK_INV',
8415     65 => 'MOOD_FLOOR',
8416     66 => 'EXIT',
8417     67 => 'ENCOUNTER',
8418     68 => 'SHOP_FLOOR',
8419     69 => 'SHOP_MAT',
8420     70 => 'RING',
8421     71 => 'FLOOR',
8422     72 => 'FLESH',
8423     73 => 'INORGANIC',
8424     74 => 'SKILL_TOOL',
8425     75 => 'LIGHTER',
8426     76 => 'TRAP_PART',
8427     77 => 'WALL',
8428     78 => 'LIGHT_SOURCE',
8429     79 => 'MISC_OBJECT',
8430     80 => 'MONSTER',
8431     81 => 'SPAWN_GENERATOR',
8432     82 => 'LAMP',
8433     83 => 'DUPLICATOR',
8434     84 => 'TOOL',
8435     85 => 'SPELLBOOK',
8436     86 => 'BUILDFAC',
8437     87 => 'CLOAK',
8438     90 => 'SPINNER',
8439     91 => 'GATE',
8440     92 => 'BUTTON',
8441     93 => 'CF_HANDLE',
8442     94 => 'HOLE',
8443     95 => 'TRAPDOOR',
8444     98 => 'SIGN',
8445     99 => 'BOOTS',
8446     100 => 'GLOVES',
8447     101 => 'SPELL',
8448     102 => 'SPELL_EFFECT',
8449     103 => 'CONVERTER',
8450     104 => 'BRACERS',
8451     105 => 'POISONING',
8452     106 => 'SAVEBED',
8453     107 => 'POISONCLOUD',
8454     108 => 'FIREHOLES',
8455     109 => 'WAND',
8456 root 1.54 110 => 'INSCRIBABLE',
8457 root 1.3 111 => 'SCROLL',
8458     112 => 'DIRECTOR',
8459     113 => 'GIRDLE',
8460     114 => 'FORCE',
8461     115 => 'POTION_EFFECT',
8462 root 1.11 116 => 'EVENT_CONNECTOR',
8463 root 1.3 121 => 'CLOSE_CON',
8464     122 => 'CONTAINER',
8465     123 => 'ARMOUR_IMPROVER',
8466     124 => 'WEAPON_IMPROVER',
8467     130 => 'SKILLSCROLL',
8468     138 => 'DEEP_SWAMP',
8469     139 => 'IDENTIFY_ALTAR',
8470     150 => 'MENU',
8471     154 => 'RUNE',
8472     155 => 'TRAP',
8473     156 => 'POWER_CRYSTAL',
8474     157 => 'CORPSE',
8475     158 => 'DISEASE',
8476     159 => 'SYMPTOM',
8477     160 => 'BUILDER',
8478 root 1.9 161 => 'MATERIAL',
8479     162 => 'GPS',
8480     163 => 'ITEM_TRANSFORMER',
8481     164 => 'QUEST'
8482 root 1.1 );
8483    
8484     our %SPELL = (
8485 root 1.3 0 => 'magic bullet',
8486     1 => 'small fireball',
8487     2 => 'medium fireball',
8488     3 => 'large fireball',
8489     4 => 'burning hands',
8490     5 => 'small lightning',
8491     6 => 'large lightning',
8492     7 => 'magic missile',
8493     8 => 'create bomb',
8494     9 => 'summon golem',
8495     10 => 'summon fire elemental',
8496     11 => 'summon earth elemental',
8497     12 => 'summon water elemental',
8498     13 => 'summon air elemental',
8499     14 => 'dimension door',
8500     15 => 'create earth wall',
8501     16 => 'paralyze',
8502     17 => 'icestorm',
8503     18 => 'magic mapping',
8504     19 => 'turn undead',
8505     20 => 'fear',
8506     21 => 'poison cloud',
8507     22 => 'wonder',
8508     23 => 'destruction',
8509     24 => 'perceive self',
8510     25 => 'word of recall',
8511     26 => 'invisible',
8512     27 => 'invisible to undead',
8513     28 => 'probe',
8514     29 => 'large bullet',
8515     30 => 'improved invisibility',
8516     31 => 'holy word',
8517     32 => 'minor healing',
8518     33 => 'medium healing',
8519     34 => 'major healing',
8520     35 => 'heal',
8521     36 => 'create food',
8522     37 => 'earth to dust',
8523     38 => 'armour',
8524     39 => 'strength',
8525     40 => 'dexterity',
8526     41 => 'constitution',
8527     42 => 'charisma',
8528     43 => 'create fire wall',
8529     44 => 'create frost wall',
8530     45 => 'protection from cold',
8531     46 => 'protection from electricity',
8532     47 => 'protection from fire',
8533     48 => 'protection from poison',
8534     49 => 'protection from slow',
8535     50 => 'protection from paralysis',
8536     51 => 'protection from draining',
8537     52 => 'protection from magic',
8538     53 => 'protection from attack',
8539     54 => 'levitate',
8540     55 => 'small speedball',
8541     56 => 'large speedball',
8542     57 => 'hellfire',
8543     58 => 'dragonbreath',
8544     59 => 'large icestorm',
8545     60 => 'charging',
8546     61 => 'polymorph',
8547     62 => 'cancellation',
8548     63 => 'confusion',
8549     64 => 'mass confusion',
8550     65 => 'summon pet monster',
8551     66 => 'slow',
8552     67 => 'regenerate spellpoints',
8553     68 => 'cure poison',
8554     69 => 'protection from confusion',
8555     70 => 'protection from cancellation',
8556     71 => 'protection from depletion',
8557     72 => 'alchemy',
8558     73 => 'remove curse',
8559     74 => 'remove damnation',
8560     75 => 'identify',
8561     76 => 'detect magic',
8562     77 => 'detect monster',
8563     78 => 'detect evil',
8564     79 => 'detect curse',
8565     80 => 'heroism',
8566     81 => 'aggravation',
8567     82 => 'firebolt',
8568     83 => 'frostbolt',
8569     84 => 'shockwave',
8570     85 => 'color spray',
8571     86 => 'haste',
8572     87 => 'face of death',
8573     88 => 'ball lightning',
8574     89 => 'meteor swarm',
8575     90 => 'comet',
8576     91 => 'mystic fist',
8577     92 => 'raise dead',
8578     93 => 'resurrection',
8579     94 => 'reincarnation',
8580     95 => 'immunity to cold',
8581     96 => 'immunity to electricity',
8582     97 => 'immunity to fire',
8583     98 => 'immunity to poison',
8584     99 => 'immunity to slow',
8585     100 => 'immunity to paralysis',
8586     101 => 'immunity to draining',
8587     102 => 'immunity to magic',
8588     103 => 'immunity to attack',
8589     104 => 'invulnerability',
8590     105 => 'defense',
8591     106 => 'rune of fire',
8592     107 => 'rune of frost',
8593     108 => 'rune of shocking',
8594     109 => 'rune of blasting',
8595     110 => 'rune of death',
8596     111 => 'marking rune',
8597     112 => 'build director',
8598     113 => 'create pool of chaos',
8599     114 => 'build bullet wall',
8600     115 => 'build lightning wall',
8601     116 => 'build fireball wall',
8602     117 => 'magic rune',
8603     118 => 'rune of magic drain',
8604     119 => 'antimagic rune',
8605     120 => 'rune of transferrence',
8606     121 => 'transferrence',
8607     122 => 'magic drain',
8608     123 => 'counterspell',
8609     124 => 'disarm',
8610     125 => 'cure confusion',
8611     126 => 'restoration',
8612     127 => 'summon evil monster',
8613     128 => 'counterwall',
8614     129 => 'cause light wounds',
8615     130 => 'cause medium wounds',
8616     131 => 'cause serious wounds',
8617     132 => 'charm monsters',
8618     133 => 'banishment',
8619     134 => 'create missile',
8620     135 => 'show invisible',
8621     136 => 'xray',
8622     137 => 'pacify',
8623     138 => 'summon fog',
8624     139 => 'steambolt',
8625     140 => 'command undead',
8626     141 => 'holy orb',
8627     142 => 'summon avatar',
8628     143 => 'holy possession',
8629     144 => 'bless',
8630     145 => 'curse',
8631     146 => 'regeneration',
8632     147 => 'consecrate',
8633     148 => 'summon cult monsters',
8634     149 => 'cause critical wounds',
8635     150 => 'holy wrath',
8636     151 => 'retributive strike',
8637     152 => 'finger of death',
8638     153 => 'insect plague',
8639     154 => 'call holy servant',
8640     155 => 'wall of thorns',
8641     156 => 'staff to snake',
8642     157 => 'light',
8643     158 => 'darkness',
8644     159 => 'nightfall',
8645     160 => 'daylight',
8646     161 => 'sunspear',
8647     162 => 'faery fire',
8648     163 => 'cure blindness',
8649     164 => 'dark vision',
8650     165 => 'bullet swarm',
8651     166 => 'bullet storm',
8652     167 => 'cause many wounds',
8653     168 => 'small snowstorm',
8654     169 => 'medium snowstorm',
8655     170 => 'large snowstorm',
8656     171 => 'cure disease',
8657     172 => 'cause red death',
8658     173 => 'cause flu',
8659     174 => 'cause black death',
8660     175 => 'cause leprosy',
8661     176 => 'cause smallpox',
8662     177 => 'cause white death',
8663     178 => 'cause anthrax',
8664     179 => 'cause typhoid',
8665     180 => 'mana blast',
8666     181 => 'small manaball',
8667     182 => 'medium manaball',
8668     183 => 'large manaball',
8669     184 => 'mana bolt',
8670     185 => 'dancing sword',
8671     186 => 'animate weapon',
8672     187 => 'cause cold',
8673     188 => 'divine shock',
8674     189 => 'windstorm',
8675     190 => 'sanctuary',
8676     191 => 'peace',
8677     192 => 'spiderweb',
8678     193 => 'conflict',
8679     194 => 'rage',
8680     195 => 'forked lightning',
8681     196 => 'poison fog',
8682     197 => 'flaming aura',
8683     198 => 'vitriol',
8684     199 => 'vitriol splash',
8685     200 => 'ironwood skin',
8686     201 => 'wrathful eye',
8687     202 => 'town portal',
8688     203 => 'missile swarm',
8689     204 => 'cause rabies',
8690     205 => 'glyph'
8691 root 1.1 );
8692    
8693    
8694     =head1 AUTHOR
8695    
8696     Marc Lehmann <schmorp.de>
8697     http://home.schmorp.de/
8698    
8699     The source files are part of the CFJavaEditor.
8700    
8701     =cut
8702    
8703     1