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Revision: 1.69
Committed: Tue Mar 30 14:59:19 2010 UTC (14 years, 2 months ago) by elmex
Branch: MAIN
Changes since 1.68: +7 -0 lines
Log Message:
added spell damage.

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 elmex 1.68 'connected'
595 root 1.5 ],
596     name => 'Altar'
597 root 1.3 },
598     'Altar Trigger' => {
599 root 1.7 attr => [
600     [
601     'no_pick',
602     {
603     type => 'fixed',
604     value => 1
605     }
606     ],
607     [
608     'slaying',
609     {
610 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',
611 root 1.7 name => 'match item name',
612     type => 'string'
613     }
614     ],
615     [
616     'food',
617     {
618     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.',
619     name => 'drop amount',
620     type => 'int'
621     }
622     ],
623     [
624     'connected',
625     {
626     desc => 'If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.',
627     name => 'connection',
628 root 1.50 type => 'string'
629 root 1.7 }
630     ],
631     [
632     'sp',
633     {
634 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.',
635 root 1.7 name => 'spell',
636     type => 'spell'
637     }
638     ],
639     [
640     'exp',
641     {
642     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.',
643     name => 'reset time',
644     type => 'int'
645     }
646     ],
647     [
648     'last_sp',
649     {
650     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.',
651     name => 'ignore reset',
652     type => 'bool'
653     }
654     ],
655     [
656 root 1.14 'move_on',
657 root 1.7 {
658 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
659 root 1.58 name => 'movement on',
660 elmex 1.26 type => 'movement_type'
661 root 1.7 }
662     ],
663     [
664     'msg',
665     {
666     desc => 'This text will be displayed to the player in the exact moment when the altar is activated.',
667     end => 'endmsg',
668     name => 'message',
669     type => 'text'
670     }
671     ]
672     ],
673 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.',
674 root 1.3 ignore => [
675 elmex 1.67 $IGNORE_LIST{non_pickable},
676 elmex 1.68 'connected'
677 root 1.3 ],
678 root 1.5 name => 'Altar Trigger',
679 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. =)'
680     },
681     Amulet => {
682 root 1.7 attr => [
683     [
684     'ac',
685     {
686     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.',
687     name => 'armour class',
688     type => 'int'
689     }
690     ],
691     [
692     'wc',
693     {
694     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.',
695     name => 'weapon class',
696     type => 'int'
697     }
698     ],
699     [
700     'item_power',
701     {
702 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>.',
703 root 1.7 name => 'item power',
704     type => 'int'
705     }
706     ],
707     [
708     'damned',
709     {
710     desc => 'A damned piece of equipment cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
711     name => 'damnation',
712     type => 'bool'
713     }
714     ],
715     [
716     'cursed',
717     {
718     desc => 'A cursed piece of equipment cannot be unwielded unless the curse is removed.',
719     name => 'curse',
720     type => 'bool'
721     }
722     ],
723     [
724     'lifesave',
725     {
726 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!',
727 root 1.7 name => 'save life',
728     type => 'bool'
729     }
730     ],
731     [
732     'unique',
733     {
734     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
735     name => 'unique item',
736     type => 'bool'
737     }
738     ],
739     [
740     'startequip',
741     {
742     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
743     name => 'godgiven item',
744     type => 'bool'
745     }
746     ],
747     [
748     'applied',
749     {
750     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.',
751     name => 'is applied',
752     type => 'bool'
753     }
754     ],
755     [
756     'msg',
757     {
758     desc => 'This text describes the item\'s "story". Every decent artifact should have such a description.',
759     end => 'endmsg',
760     name => 'description',
761     type => 'text'
762     }
763     ]
764     ],
765 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.',
766 root 1.5 name => 'Amulet',
767 root 1.4 section => [
768     [
769 elmex 1.33 'stats',
770     [
771     [
772     'Str',
773     {
774     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.',
775     name => 'strength',
776     type => 'int'
777     }
778     ],
779     [
780     'Dex',
781     {
782     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.',
783     name => 'dexterity',
784     type => 'int'
785     }
786     ],
787     [
788     'Con',
789     {
790     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.',
791     name => 'constitution',
792     type => 'int'
793     }
794     ],
795     [
796     'Int',
797     {
798     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.',
799     name => 'intelligence',
800     type => 'int'
801     }
802     ],
803     [
804     'Pow',
805     {
806     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.',
807     name => 'power',
808     type => 'int'
809     }
810     ],
811     [
812     'Wis',
813     {
814     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.',
815     name => 'wisdom',
816     type => 'int'
817     }
818     ],
819     [
820     'Cha',
821     {
822     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.',
823     name => 'charisma',
824     type => 'int'
825     }
826     ]
827     ]
828     ],
829     [
830 root 1.4 'resistance',
831 root 1.7 [
832     [
833     'resist_physical',
834     {
835 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!',
836 root 1.7 name => 'resist physical %',
837     type => 'int'
838     }
839     ],
840     [
841     'resist_magic',
842     {
843 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!',
844 root 1.7 name => 'resist magic %',
845     type => 'int'
846     }
847     ],
848     [
849     'resist_fire',
850     {
851 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!',
852 root 1.7 name => 'resist fire %',
853     type => 'int'
854     }
855     ],
856     [
857     'resist_electricity',
858     {
859 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!',
860 root 1.7 name => 'resist electricity %',
861     type => 'int'
862     }
863     ],
864     [
865     'resist_cold',
866     {
867 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!',
868 root 1.7 name => 'resist cold %',
869     type => 'int'
870     }
871     ],
872     [
873     'resist_acid',
874     {
875 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!',
876 root 1.7 name => 'resist acid %',
877     type => 'int'
878     }
879     ],
880     [
881 elmex 1.33 'resist_confusion',
882 root 1.7 {
883 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!',
884     name => 'resist confusion %',
885 root 1.7 type => 'int'
886     }
887     ],
888     [
889     'resist_weaponmagic',
890     {
891 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!',
892 root 1.7 name => 'resist weaponmagic %',
893     type => 'int'
894     }
895     ],
896     [
897     'resist_ghosthit',
898     {
899 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!',
900 root 1.7 name => 'resist ghosthit %',
901     type => 'int'
902     }
903     ],
904     [
905     'resist_slow',
906     {
907 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!',
908 root 1.7 name => 'resist slow %',
909     type => 'int'
910     }
911     ],
912     [
913     'resist_fear',
914     {
915 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!',
916 root 1.7 name => 'resist fear %',
917     type => 'int'
918     }
919     ],
920     [
921     'resist_death',
922     {
923 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!',
924 root 1.7 name => 'resist death-attack %',
925     type => 'int'
926     }
927     ],
928     [
929     'resist_chaos',
930     {
931 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!',
932 root 1.7 name => 'resist chaos %',
933     type => 'int'
934     }
935     ],
936     [
937     'resist_blind',
938     {
939 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!',
940 root 1.7 name => 'resist blinding %',
941     type => 'int'
942     }
943     ],
944     [
945     'resist_holyword',
946     {
947 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!',
948 root 1.7 name => 'resist holy power %',
949     type => 'int'
950     }
951     ],
952     [
953 elmex 1.33 'resist_godpower',
954 root 1.7 {
955 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!',
956     name => 'resist godpower %',
957 root 1.7 type => 'int'
958     }
959     ],
960     [
961 elmex 1.33 'resist_paralyze',
962 root 1.7 {
963 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!',
964     name => 'resist paralyze %',
965 root 1.7 type => 'int'
966     }
967     ],
968     [
969 elmex 1.33 'resist_drain',
970 root 1.7 {
971 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!',
972     name => 'resist draining %',
973 root 1.7 type => 'int'
974     }
975     ],
976     [
977 elmex 1.33 'resist_deplete',
978 root 1.7 {
979 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!',
980     name => 'resist depletion %',
981 root 1.7 type => 'int'
982     }
983     ],
984     [
985 elmex 1.33 'resist_poison',
986 root 1.7 {
987 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!',
988     name => 'resist poison %',
989 root 1.7 type => 'int'
990     }
991     ]
992     ]
993     ],
994     [
995     'misc',
996     [
997     [
998     'luck',
999     {
1000     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.',
1001     name => 'luck bonus',
1002     type => 'int'
1003     }
1004     ],
1005     [
1006     'hp',
1007     {
1008     desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
1009     name => 'health regen.',
1010     type => 'int'
1011     }
1012     ],
1013     [
1014     'sp',
1015     {
1016     desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
1017     name => 'mana regen.',
1018     type => 'int'
1019     }
1020     ],
1021     [
1022     'grace',
1023     {
1024     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!!',
1025     name => 'grace regen.',
1026     type => 'int'
1027     }
1028     ],
1029     [
1030     'food',
1031     {
1032     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.',
1033     name => 'food bonus',
1034     type => 'int'
1035     }
1036     ],
1037     [
1038     'xrays',
1039     {
1040 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.',
1041 root 1.7 name => 'xray vision',
1042     type => 'bool'
1043     }
1044     ],
1045     [
1046     'stealth',
1047     {
1048     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)',
1049     name => 'stealth',
1050     type => 'bool'
1051     }
1052     ],
1053     [
1054     'reflect_spell',
1055     {
1056     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!',
1057     name => 'reflect spells',
1058     type => 'bool'
1059     }
1060     ],
1061     [
1062     'reflect_missile',
1063     {
1064     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.',
1065     name => 'reflect missiles',
1066     type => 'bool'
1067     }
1068     ],
1069     [
1070 root 1.14 'move_type',
1071 root 1.7 {
1072 root 1.14 desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
1073     name => 'movement type',
1074 elmex 1.26 type => 'movement_type'
1075 root 1.7 }
1076     ],
1077     [
1078     'path_attuned',
1079     {
1080     desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this item.',
1081     name => 'attuned paths',
1082     type => 'bitmask',
1083     value => $BITMASK{spellpath}
1084     }
1085     ],
1086     [
1087     'path_repelled',
1088     {
1089     desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this item.',
1090     name => 'repelled paths',
1091     type => 'bitmask',
1092     value => $BITMASK{spellpath}
1093     }
1094     ],
1095     [
1096     'path_denied',
1097     {
1098     desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this item.',
1099     name => 'denied paths',
1100     type => 'bitmask',
1101     value => $BITMASK{spellpath}
1102     }
1103     ]
1104     ]
1105     ]
1106     ],
1107     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1108     },
1109     Battleground => {
1110     attr => [
1111     [
1112     'no_pick',
1113     {
1114     type => 'fixed',
1115     value => 1
1116     }
1117     ],
1118     [
1119     'is_floor',
1120 root 1.4 {
1121 root 1.7 type => 'fixed',
1122     value => 1
1123 root 1.4 }
1124     ],
1125     [
1126 root 1.7 'hp',
1127 root 1.4 {
1128 root 1.7 desc => 'The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.',
1129     name => 'destination X',
1130     type => 'int'
1131 root 1.4 }
1132     ],
1133     [
1134 root 1.7 'sp',
1135 root 1.4 {
1136 root 1.7 desc => 'The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.',
1137     name => 'destination Y',
1138     type => 'int'
1139 root 1.4 }
1140     ]
1141     ],
1142 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.',
1143     ignore => [
1144     $IGNORE_LIST{non_pickable}
1145     ],
1146 root 1.5 name => 'Battleground',
1147 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.)'
1148     },
1149     Book => {
1150 root 1.7 attr => [
1151     [
1152     'level',
1153     {
1154     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.',
1155     name => 'literacy level',
1156     type => 'int'
1157     }
1158     ],
1159     [
1160     'startequip',
1161     {
1162     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1163     name => 'godgiven item',
1164     type => 'bool'
1165     }
1166     ],
1167     [
1168     'unique',
1169     {
1170     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
1171     name => 'unique item',
1172     type => 'bool'
1173     }
1174     ],
1175     [
1176     'msg',
1177     {
1178     desc => 'This is the text that appears "written" in the book.',
1179     end => 'endmsg',
1180     name => 'book content',
1181     type => 'text'
1182     }
1183 root 1.14 ],
1184     [
1185     'slaying',
1186     {
1187     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)',
1188     name => 'key string',
1189     type => 'string'
1190     }
1191 elmex 1.48 ],
1192     [
1193     'no_skill_ident',
1194     {
1195     desc => 'If this flag is true the player won\'t be able to identify this item with by using a skill.',
1196     name => 'no skill ident',
1197     type => 'bool'
1198     }
1199 root 1.7 ]
1200     ],
1201 root 1.5 desc => 'Applying a book, the containing message is displayed to the player.',
1202     name => 'Book'
1203 root 1.1 },
1204 root 1.3 Boots => {
1205 root 1.7 attr => [
1206     [
1207     'exp',
1208     {
1209     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.',
1210     name => 'speed bonus',
1211     type => 'int'
1212     }
1213     ],
1214     [
1215     'magic',
1216     {
1217     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>.',
1218     name => 'magic bonus',
1219     type => 'int'
1220     }
1221     ]
1222     ],
1223 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.',
1224     import => [
1225 root 1.29 'Amulet'
1226 root 1.3 ],
1227 root 1.5 name => 'Boots',
1228 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.'
1229     },
1230     Bracers => {
1231 root 1.7 attr => [
1232     [
1233     'magic',
1234     {
1235     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.',
1236     name => 'magic bonus',
1237     type => 'int'
1238     }
1239     ]
1240     ],
1241 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.',
1242     import => [
1243 root 1.29 'Amulet'
1244 root 1.3 ],
1245 root 1.5 name => 'Bracers',
1246 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.'
1247     },
1248     'Brestplate Armour' => {
1249 root 1.7 attr => [
1250     [
1251     'last_heal',
1252     {
1253     desc => 'This poses a penalty to spell regeneration speed, for wearing the armour. The bigger the spellpoint penalty, the worse.',
1254     name => 'spellpoint penalty',
1255     type => 'int'
1256     }
1257     ],
1258     [
1259     'last_sp',
1260     {
1261     desc => 'Slowdown penalty reduces the player\'s walking speed when wearing the armour. Bigger values are worse - zero is best.',
1262     name => 'slowdown penalty',
1263     type => 'int'
1264     }
1265     ],
1266     [
1267     'magic',
1268     {
1269     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.',
1270     name => 'magic bonus',
1271     type => 'int'
1272     }
1273     ]
1274     ],
1275 root 1.3 desc => 'Wearing an armour, the object\'s stats will directly be inherited to the player. Usually enhancing his defense.',
1276 root 1.7 import => [
1277 root 1.29 'Amulet'
1278 root 1.7 ],
1279     name => 'Brestplate Armour',
1280     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1281     },
1282     Button => {
1283     attr => [
1284     [
1285 root 1.14 'move_on',
1286 root 1.7 {
1287 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
1288 root 1.58 name => 'movement on',
1289 elmex 1.26 type => 'movement_type'
1290 root 1.7 }
1291     ],
1292     [
1293 root 1.14 'move_off',
1294 root 1.7 {
1295 root 1.14 desc => 'Which movement types deactivate this object (e.g. button).',
1296 root 1.58 name => 'movement off',
1297 elmex 1.26 type => 'movement_type'
1298 root 1.7 }
1299     ],
1300     [
1301     'no_pick',
1302     {
1303     type => 'fixed',
1304     value => 1
1305     }
1306     ],
1307     [
1308     'weight',
1309     {
1310     desc => 'The button is pressed (triggered), as soon as <press weigh> gram are placed ontop of it.',
1311     name => 'press weight',
1312 root 1.9 type => 'int'
1313 root 1.7 }
1314     ],
1315     [
1316     'connected',
1317     {
1318     desc => 'Every time the button is pressed or released, all objects with the same <connection> value are activated.',
1319     name => 'connection',
1320 root 1.50 type => 'string'
1321 root 1.7 }
1322     ],
1323     [
1324     'msg',
1325     {
1326     desc => 'This text may describe the item. You can use this message to explain the button\'s purpose to the player.',
1327     end => 'endmsg',
1328     name => 'description',
1329     type => 'text'
1330     }
1331     ]
1332 root 1.3 ],
1333     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.',
1334     ignore => [
1335 elmex 1.67 $IGNORE_LIST{non_pickable},
1336 elmex 1.68 'connected'
1337 root 1.5 ],
1338     name => 'Button'
1339 root 1.3 },
1340 root 1.9 'Button Trigger' => {
1341     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.',
1342     ignore => [
1343     $IGNORE_LIST{non_pickable}
1344     ],
1345     import => [
1346 root 1.29 'Button'
1347 root 1.9 ],
1348     name => 'Button Trigger'
1349     },
1350     'Class Changer' => {
1351     attr => [
1352     [
1353     'randomitems',
1354     {
1355     desc => 'This entry determines which initial items the character receives.',
1356     name => 'class items',
1357     type => 'treasurelist'
1358     }
1359     ]
1360     ],
1361     desc => 'Class changer are used while creating a character.',
1362     ignore => [
1363     $IGNORE_LIST{non_pickable}
1364     ],
1365     name => 'Class Changer',
1366     section => [
1367     [
1368     'stats',
1369     [
1370     [
1371     'Str',
1372     {
1373     desc => 'The player\'s strength will rise by the given value if he chooses this class. (Negative values make strength fall)',
1374     name => 'strength',
1375     type => 'int'
1376     }
1377     ],
1378     [
1379     'Dex',
1380     {
1381     desc => 'The player\'s dexterity will rise by the given value if he chooses this class. (Negative values make dexterity fall)',
1382     name => 'dexterity',
1383     type => 'int'
1384     }
1385     ],
1386     [
1387     'Con',
1388     {
1389     desc => 'The player\'s constitution will rise by the given value if he chooses this class. (Negative values make constitution fall)',
1390     name => 'constitution',
1391     type => 'int'
1392     }
1393     ],
1394     [
1395     'Int',
1396     {
1397     desc => 'The player\'s intelligence will rise by the given value if he chooses this class. (Negative values make intelligence fall)',
1398     name => 'intelligence',
1399     type => 'int'
1400     }
1401     ],
1402     [
1403     'Pow',
1404     {
1405     desc => 'The player\'s power will rise by the given value if he chooses this class. (Negative values make power fall)',
1406     name => 'power',
1407     type => 'int'
1408     }
1409     ],
1410     [
1411     'Wis',
1412     {
1413     desc => 'The player\'s wisdom will rise by the given value if he chooses this class. (Negative values make wisdom fall)',
1414     name => 'wisdom',
1415     type => 'int'
1416     }
1417     ],
1418     [
1419     'Cha',
1420     {
1421     desc => 'The player\'s charisma will rise by the given value if he chooses this class. (Negative values make charisma fall)',
1422     name => 'charisma',
1423     type => 'int'
1424     }
1425     ]
1426     ]
1427     ]
1428     ]
1429     },
1430 root 1.3 Cloak => {
1431 root 1.7 attr => [
1432     [
1433     'magic',
1434     {
1435     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>.',
1436     name => 'magic bonus',
1437     type => 'int'
1438     }
1439     ]
1440     ],
1441 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.',
1442     import => [
1443 root 1.29 'Amulet'
1444 root 1.3 ],
1445 root 1.5 name => 'Cloak',
1446 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.'
1447     },
1448     Clock => {
1449 root 1.7 attr => [
1450     [
1451     'msg',
1452     {
1453     desc => 'This text may describe the item',
1454     end => 'endmsg',
1455     name => 'description',
1456     type => 'text'
1457     }
1458     ]
1459     ],
1460 root 1.5 desc => 'Applying a clock, the time is displayed to the player.',
1461     name => 'Clock'
1462 root 1.1 },
1463 root 1.3 Container => {
1464 root 1.7 attr => [
1465     [
1466     'race',
1467     {
1468     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.',
1469     name => 'container class',
1470     type => 'string'
1471     }
1472     ],
1473     [
1474     'slaying',
1475     {
1476 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.',
1477 root 1.7 name => 'key string',
1478     type => 'string'
1479     }
1480     ],
1481     [
1482     'container',
1483     {
1484     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.',
1485     name => 'maximum weight',
1486     type => 'int'
1487     }
1488     ],
1489     [
1490     'Str',
1491     {
1492     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.',
1493     name => 'reduce weight %',
1494     type => 'int'
1495     }
1496     ],
1497     [
1498     'is_cauldron',
1499     {
1500     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.',
1501     name => 'alchemy cauldron',
1502     type => 'bool'
1503     }
1504     ],
1505     [
1506     'unique',
1507     {
1508     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.',
1509     name => 'unique item',
1510     type => 'bool'
1511     }
1512     ],
1513     [
1514     'startequip',
1515     {
1516     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1517     name => 'godgiven item',
1518     type => 'bool'
1519     }
1520     ],
1521     [
1522     'other_arch',
1523     {
1524     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.',
1525     name => 'animation arch',
1526     type => 'string'
1527     }
1528     ],
1529     [
1530     'msg',
1531     {
1532     desc => 'This text may contain a description of the container.',
1533     end => 'endmsg',
1534     name => 'description',
1535     type => 'text'
1536     }
1537     ]
1538     ],
1539 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.',
1540 root 1.5 name => 'Container',
1541 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>'
1542     },
1543     Converter => {
1544 root 1.7 attr => [
1545     [
1546     'no_pick',
1547     {
1548     type => 'fixed',
1549     value => 1
1550     }
1551     ],
1552     [
1553     'slaying',
1554     {
1555     desc => '<cost arch> is the name of the archetype the player has to put on the converter, as payment.',
1556     name => 'cost arch',
1557     type => 'string'
1558     }
1559     ],
1560     [
1561     'food',
1562     {
1563     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>.',
1564     name => 'cost number',
1565     type => 'int'
1566     }
1567     ],
1568     [
1569     'other_arch',
1570     {
1571 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.',
1572 root 1.7 name => 'receive arch',
1573     type => 'string'
1574     }
1575     ],
1576     [
1577     'sp',
1578     {
1579     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>.',
1580     name => 'receive number',
1581     type => 'int'
1582     }
1583     ],
1584     [
1585     'msg',
1586     {
1587     desc => 'This text may contain a description of the converter.',
1588     end => 'endmsg',
1589     name => 'description',
1590     type => 'text'
1591     }
1592 elmex 1.46 ],
1593     [
1594 elmex 1.47 'precious',
1595 elmex 1.46 {
1596 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.)',
1597     name => 'output unpaid',
1598 elmex 1.46 type => 'bool'
1599     }
1600 root 1.7 ]
1601     ],
1602 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.',
1603     ignore => [
1604 elmex 1.68 'value',
1605     'nrof',
1606     'name_pl',
1607     'no_pick',
1608     'unpaid',
1609     'title'
1610 root 1.3 ],
1611 root 1.5 name => 'Converter',
1612 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.'
1613     },
1614     Creator => {
1615 root 1.7 attr => [
1616     [
1617     'no_pick',
1618     {
1619     type => 'fixed',
1620     value => 1
1621     }
1622     ],
1623     [
1624     'other_arch',
1625     {
1626 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.',
1627 root 1.7 name => 'create arch',
1628     type => 'string'
1629     }
1630     ],
1631     [
1632     'connected',
1633     {
1634     desc => 'Whenever the connection value is activated, the creator gets triggered.',
1635     name => 'connection',
1636 root 1.50 type => 'string'
1637 root 1.7 }
1638     ],
1639     [
1640 elmex 1.21 'activate_on_push',
1641     {
1642     desc => 'Whether the teleporter should only be activated on push.',
1643 root 1.42 name => 'activate on push',
1644 elmex 1.21 type => 'bool'
1645     }
1646     ],
1647     [
1648     'activate_on_release',
1649     {
1650     desc => 'Whether the teleporter should only be activated on release.',
1651 root 1.42 name => 'activate on release',
1652 elmex 1.21 type => 'bool'
1653     }
1654     ],
1655     [
1656 root 1.7 'lifesave',
1657     {
1658 root 1.61 desc => 'If <unlimited uses> is set, the creator will work infinitely, regardless of the value in <number of uses>.',
1659     name => 'unlimited uses',
1660 root 1.7 type => 'bool'
1661     }
1662     ],
1663     [
1664 elmex 1.25 'speed',
1665     {
1666     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.',
1667     name => 'speed',
1668     type => 'float'
1669     }
1670     ],
1671     [
1672 root 1.7 'hp',
1673     {
1674     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).',
1675     name => 'number of uses',
1676     type => 'int'
1677     }
1678     ],
1679     [
1680     'slaying',
1681     {
1682 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.',
1683 root 1.7 name => 'name of creation',
1684     type => 'string'
1685     }
1686     ],
1687     [
1688     'level',
1689     {
1690     desc => 'The created object will be of that level. If zero/unset, the standard level of the archetype is used.',
1691     name => 'level of creation',
1692     type => 'int'
1693     }
1694     ]
1695     ],
1696 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.',
1697 root 1.3 ignore => [
1698 elmex 1.67 $IGNORE_LIST{system_object},
1699 elmex 1.68 'connected'
1700 root 1.3 ],
1701 root 1.5 name => 'Creator',
1702 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.'
1703     },
1704     Detector => {
1705 root 1.7 attr => [
1706     [
1707     'no_pick',
1708     {
1709     type => 'fixed',
1710     value => 1
1711     }
1712     ],
1713     [
1714     'slaying',
1715     {
1716     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.',
1717     name => 'match name',
1718     type => 'string'
1719     }
1720     ],
1721     [
1722     'connected',
1723     {
1724     desc => 'When the detector is triggered, all objects with the same connection value get activated.',
1725     name => 'connection',
1726 root 1.50 type => 'string'
1727 root 1.7 }
1728     ],
1729     [
1730     'speed',
1731     {
1732     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.',
1733     name => 'detection speed',
1734     type => 'float'
1735     }
1736 root 1.17 ],
1737     [
1738     'speed_left',
1739     {
1740     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.',
1741     name => 'speed left',
1742     type => 'float'
1743     }
1744     ],
1745     [
1746     'speed_left',
1747     {
1748     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.',
1749     name => 'speed left',
1750     type => 'float'
1751     }
1752 root 1.7 ]
1753     ],
1754 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.',
1755 root 1.3 ignore => [
1756 elmex 1.67 $IGNORE_LIST{system_object},
1757 elmex 1.68 'connected'
1758 root 1.3 ],
1759 root 1.5 name => 'Detector',
1760 root 1.56 use => 'Best avoid this type at all costs, use a pedestal instead.'
1761 root 1.3 },
1762     Director => {
1763 root 1.7 attr => [
1764     [
1765     'sp',
1766     {
1767     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).',
1768     name => 'direction',
1769     type => 'list',
1770     value => $LIST{direction}
1771     }
1772     ],
1773     [
1774 root 1.14 'move_on',
1775 root 1.7 {
1776 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
1777 root 1.58 name => 'movement on',
1778 elmex 1.26 type => 'movement_type'
1779 root 1.7 }
1780     ]
1781     ],
1782 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.',
1783     ignore => [
1784     $IGNORE_LIST{non_pickable}
1785     ],
1786 root 1.5 name => 'Director',
1787 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.'
1788     },
1789     Disease => {
1790 root 1.7 attr => [
1791     [
1792     'invisible',
1793     {
1794     type => 'fixed',
1795     value => 1
1796     }
1797     ],
1798     [
1799     'level',
1800     {
1801     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.',
1802     name => 'plaque level',
1803     type => 'int'
1804     }
1805     ],
1806     [
1807     'race',
1808     {
1809     desc => 'The disease will only infect creatures of the specified <race>. "<race> *" means every creature can be infected.',
1810     name => 'infect race',
1811     type => 'string'
1812     }
1813     ],
1814     [
1815     'ac',
1816     {
1817     desc => 'Every time the disease "moves" the severity of the symptoms are increased by <progressiveness>/100. (severity = 1 + (accumlated progression)/100)',
1818     name => 'progressiveness',
1819     type => 'int'
1820     }
1821     ],
1822     [
1823     'msg',
1824     {
1825     desc => 'This text is displayed to the player every time the symptoms strike.',
1826     end => 'endmsg',
1827     name => 'message',
1828     type => 'text'
1829     }
1830     ]
1831     ],
1832 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.',
1833 root 1.3 ignore => [
1834     $IGNORE_LIST{system_object}
1835     ],
1836 root 1.5 name => 'Disease',
1837 root 1.4 section => [
1838     [
1839     'spreading',
1840 root 1.7 [
1841     [
1842     'wc',
1843     {
1844     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.',
1845     name => 'infectiosness',
1846     type => 'int'
1847     }
1848     ],
1849     [
1850     'last_grace',
1851     {
1852     desc => 'The <attenuation> value reduces the diseases\' <infectiosness> everytime it infects someone new. This limits how many generations a disease can propagate.',
1853     name => 'attenuation',
1854     type => 'int'
1855     }
1856     ],
1857     [
1858     'magic',
1859     {
1860     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.',
1861     name => 'infection range',
1862     type => 'int'
1863     }
1864     ],
1865     [
1866     'maxhp',
1867     {
1868     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).',
1869     name => 'persistence',
1870     type => 'int'
1871     }
1872     ],
1873     [
1874     'maxgrace',
1875     {
1876     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.',
1877     name => 'curing duration',
1878     type => 'int'
1879     }
1880     ],
1881     [
1882     'speed',
1883     {
1884     desc => 'The <speed> of the disease determines how fast the disease will "move", thus how fast the symptoms strike the host.',
1885     name => 'moving speed',
1886     type => 'float'
1887     }
1888 root 1.17 ],
1889     [
1890     'speed_left',
1891     {
1892     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.',
1893     name => 'speed left',
1894     type => 'float'
1895     }
1896 root 1.7 ]
1897     ]
1898     ],
1899     [
1900     'symptoms',
1901     [
1902     [
1903     'attacktype',
1904     {
1905     desc => 'The disease will attack the host with the given <attacktype>. Godpower attacktype is commonly used for "unresistable" diseases.',
1906     name => 'attacktype',
1907     type => 'bitmask',
1908     value => $BITMASK{attacktype}
1909     }
1910     ],
1911     [
1912     'dam',
1913     {
1914     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.',
1915     name => 'damage',
1916     type => 'int'
1917     }
1918     ],
1919     [
1920     'other_arch',
1921     {
1922     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.',
1923     name => 'create arch',
1924     type => 'string'
1925     }
1926     ],
1927     [
1928     'last_sp',
1929     {
1930     desc => 'If set, the disease imposes a <slowdown penalty> while being infected. The player\'s speed is reduced by <slowdown penalty> % of normal value.',
1931     name => 'slowdown penalty',
1932     type => 'int'
1933     }
1934     ],
1935     [
1936     'exp',
1937     {
1938     desc => 'When the player manages to cure this disease (with a curing spell), he is awarded with <exp. for curing> experience.',
1939     name => 'exp. for curing',
1940     type => 'int'
1941     }
1942     ],
1943     [
1944     'maxsp',
1945     {
1946     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.',
1947     name => 'mana depletion',
1948     type => 'int'
1949     }
1950     ],
1951     [
1952     'last_eat',
1953     {
1954     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.',
1955     name => 'food depletion',
1956     type => 'int'
1957     }
1958     ],
1959     [
1960     'hp',
1961     {
1962     desc => 'This value increases the player\'s healing rate. Negative values decrease it.',
1963     name => 'health regen.',
1964     type => 'int'
1965     }
1966     ],
1967     [
1968     'sp',
1969     {
1970     desc => 'This value increases the player\'s rate of mana regeneration. Negative values decrease it.',
1971     name => 'mana regen.',
1972     type => 'int'
1973     }
1974     ]
1975     ]
1976     ],
1977     [
1978     'disability',
1979     [
1980     [
1981     'Str',
1982     {
1983     desc => 'The player\'s strength will rise by the given value while being infected. (Negative values make strength fall)',
1984     name => 'strength',
1985     type => 'int'
1986     }
1987     ],
1988     [
1989     'Dex',
1990     {
1991     desc => 'The player\'s dexterity will rise by the given value while being infected. (Negative values make dexterity fall)',
1992     name => 'dexterity',
1993     type => 'int'
1994     }
1995     ],
1996     [
1997     'Con',
1998     {
1999     desc => 'The player\'s constitution will rise by the given value while being infected. (Negative values make constitution fall)',
2000     name => 'constitution',
2001     type => 'int'
2002     }
2003     ],
2004     [
2005     'Int',
2006     {
2007     desc => 'The player\'s intelligence will rise by the given value while being infected. (Negative values make intelligence fall)',
2008     name => 'intelligence',
2009     type => 'int'
2010     }
2011     ],
2012     [
2013     'Pow',
2014     {
2015     desc => 'The player\'s power will rise by the given value while being infected. (Negative values make power fall)',
2016     name => 'power',
2017     type => 'int'
2018     }
2019     ],
2020     [
2021     'Wis',
2022     {
2023     desc => 'The player\'s wisdom will rise by the given value while being infected. (Negative values make wisdom fall)',
2024     name => 'wisdom',
2025     type => 'int'
2026     }
2027     ],
2028     [
2029     'Cha',
2030     {
2031     desc => 'The player\'s charisma will rise by the given value while being infected. (Negative values make charisma fall)',
2032     name => 'charisma',
2033     type => 'int'
2034     }
2035     ]
2036     ]
2037     ]
2038     ],
2039     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.'
2040     },
2041 root 1.9 Door => {
2042     attr => [
2043     [
2044     'no_pick',
2045     {
2046     type => 'fixed',
2047     value => 1
2048     }
2049     ],
2050     [
2051     'alive',
2052     {
2053     type => 'fixed',
2054     value => 1
2055     }
2056     ],
2057     [
2058 root 1.14 'move_block',
2059 root 1.9 {
2060 root 1.14 desc => 'Objects using these movement types cannot move over this space.',
2061     name => 'blocked movement',
2062 elmex 1.26 type => 'movement_type'
2063 root 1.14 }
2064     ],
2065     [
2066     'move_allow',
2067     {
2068     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2069     name => 'allowed movement',
2070 elmex 1.26 type => 'movement_type'
2071 root 1.14 }
2072     ],
2073     [
2074     'move_slow',
2075     {
2076     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2077     name => 'slowed movement',
2078 elmex 1.26 type => 'movement_type'
2079 root 1.14 }
2080     ],
2081     [
2082     'move_slow_penalty',
2083     {
2084     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)',
2085     name => 'slow movement penalty',
2086     type => 'int'
2087 root 1.9 }
2088     ],
2089     [
2090     'hp',
2091     {
2092     desc => 'The more <hitpoints> the door has, the longer it takes to be broken.',
2093     name => 'hitpoints',
2094     type => 'int'
2095     }
2096     ],
2097     [
2098     'ac',
2099     {
2100     desc => 'Doors of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
2101     name => 'armour class',
2102     type => 'int'
2103     }
2104     ],
2105     [
2106     'other_arch',
2107     {
2108     desc => 'This string defines the object that will be created when the door was defeated.',
2109     name => 'drop arch',
2110     type => 'string'
2111     }
2112     ],
2113     [
2114     'randomitems',
2115     {
2116     desc => 'This entry determines what kind of traps will appear in the door.',
2117     name => 'treasurelist',
2118     type => 'treasurelist'
2119     }
2120 root 1.28 ],
2121     [
2122     'treasure_env',
2123     {
2124     desc => 'Set this flag to move treasure items created into the environment (map) instead of putting them into the object.',
2125     name => 'treasure in env',
2126     type => 'bool'
2127     }
2128 root 1.9 ]
2129     ],
2130 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.',
2131 root 1.9 ignore => [
2132     $IGNORE_LIST{non_pickable}
2133     ],
2134     name => 'Door'
2135     },
2136 root 1.7 Duplicator => {
2137     attr => [
2138     [
2139     'other_arch',
2140 root 1.4 {
2141 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.',
2142 root 1.7 name => 'target arch',
2143     type => 'string'
2144 root 1.4 }
2145     ],
2146     [
2147 root 1.7 'level',
2148 root 1.4 {
2149 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.',
2150     name => 'multiply factor',
2151     type => 'int'
2152 root 1.4 }
2153     ],
2154     [
2155 root 1.7 'connected',
2156 root 1.4 {
2157 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!',
2158     name => 'connection',
2159 root 1.50 type => 'string'
2160 root 1.4 }
2161 elmex 1.21 ],
2162     [
2163     'activate_on_push',
2164     {
2165     desc => 'Whether the teleporter should only be activated on push.',
2166 root 1.42 name => 'activate on push',
2167 elmex 1.21 type => 'bool'
2168     }
2169     ],
2170     [
2171     'activate_on_release',
2172     {
2173     desc => 'Whether the teleporter should only be activated on release.',
2174 root 1.42 name => 'activate on release',
2175 elmex 1.21 type => 'bool'
2176     }
2177 root 1.4 ]
2178     ],
2179 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.',
2180     ignore => [
2181 elmex 1.67 $IGNORE_LIST{system_object},
2182 elmex 1.68 'connected'
2183 root 1.3 ],
2184 root 1.5 name => 'Duplicator',
2185 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%.'
2186     },
2187 root 1.10 'Event Connector' => {
2188 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.',
2189 root 1.10 name => 'Event Connector'
2190     },
2191 root 1.3 Exit => {
2192 root 1.7 attr => [
2193     [
2194     'slaying',
2195     {
2196     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".',
2197     name => 'exit path',
2198     type => 'string'
2199     }
2200     ],
2201     [
2202     'hp',
2203     {
2204     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.',
2205     name => 'destination X',
2206     type => 'int'
2207     }
2208     ],
2209     [
2210     'sp',
2211     {
2212     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.',
2213     name => 'destination Y',
2214     type => 'int'
2215     }
2216     ],
2217     [
2218 root 1.14 'move_on',
2219 root 1.7 {
2220 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2221 root 1.58 name => 'movement on',
2222 elmex 1.26 type => 'movement_type'
2223 root 1.7 }
2224     ],
2225     [
2226     'msg',
2227     {
2228     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. =)',
2229     end => 'endmsg',
2230     name => 'exit message',
2231     type => 'text'
2232     }
2233     ],
2234     [
2235 root 1.30 'damned',
2236 root 1.7 {
2237 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.',
2238 root 1.30 name => 'set savebed',
2239 root 1.7 type => 'bool'
2240     }
2241     ]
2242     ],
2243 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.',
2244     ignore => [
2245     $IGNORE_LIST{non_pickable}
2246     ],
2247 root 1.5 name => 'Exit',
2248 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.'
2249     },
2250     Flesh => {
2251 root 1.7 attr => [
2252     [
2253     'food',
2254     {
2255     desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2256     name => 'foodpoints',
2257     type => 'int'
2258     }
2259     ],
2260     [
2261     'level',
2262     {
2263     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.',
2264     name => 'flesh level',
2265     type => 'int'
2266     }
2267     ],
2268     [
2269     'startequip',
2270     {
2271     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2272     name => 'godgiven item',
2273     type => 'bool'
2274     }
2275     ],
2276     [
2277     'msg',
2278     {
2279     desc => 'This text may describe the item.',
2280     end => 'endmsg',
2281     name => 'description',
2282     type => 'text'
2283     }
2284     ]
2285     ],
2286 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.',
2287 root 1.5 name => 'Flesh',
2288 root 1.4 section => [
2289     [
2290     'resistance',
2291 root 1.7 [
2292     [
2293     'resist_physical',
2294     {
2295     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2296     name => 'resist physical %',
2297     type => 'int'
2298     }
2299     ],
2300     [
2301     'resist_magic',
2302     {
2303     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2304     name => 'resist magic %',
2305     type => 'int'
2306     }
2307     ],
2308     [
2309     'resist_fire',
2310     {
2311     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2312     name => 'resist fire %',
2313     type => 'int'
2314     }
2315     ],
2316     [
2317     'resist_electricity',
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 electricity %',
2321     type => 'int'
2322     }
2323     ],
2324     [
2325     'resist_cold',
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 cold %',
2329     type => 'int'
2330     }
2331     ],
2332     [
2333     'resist_confusion',
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 confusion %',
2337     type => 'int'
2338     }
2339     ],
2340     [
2341     'resist_acid',
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 acid %',
2345     type => 'int'
2346     }
2347     ],
2348     [
2349     'resist_drain',
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 draining %',
2353     type => 'int'
2354     }
2355     ],
2356     [
2357     'resist_weaponmagic',
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 weaponmagic %',
2361     type => 'int'
2362     }
2363     ],
2364     [
2365     'resist_ghosthit',
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 ghosthit %',
2369     type => 'int'
2370     }
2371     ],
2372     [
2373     'resist_poison',
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 poison %',
2377     type => 'int'
2378     }
2379     ],
2380     [
2381     'resist_slow',
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 slow %',
2385     type => 'int'
2386     }
2387     ],
2388     [
2389     'resist_paralyze',
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 paralyze %',
2393     type => 'int'
2394     }
2395     ],
2396     [
2397     'resist_fear',
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 fear %',
2401     type => 'int'
2402     }
2403     ],
2404     [
2405     'resist_deplete',
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 depletion %',
2409     type => 'int'
2410     }
2411     ],
2412     [
2413     'resist_death',
2414     {
2415 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.',
2416 root 1.7 name => 'resist death-attack %',
2417     type => 'int'
2418     }
2419     ],
2420     [
2421     'resist_chaos',
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 chaos %',
2425     type => 'int'
2426     }
2427     ],
2428     [
2429     'resist_blind',
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 blinding %',
2433     type => 'int'
2434     }
2435     ]
2436     ]
2437 root 1.4 ]
2438     ],
2439 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.'
2440     },
2441     Floor => {
2442 root 1.7 attr => [
2443     [
2444     'is_floor',
2445     {
2446     type => 'fixed',
2447     value => 1
2448     }
2449     ],
2450     [
2451     'no_pick',
2452     {
2453     type => 'fixed',
2454     value => 1
2455     }
2456     ],
2457     [
2458     'no_magic',
2459     {
2460     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2461     name => 'no spells',
2462     type => 'bool'
2463     }
2464     ],
2465     [
2466     'damned',
2467     {
2468     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2469     name => 'no prayers',
2470     type => 'bool'
2471     }
2472     ],
2473     [
2474     'unique',
2475     {
2476 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>.',
2477 root 1.7 name => 'unique map',
2478     type => 'bool'
2479     }
2480     ],
2481     [
2482 elmex 1.66 'buildable',
2483     {
2484     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.',
2485     name => 'buildable',
2486     type => 'bool'
2487     }
2488     ],
2489     [
2490 root 1.7 'msg',
2491     {
2492     desc => 'This text may describe the object.',
2493     end => 'endmsg',
2494     name => 'description',
2495     type => 'text'
2496     }
2497     ]
2498     ],
2499 root 1.3 desc => 'Floor is a very basic thing whithout too much functionality. It\'s a floor - you stand on it.',
2500     ignore => [
2501     $IGNORE_LIST{non_pickable}
2502     ],
2503 root 1.5 name => 'Floor',
2504 root 1.4 section => [
2505     [
2506     'terrain',
2507 root 1.7 [
2508     [
2509 root 1.14 'move_block',
2510     {
2511     desc => 'Objects using these movement types cannot move over this space.',
2512     name => 'blocked movement',
2513 elmex 1.26 type => 'movement_type'
2514 root 1.14 }
2515     ],
2516     [
2517     'move_allow',
2518     {
2519     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2520     name => 'allowed movement',
2521 elmex 1.26 type => 'movement_type'
2522 root 1.14 }
2523     ],
2524     [
2525     'move_slow',
2526     {
2527     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2528     name => 'slowed movement',
2529 elmex 1.26 type => 'movement_type'
2530 root 1.14 }
2531     ],
2532     [
2533     'move_slow_penalty',
2534 root 1.7 {
2535 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)',
2536     name => 'slow movement penalty',
2537 root 1.7 type => 'int'
2538     }
2539     ],
2540     [
2541     'is_wooded',
2542     {
2543     desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2544     name => 'wooded terrain',
2545     type => 'bool'
2546     }
2547     ],
2548     [
2549     'is_hilly',
2550     {
2551     desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2552     name => 'hilly terrain',
2553     type => 'bool'
2554     }
2555     ]
2556     ]
2557 root 1.4 ]
2558     ]
2559 root 1.3 },
2560     'Floor (Encounter)' => {
2561 root 1.7 attr => [
2562     [
2563     'is_floor',
2564     {
2565     type => 'fixed',
2566     value => 1
2567     }
2568     ],
2569     [
2570     'no_pick',
2571     {
2572     type => 'fixed',
2573     value => 1
2574     }
2575     ],
2576     [
2577     'no_magic',
2578     {
2579     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2580     name => 'no spells',
2581     type => 'bool'
2582     }
2583     ],
2584     [
2585     'damned',
2586     {
2587     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2588     name => 'no prayers',
2589     type => 'bool'
2590     }
2591     ],
2592     [
2593     'unique',
2594     {
2595 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>.',
2596 root 1.7 name => 'unique map',
2597     type => 'bool'
2598     }
2599     ],
2600     [
2601 elmex 1.66 'buildable',
2602     {
2603     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.',
2604     name => 'buildable',
2605     type => 'bool'
2606     }
2607     ],
2608     [
2609 root 1.7 'msg',
2610     {
2611     desc => 'This text may describe the object.',
2612     end => 'endmsg',
2613     name => 'description',
2614     type => 'text'
2615     }
2616     ]
2617     ],
2618 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.',
2619     ignore => [
2620     $IGNORE_LIST{non_pickable}
2621 root 1.4 ],
2622 root 1.5 name => 'Floor (Encounter)',
2623 root 1.4 section => [
2624     [
2625     'terrain',
2626 root 1.7 [
2627     [
2628 root 1.14 'move_block',
2629     {
2630     desc => 'Objects using these movement types cannot move over this space.',
2631     name => 'blocked movement',
2632 elmex 1.26 type => 'movement_type'
2633 root 1.14 }
2634     ],
2635     [
2636     'move_allow',
2637 root 1.7 {
2638 root 1.14 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2639     name => 'allowed movement',
2640 elmex 1.26 type => 'movement_type'
2641 root 1.14 }
2642     ],
2643     [
2644     'move_slow',
2645     {
2646     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2647     name => 'slowed movement',
2648 elmex 1.26 type => 'movement_type'
2649 root 1.14 }
2650     ],
2651     [
2652     'move_slow_penalty',
2653     {
2654     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)',
2655     name => 'slow movement penalty',
2656 root 1.7 type => 'int'
2657     }
2658     ],
2659     [
2660     'is_wooded',
2661     {
2662     desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2663     name => 'wooded terrain',
2664     type => 'bool'
2665     }
2666     ],
2667     [
2668     'is_hilly',
2669     {
2670     desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2671     name => 'hilly terrain',
2672     type => 'bool'
2673     }
2674     ]
2675     ]
2676 root 1.4 ]
2677 root 1.3 ]
2678     },
2679     Food => {
2680 root 1.7 attr => [
2681     [
2682     'food',
2683     {
2684     desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2685     name => 'foodpoints',
2686     type => 'int'
2687     }
2688     ],
2689     [
2690     'startequip',
2691     {
2692     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2693     name => 'godgiven item',
2694     type => 'bool'
2695     }
2696     ]
2697     ],
2698 root 1.5 desc => 'By eating/drinking food-objects, the player can fill his stomache and gain a little health.',
2699     name => 'Food'
2700 root 1.1 },
2701 root 1.3 Gate => {
2702 root 1.7 attr => [
2703     [
2704     'no_pick',
2705     {
2706     type => 'fixed',
2707     value => 1
2708     }
2709     ],
2710     [
2711 elmex 1.20 'speed',
2712     {
2713     desc => 'The speed of the gate affects how fast it is closing/opening.',
2714     type => 'float'
2715     }
2716     ],
2717     [
2718 root 1.7 'connected',
2719     {
2720     desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
2721     name => 'connection',
2722 root 1.50 type => 'string'
2723 root 1.7 }
2724     ],
2725     [
2726     'wc',
2727     {
2728     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.',
2729     name => 'position state',
2730     type => 'int'
2731     }
2732     ],
2733     [
2734 root 1.14 'move_block',
2735     {
2736     desc => 'Objects using these movement types cannot move over this space.',
2737     name => 'blocked movement',
2738 elmex 1.26 type => 'movement_type'
2739 root 1.14 }
2740     ],
2741     [
2742     'move_allow',
2743     {
2744     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2745     name => 'allowed movement',
2746 elmex 1.26 type => 'movement_type'
2747 root 1.14 }
2748     ],
2749     [
2750     'move_slow',
2751 root 1.7 {
2752 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2753     name => 'slowed movement',
2754 elmex 1.26 type => 'movement_type'
2755 root 1.14 }
2756     ],
2757     [
2758     'move_slow_penalty',
2759     {
2760     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)',
2761     name => 'slow movement penalty',
2762     type => 'int'
2763 root 1.7 }
2764     ],
2765     [
2766     'no_magic',
2767     {
2768     desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
2769     name => 'restrict spells',
2770     type => 'bool'
2771     }
2772     ],
2773     [
2774     'damned',
2775     {
2776     desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
2777     name => 'restrict prayers',
2778     type => 'bool'
2779     }
2780     ]
2781     ],
2782 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.',
2783 root 1.3 ignore => [
2784 elmex 1.67 $IGNORE_LIST{non_pickable},
2785 elmex 1.68 'connected'
2786 root 1.3 ],
2787 root 1.5 name => 'Gate',
2788 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".'
2789     },
2790     Girdle => {
2791 root 1.7 attr => [
2792     [
2793     'magic',
2794     {
2795     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.',
2796     name => 'magic bonus',
2797     type => 'int'
2798     }
2799     ]
2800     ],
2801     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.',
2802     import => [
2803 root 1.29 'Amulet'
2804 root 1.7 ],
2805     name => 'Girdle',
2806     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2807     },
2808     Gloves => {
2809     attr => [
2810     [
2811     'magic',
2812     {
2813     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.',
2814     name => 'magic bonus',
2815     type => 'int'
2816     }
2817     ]
2818     ],
2819     desc => 'Wearing gloves, the object\'s stats will directly be inherited to the player. Gloves can add defense or damage bonuses.',
2820     import => [
2821 root 1.29 'Amulet'
2822 root 1.7 ],
2823     name => 'Gloves',
2824     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2825     },
2826     Handle => {
2827     attr => [
2828     [
2829     'no_pick',
2830     {
2831     type => 'fixed',
2832     value => 1
2833     }
2834     ],
2835     [
2836     'connected',
2837     {
2838     desc => 'Every time the handle is applied, all objects with the same <connection> value are activated.',
2839     name => 'connection',
2840 root 1.50 type => 'string'
2841 root 1.7 }
2842     ],
2843     [
2844     'msg',
2845     {
2846     desc => 'This text may describe the item. You can use this message to explain the handle\'s purpose to the player.',
2847     end => 'endmsg',
2848     name => 'description',
2849     type => 'text'
2850     }
2851     ]
2852     ],
2853     desc => 'A handle can be applied by players and (certain) monsters. Every time it is applied, the &lt;connection&gt; value is triggered.',
2854     ignore => [
2855 elmex 1.67 $IGNORE_LIST{non_pickable},
2856 elmex 1.68 'connected'
2857 root 1.7 ],
2858     name => 'Handle',
2859     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.'
2860     },
2861     'Handle Trigger' => {
2862     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.',
2863     ignore => [
2864     $IGNORE_LIST{non_pickable}
2865     ],
2866     import => [
2867 root 1.29 'Handle'
2868 root 1.7 ],
2869     name => 'Handle Trigger',
2870     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.'
2871     },
2872     'Hazard Floor' => {
2873     attr => [
2874     [
2875     'is_floor',
2876     {
2877     type => 'fixed',
2878     value => 1
2879     }
2880     ],
2881     [
2882     'lifesave',
2883     {
2884     type => 'fixed',
2885     value => 1
2886     }
2887     ],
2888     [
2889 root 1.14 'move_on',
2890 root 1.7 {
2891 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2892 root 1.58 name => 'movement on',
2893 elmex 1.26 type => 'movement_type'
2894 root 1.7 }
2895     ],
2896     [
2897     'no_pick',
2898     {
2899     type => 'fixed',
2900     value => 1
2901     }
2902     ],
2903     [
2904     'attacktype',
2905     {
2906     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.',
2907     name => 'attacktype',
2908     type => 'bitmask',
2909     value => $BITMASK{attacktype}
2910     }
2911     ],
2912     [
2913     'dam',
2914     {
2915     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.',
2916     name => 'base damage',
2917     type => 'int'
2918     }
2919     ],
2920     [
2921     'wc',
2922     {
2923     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.',
2924     name => 'weaponclass',
2925     type => 'int'
2926     }
2927     ],
2928     [
2929     'level',
2930     {
2931     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.',
2932     name => 'attack level',
2933     type => 'int'
2934     }
2935     ],
2936     [
2937     'no_magic',
2938     {
2939     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2940     name => 'no spells',
2941     type => 'bool'
2942     }
2943     ],
2944     [
2945     'damned',
2946     {
2947     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2948     name => 'no prayers',
2949     type => 'bool'
2950     }
2951     ],
2952     [
2953     'unique',
2954     {
2955 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>.',
2956 root 1.7 name => 'unique map',
2957     type => 'bool'
2958     }
2959     ]
2960 root 1.3 ],
2961     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.',
2962     ignore => [
2963     $IGNORE_LIST{non_pickable}
2964     ],
2965 root 1.5 name => 'Hazard Floor',
2966 root 1.4 section => [
2967     [
2968     'terrain',
2969 root 1.7 [
2970     [
2971 root 1.14 'move_block',
2972     {
2973     desc => 'Objects using these movement types cannot move over this space.',
2974     name => 'blocked movement',
2975 elmex 1.26 type => 'movement_type'
2976 root 1.14 }
2977     ],
2978     [
2979     'move_allow',
2980 root 1.7 {
2981 root 1.14 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2982     name => 'allowed movement',
2983 elmex 1.26 type => 'movement_type'
2984 root 1.14 }
2985     ],
2986     [
2987     'move_slow',
2988     {
2989     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2990     name => 'slowed movement',
2991 elmex 1.26 type => 'movement_type'
2992 root 1.14 }
2993     ],
2994     [
2995     'move_slow_penalty',
2996     {
2997     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)',
2998     name => 'slow movement penalty',
2999 root 1.7 type => 'int'
3000     }
3001     ],
3002     [
3003     'is_wooded',
3004     {
3005     desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
3006     name => 'wooded terrain',
3007     type => 'bool'
3008     }
3009     ],
3010     [
3011     'is_hilly',
3012     {
3013     desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
3014     name => 'hilly terrain',
3015     type => 'bool'
3016     }
3017     ]
3018     ]
3019 root 1.4 ]
3020     ],
3021 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.'
3022     },
3023     Helmet => {
3024 root 1.7 attr => [
3025     [
3026     'magic',
3027     {
3028     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>.',
3029     name => 'magic bonus',
3030     type => 'int'
3031     }
3032     ]
3033     ],
3034 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.',
3035     import => [
3036 root 1.29 'Amulet'
3037 root 1.3 ],
3038 root 1.5 name => 'Helmet',
3039 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.'
3040     },
3041     'Holy Altar' => {
3042 root 1.7 attr => [
3043     [
3044     'no_pick',
3045     {
3046     type => 'fixed',
3047     value => 1
3048     }
3049     ],
3050     [
3051     'other_arch',
3052     {
3053     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.',
3054     name => 'god name',
3055     type => 'string'
3056     }
3057     ],
3058     [
3059     'level',
3060     {
3061 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.',
3062 root 1.7 name => 'reconsecrate level',
3063     type => 'int'
3064     }
3065     ]
3066     ],
3067 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.',
3068 root 1.3 ignore => [
3069     $IGNORE_LIST{non_pickable}
3070 root 1.5 ],
3071     name => 'Holy Altar'
3072 root 1.3 },
3073     Horn => {
3074 root 1.7 attr => [
3075     [
3076     'sp',
3077     {
3078     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!',
3079     name => 'spell',
3080     type => 'spell'
3081     }
3082     ],
3083     [
3084     'level',
3085     {
3086     desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should not be set too high.',
3087     name => 'casting level',
3088     type => 'int'
3089     }
3090     ],
3091     [
3092     'hp',
3093     {
3094     desc => 'This value represents the initial amount of spellpoints in the horn. Naturally, this is quite unimportant.',
3095     name => 'initial spellpoints',
3096     type => 'int'
3097     }
3098     ],
3099     [
3100     'maxhp',
3101     {
3102     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.',
3103     name => 'max. spellpoints',
3104     type => 'int'
3105     }
3106     ],
3107     [
3108     'startequip',
3109     {
3110     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3111     name => 'godgiven item',
3112     type => 'bool'
3113     }
3114     ],
3115     [
3116     'msg',
3117     {
3118     desc => 'This text may contain a description of the horn.',
3119     end => 'endmsg',
3120     name => 'description',
3121     type => 'text'
3122     }
3123     ]
3124     ],
3125 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.',
3126     ignore => [
3127 elmex 1.68 'title'
3128 root 1.3 ],
3129 root 1.5 name => 'Horn',
3130 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.'
3131     },
3132     Inorganic => {
3133 root 1.7 attr => [
3134     [
3135     'is_dust',
3136     {
3137     name => 'is dust',
3138     type => 'bool'
3139     }
3140     ]
3141     ],
3142 root 1.4 desc => 'Inorganic materials are generally used as ingredients for alchemical receipes. By themselves, they have no special functionalities.',
3143 root 1.5 name => 'Inorganic',
3144 root 1.4 section => [
3145     [
3146     'resistance',
3147 root 1.7 [
3148     [
3149     'resist_physical',
3150     {
3151     name => 'resist physical %',
3152     type => 'int'
3153     }
3154     ],
3155     [
3156     'resist_magic',
3157     {
3158     name => 'resist magic %',
3159     type => 'int'
3160     }
3161     ],
3162     [
3163     'resist_fire',
3164     {
3165     name => 'resist fire %',
3166     type => 'int'
3167     }
3168     ],
3169     [
3170     'resist_electricity',
3171     {
3172     name => 'resist electricity %',
3173     type => 'int'
3174     }
3175     ],
3176     [
3177     'resist_cold',
3178     {
3179     name => 'resist cold %',
3180     type => 'int'
3181     }
3182     ],
3183     [
3184 elmex 1.33 'resist_confusion',
3185     {
3186     name => 'resist confusion %',
3187     type => 'int'
3188     }
3189     ],
3190     [
3191 root 1.7 'resist_acid',
3192     {
3193     name => 'resist acid %',
3194     type => 'int'
3195     }
3196     ],
3197     [
3198 elmex 1.33 'resist_drain',
3199     {
3200     name => 'resist draining %',
3201     type => 'int'
3202     }
3203     ],
3204     [
3205 root 1.7 'resist_weaponmagic',
3206     {
3207     name => 'resist weaponmagic %',
3208     type => 'int'
3209     }
3210     ],
3211     [
3212     'resist_ghosthit',
3213     {
3214     name => 'resist ghosthit %',
3215     type => 'int'
3216     }
3217     ],
3218     [
3219     'resist_poison',
3220     {
3221     name => 'resist poison %',
3222     type => 'int'
3223     }
3224     ],
3225     [
3226 elmex 1.33 'resist_slow',
3227     {
3228     name => 'resist slow %',
3229     type => 'int'
3230     }
3231     ],
3232     [
3233     'resist_paralyze',
3234     {
3235     name => 'resist paralyze %',
3236     type => 'int'
3237     }
3238     ],
3239     [
3240     'resist_fear',
3241     {
3242     name => 'resist fear %',
3243     type => 'int'
3244     }
3245     ],
3246     [
3247     'resist_deplete',
3248     {
3249     name => 'resist depletion %',
3250     type => 'int'
3251     }
3252     ],
3253     [
3254 root 1.7 'resist_death',
3255     {
3256     name => 'resist death-attack %',
3257     type => 'int'
3258     }
3259     ],
3260     [
3261     'resist_chaos',
3262     {
3263     name => 'resist chaos %',
3264     type => 'int'
3265     }
3266     ],
3267     [
3268 elmex 1.33 'resist_blind',
3269     {
3270     name => 'resist blinding %',
3271     type => 'int'
3272     }
3273     ],
3274     [
3275 root 1.7 'resist_holyword',
3276     {
3277     name => 'resist holy power %',
3278     type => 'int'
3279     }
3280 elmex 1.33 ],
3281     [
3282     'resist_godpower',
3283     {
3284     name => 'resist godpower %',
3285     type => 'int'
3286     }
3287 root 1.7 ]
3288     ]
3289 root 1.4 ]
3290     ]
3291 root 1.1 },
3292 root 1.54 Inscribable => {
3293     attr => [
3294     [
3295     'startequip',
3296     {
3297     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3298     name => 'godgiven item',
3299     type => 'bool'
3300     }
3301     ],
3302     [
3303     'unique',
3304     {
3305     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
3306     name => 'unique item',
3307     type => 'bool'
3308     }
3309     ],
3310     [
3311     'other_arch',
3312     {
3313     desc => 'This is the item created after being inscribed - scrolls are treated like spell scrolls, all else will have it\'s message replaced.',
3314     name => 'book/scroll arch',
3315     type => 'string'
3316     }
3317     ]
3318     ],
3319     desc => 'Inscribable Item - when inscribed, it becomes another object.',
3320     name => 'Inscribable'
3321     },
3322 root 1.3 'Inventory Checker' => {
3323 root 1.7 attr => [
3324     [
3325     'no_pick',
3326     {
3327     type => 'fixed',
3328     value => 1
3329     }
3330     ],
3331     [
3332     'slaying',
3333     {
3334     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.',
3335     name => 'match key string',
3336     type => 'string'
3337     }
3338     ],
3339     [
3340     'race',
3341     {
3342     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>.',
3343     name => 'match arch name',
3344     type => 'string'
3345     }
3346     ],
3347     [
3348     'hp',
3349     {
3350     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. ;)',
3351     name => 'match type',
3352     type => 'int'
3353     }
3354     ],
3355     [
3356     'last_sp',
3357     {
3358     desc => 'Enabled means having that object is a match. Disabled means not having that object is a match.',
3359     name => 'match = having',
3360     type => 'bool'
3361     }
3362     ],
3363     [
3364     'connected',
3365     {
3366     desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
3367     name => 'connection',
3368 root 1.50 type => 'string'
3369 root 1.7 }
3370     ],
3371     [
3372 root 1.14 'move_block',
3373 root 1.7 {
3374 root 1.14 desc => 'Objects using these movement types cannot move over this space.',
3375     name => 'blocked movement',
3376 elmex 1.26 type => 'movement_type'
3377 root 1.14 }
3378     ],
3379     [
3380     'move_allow',
3381     {
3382     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3383     name => 'allowed movement',
3384 elmex 1.26 type => 'movement_type'
3385 root 1.14 }
3386     ],
3387     [
3388     'move_slow',
3389     {
3390     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3391     name => 'slowed movement',
3392 elmex 1.26 type => 'movement_type'
3393 root 1.14 }
3394     ],
3395     [
3396     'move_slow_penalty',
3397     {
3398     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)',
3399     name => 'slow movement penalty',
3400     type => 'int'
3401 root 1.7 }
3402     ],
3403     [
3404     'last_heal',
3405     {
3406     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!',
3407     name => 'remove match',
3408     type => 'bool'
3409     }
3410     ]
3411     ],
3412 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.',
3413 root 1.3 ignore => [
3414 elmex 1.67 $IGNORE_LIST{system_object},
3415 elmex 1.68 'connected'
3416 root 1.3 ],
3417 root 1.5 name => 'Inventory Checker',
3418 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.'
3419     },
3420 root 1.57 'Item Match' => {
3421     attr => [
3422     [
3423     'no_pick',
3424     {
3425     type => 'fixed',
3426     value => 1
3427     }
3428     ],
3429     [
3430     'slaying',
3431     {
3432     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.',
3433     name => 'match expression',
3434     type => 'string'
3435     }
3436     ],
3437     [
3438     'connected',
3439     {
3440     desc => 'When the match is triggered, all objects with the same connection value get activated.',
3441     name => 'connection',
3442     type => 'string'
3443     }
3444     ],
3445     [
3446     'move_on',
3447     {
3448     desc => 'Which movement types automatically (as opposed to manually) activate this object.',
3449 root 1.58 name => 'movement on',
3450 root 1.57 type => 'movement_type'
3451     }
3452     ],
3453     [
3454     'move_off',
3455     {
3456     desc => 'Which movement types deactivate this object (e.g. button).',
3457 root 1.58 name => 'movement off',
3458 root 1.57 type => 'movement_type'
3459     }
3460     ],
3461     [
3462     'move_block',
3463     {
3464     desc => 'Objects using these movement types cannot move over this space.',
3465     name => 'blocked movement',
3466     type => 'movement_type'
3467     }
3468     ]
3469     ],
3470     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.',
3471     ignore => [
3472 elmex 1.67 $IGNORE_LIST{non_pickable},
3473 elmex 1.68 'connected'
3474 root 1.57 ],
3475     name => 'Item Match',
3476     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.'
3477     },
3478 root 1.8 'Item Transformer' => {
3479     attr => [
3480     [
3481     'food',
3482     {
3483     desc => '<number of uses> controls how many times the item transformer can be used. The value 0 means "unlimited"',
3484     name => 'number of uses',
3485     type => 'int'
3486     }
3487     ],
3488     [
3489     'slaying',
3490     {
3491     desc => 'Contains the verb that is used to construct a message to the player applying the item transformer.',
3492     name => 'verb',
3493     type => 'string'
3494     }
3495     ],
3496     [
3497     'startequip',
3498     {
3499     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3500     name => 'godgiven item',
3501     type => 'bool'
3502     }
3503     ],
3504     [
3505     'msg',
3506     {
3507     desc => 'This text may contain a description of the item transformer.',
3508     end => 'endmsg',
3509     name => 'description',
3510     type => 'text'
3511     }
3512     ]
3513     ],
3514     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.',
3515     name => 'Item Transformer',
3516     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\'.'
3517     },
3518 root 1.3 Jewel => {
3519 root 1.7 attr => [
3520     [
3521     'race',
3522     {
3523     type => 'fixed',
3524     value => 'gold and jewels'
3525     }
3526     ],
3527     [
3528     'msg',
3529     {
3530     desc => 'This text may describe the object.',
3531     end => 'endmsg',
3532     name => 'description',
3533     type => 'text'
3534     }
3535     ]
3536     ],
3537 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.',
3538     name => 'Jewel'
3539 root 1.1 },
3540 root 1.9 Key => {
3541     attr => [
3542     [
3543     'startequip',
3544     {
3545     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3546     name => 'godgiven item',
3547     type => 'bool'
3548     }
3549     ]
3550     ],
3551     desc => 'When carrying a key, a normal door can be opened. The key will disappear.',
3552     name => 'Key'
3553     },
3554 elmex 1.51 Lamp => {
3555     attr => [
3556     [
3557     'speed',
3558     {
3559     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.)',
3560     name => 'burn speed',
3561     type => 'float'
3562     }
3563     ],
3564     [
3565     'food',
3566     {
3567     desc => 'This field sets the burning duration of the lamp, which depends on the speed field of this object.',
3568     name => 'fuel',
3569     type => 'int'
3570     }
3571     ],
3572     [
3573     'range',
3574     {
3575     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.',
3576     name => 'enabled glow radius',
3577     type => 'int'
3578     }
3579 elmex 1.52 ],
3580     [
3581     'level',
3582     {
3583     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.',
3584     name => 'level',
3585     type => 'int'
3586     }
3587     ],
3588     [
3589     'cursed',
3590     {
3591     desc => 'Cursed lamps, which have a level above 0, explode if the player applies them.',
3592     name => 'cursed',
3593     type => 'bool'
3594     }
3595 elmex 1.51 ]
3596     ],
3597     desc => 'Lamps are carryable light sources for players with a fuel tank.',
3598     name => 'Lamp'
3599     },
3600 root 1.3 'Locked Door' => {
3601 root 1.7 attr => [
3602     [
3603 root 1.14 'move_type',
3604 root 1.7 {
3605     type => 'fixed',
3606 root 1.14 value => 0
3607 root 1.7 }
3608     ],
3609     [
3610     'no_pick',
3611     {
3612     type => 'fixed',
3613     value => 1
3614     }
3615     ],
3616     [
3617     'slaying',
3618     {
3619 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.',
3620 root 1.7 name => 'key string',
3621     type => 'string'
3622     }
3623     ],
3624     [
3625     'no_magic',
3626     {
3627     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).',
3628     name => 'restrict spells',
3629     type => 'bool'
3630     }
3631     ],
3632     [
3633     'damned',
3634     {
3635     desc => 'Restricting the use of prayers to pass this door. This should be set in most cases.',
3636     name => 'restrict prayers',
3637     type => 'bool'
3638     }
3639     ],
3640     [
3641     'msg',
3642     {
3643     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.',
3644     end => 'endmsg',
3645     name => 'lock message',
3646     type => 'text'
3647     }
3648     ]
3649     ],
3650     desc => 'A locked door can be opened only when carrying the appropriate special key.',
3651     ignore => [
3652     $IGNORE_LIST{non_pickable}
3653     ],
3654     name => 'Locked Door',
3655     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).'
3656     },
3657     'Magic Ear' => {
3658     attr => [
3659     [
3660     'no_pick',
3661     {
3662     type => 'fixed',
3663     value => 1
3664     }
3665     ],
3666     [
3667     'connected',
3668     {
3669     desc => 'The Magic_ear will trigger all objects with the same connection value, every time it is activated.',
3670     name => 'connection',
3671 root 1.50 type => 'string'
3672 root 1.7 }
3673     ],
3674     [
3675     'msg',
3676     {
3677     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!',
3678     end => 'endmsg',
3679     name => 'keyword-matching',
3680     type => 'text'
3681     }
3682     ]
3683     ],
3684     desc => 'Magic_ears trigger a connected value when the player speaks a specific keyword.',
3685     ignore => [
3686 elmex 1.67 $IGNORE_LIST{system_object},
3687 elmex 1.68 'connected'
3688 root 1.7 ],
3689     name => 'Magic Ear',
3690     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.'
3691     },
3692     'Magic Wall' => {
3693     attr => [
3694     [
3695     'dam',
3696     {
3697     desc => 'The magic wall will cast this <spell>.',
3698     name => 'spell',
3699     type => 'spell'
3700     }
3701     ],
3702     [
3703     'level',
3704     {
3705     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.',
3706     name => 'spell level',
3707     type => 'int'
3708     }
3709     ],
3710     [
3711     'connected',
3712     {
3713     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.',
3714     name => 'connection',
3715 root 1.50 type => 'string'
3716 root 1.7 }
3717     ],
3718     [
3719 elmex 1.21 'activate_on_push',
3720     {
3721     desc => 'Whether the teleporter should only be activated on push.',
3722 root 1.42 name => 'activate on push',
3723 elmex 1.21 type => 'bool'
3724     }
3725     ],
3726     [
3727     'activate_on_release',
3728     {
3729     desc => 'Whether the teleporter should only be activated on release.',
3730 root 1.42 name => 'activate on release',
3731 elmex 1.21 type => 'bool'
3732     }
3733     ],
3734     [
3735 root 1.7 'speed',
3736     {
3737     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".',
3738     name => 'casting speed',
3739     type => 'float'
3740     }
3741     ],
3742     [
3743 root 1.17 'speed_left',
3744     {
3745     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.',
3746     name => 'speed left',
3747     type => 'float'
3748     }
3749     ],
3750     [
3751 root 1.7 'sp',
3752     {
3753     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.',
3754     name => 'direction',
3755     type => 'list',
3756     value => $LIST{direction}
3757     }
3758     ],
3759     [
3760 root 1.14 'move_block',
3761     {
3762     desc => 'Objects using these movement types cannot move over this space.',
3763     name => 'blocked movement',
3764 elmex 1.26 type => 'movement_type'
3765 root 1.14 }
3766     ],
3767     [
3768     'move_allow',
3769     {
3770     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3771     name => 'allowed movement',
3772 elmex 1.26 type => 'movement_type'
3773 root 1.14 }
3774     ],
3775     [
3776     'move_slow',
3777 root 1.7 {
3778 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3779     name => 'slowed movement',
3780 elmex 1.26 type => 'movement_type'
3781 root 1.14 }
3782     ],
3783     [
3784     'move_slow_penalty',
3785     {
3786     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)',
3787     name => 'slow movement penalty',
3788     type => 'int'
3789 root 1.7 }
3790     ]
3791 root 1.3 ],
3792     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.',
3793     ignore => [
3794 elmex 1.67 $IGNORE_LIST{non_pickable},
3795 elmex 1.68 'connected'
3796 root 1.3 ],
3797 root 1.5 name => 'Magic Wall',
3798 root 1.4 section => [
3799     [
3800     'destroyable',
3801 root 1.7 [
3802     [
3803     'alive',
3804     {
3805     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.',
3806     name => 'is destroyable',
3807     type => 'bool'
3808     }
3809     ],
3810     [
3811     'hp',
3812     {
3813     desc => 'The more <hitpoints> the wall has, the longer it takes to be destroyed.',
3814     name => 'hitpoints',
3815     type => 'int'
3816     }
3817     ],
3818     [
3819     'maxhp',
3820     {
3821     desc => '<max hitpoints> are the maximum amount of hitpoints the wall can have. This only makes sense if the wall can regain health.',
3822     name => 'max hitpoints',
3823     type => 'int'
3824     }
3825     ],
3826     [
3827     'ac',
3828     {
3829     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>.',
3830     name => 'armour class',
3831     type => 'int'
3832     }
3833     ]
3834     ]
3835     ],
3836     [
3837     'resistance',
3838     [
3839     [
3840     'resist_physical',
3841     {
3842     name => 'resist physical %',
3843     type => 'int'
3844     }
3845     ],
3846     [
3847     'resist_magic',
3848     {
3849     name => 'resist magic %',
3850     type => 'int'
3851     }
3852     ],
3853     [
3854     'resist_fire',
3855     {
3856     name => 'resist fire %',
3857     type => 'int'
3858     }
3859     ],
3860     [
3861     'resist_electricity',
3862     {
3863     name => 'resist electricity %',
3864     type => 'int'
3865     }
3866     ],
3867     [
3868     'resist_cold',
3869     {
3870     name => 'resist cold %',
3871     type => 'int'
3872     }
3873     ],
3874     [
3875     'resist_confusion',
3876     {
3877     name => 'resist confusion %',
3878     type => 'int'
3879     }
3880     ],
3881     [
3882     'resist_acid',
3883     {
3884     name => 'resist acid %',
3885     type => 'int'
3886     }
3887     ],
3888     [
3889     'resist_drain',
3890     {
3891     name => 'resist draining %',
3892     type => 'int'
3893     }
3894     ],
3895     [
3896     'resist_weaponmagic',
3897     {
3898     name => 'resist weaponmagic %',
3899     type => 'int'
3900     }
3901     ],
3902     [
3903     'resist_ghosthit',
3904     {
3905     name => 'resist ghosthit %',
3906     type => 'int'
3907     }
3908     ],
3909     [
3910     'resist_poison',
3911     {
3912     name => 'resist poison %',
3913     type => 'int'
3914     }
3915     ],
3916     [
3917     'resist_slow',
3918     {
3919     name => 'resist slow %',
3920     type => 'int'
3921     }
3922     ],
3923     [
3924     'resist_paralyze',
3925     {
3926     name => 'resist paralyze %',
3927     type => 'int'
3928     }
3929     ],
3930     [
3931     'resist_fear',
3932     {
3933     name => 'resist fear %',
3934     type => 'int'
3935     }
3936     ],
3937     [
3938     'resist_deplete',
3939     {
3940     name => 'resist depletion %',
3941     type => 'int'
3942     }
3943     ],
3944     [
3945     'resist_death',
3946     {
3947     name => 'resist death-attack %',
3948     type => 'int'
3949     }
3950     ],
3951     [
3952     'resist_chaos',
3953     {
3954     name => 'resist chaos %',
3955     type => 'int'
3956     }
3957     ],
3958     [
3959     'resist_blind',
3960     {
3961     name => 'resist blinding %',
3962     type => 'int'
3963     }
3964     ],
3965     [
3966     'resist_holyword',
3967     {
3968     name => 'resist holy power %',
3969     type => 'int'
3970     }
3971     ],
3972     [
3973     'resist_godpower',
3974     {
3975     name => 'resist godpower %',
3976     type => 'int'
3977     }
3978     ]
3979     ]
3980     ]
3981     ],
3982     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".'
3983     },
3984 root 1.49 'Map Script' => {
3985     attr => [
3986     [
3987     'connected',
3988     {
3989     desc => 'When the map script object is triggered, it will execute the perl script with the triggering object as $activator.',
3990     name => 'connection',
3991 root 1.50 type => 'string'
3992 root 1.49 }
3993     ],
3994     [
3995     'activate_on_push',
3996     {
3997     desc => 'Whether the teleporter should only be activated on push.',
3998     name => 'activate on push',
3999     type => 'bool'
4000     }
4001     ],
4002     [
4003     'activate_on_release',
4004     {
4005     desc => 'Whether the teleporter should only be activated on release.',
4006     name => 'activate on release',
4007     type => 'bool'
4008     }
4009     ],
4010     [
4011     'msg',
4012     {
4013     desc => 'This perl script will be executed each time the objetc is triggered.',
4014     end => 'endmsg',
4015     name => 'script',
4016     type => 'text'
4017     }
4018     ]
4019     ],
4020 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.',
4021 root 1.49 ignore => [
4022 elmex 1.67 $IGNORE_LIST{system_object},
4023 elmex 1.68 'connected'
4024 root 1.49 ],
4025     name => 'Map Script',
4026 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.'
4027 root 1.49 },
4028 root 1.7 Marker => {
4029     attr => [
4030     [
4031     'no_pick',
4032     {
4033     type => 'fixed',
4034     value => 1
4035     }
4036     ],
4037     [
4038     'slaying',
4039     {
4040     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.',
4041     name => 'key string',
4042     type => 'string'
4043     }
4044     ],
4045     [
4046     'connected',
4047     {
4048     desc => 'When the detector is triggered, all objects with the same connection value get activated.',
4049     name => 'connection',
4050 root 1.50 type => 'string'
4051 root 1.7 }
4052     ],
4053     [
4054     'speed',
4055 root 1.4 {
4056 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.',
4057     name => 'marking speed',
4058     type => 'float'
4059 root 1.4 }
4060     ],
4061     [
4062 root 1.17 'speed_left',
4063     {
4064     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.',
4065     name => 'speed left',
4066     type => 'float'
4067     }
4068     ],
4069     [
4070 root 1.7 'food',
4071     {
4072     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.',
4073     name => 'mark duration',
4074     type => 'int'
4075     }
4076     ],
4077     [
4078     'name',
4079     {
4080     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.',
4081     name => 'delete mark',
4082     type => 'string'
4083     }
4084     ],
4085     [
4086     'msg',
4087 root 1.4 {
4088 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.',
4089     end => 'endmsg',
4090     name => 'marking message',
4091     type => 'text'
4092 root 1.4 }
4093     ]
4094     ],
4095 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.',
4096 root 1.3 ignore => [
4097 elmex 1.67 $IGNORE_LIST{system_object},
4098 elmex 1.68 'connected'
4099 root 1.3 ],
4100 root 1.5 name => 'Marker',
4101 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.'
4102     },
4103     Misc => {
4104 root 1.7 attr => [
4105     [
4106 root 1.14 'move_block',
4107     {
4108     desc => 'Objects using these movement types cannot move over this space.',
4109     name => 'blocked movement',
4110 elmex 1.26 type => 'movement_type'
4111 root 1.14 }
4112     ],
4113     [
4114     'move_allow',
4115     {
4116     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
4117     name => 'allowed movement',
4118 elmex 1.26 type => 'movement_type'
4119 root 1.14 }
4120     ],
4121     [
4122     'move_slow',
4123 root 1.7 {
4124 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
4125     name => 'slowed movement',
4126 elmex 1.26 type => 'movement_type'
4127 root 1.14 }
4128     ],
4129     [
4130     'move_slow_penalty',
4131     {
4132     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)',
4133     name => 'slow movement penalty',
4134     type => 'int'
4135 root 1.7 }
4136     ],
4137     [
4138     'cursed',
4139     {
4140     desc => 'Curses can have various effects: On equipment and food, they generally harm the player in some way.',
4141     name => 'cursed',
4142     type => 'bool'
4143     }
4144     ],
4145     [
4146     'damned',
4147     {
4148     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.',
4149     name => 'damned',
4150     type => 'bool'
4151     }
4152     ],
4153     [
4154     'unique',
4155     {
4156     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
4157     name => 'unique item',
4158     type => 'bool'
4159     }
4160     ],
4161     [
4162     'startequip',
4163     {
4164     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4165     name => 'godgiven item',
4166     type => 'bool'
4167     }
4168     ],
4169     [
4170     'msg',
4171     {
4172     desc => 'This text may describe the object.',
4173     end => 'endmsg',
4174     name => 'description',
4175     type => 'text'
4176     }
4177     ]
4178     ],
4179 root 1.5 name => 'Misc'
4180 root 1.1 },
4181 root 1.3 Money => {
4182 root 1.7 attr => [
4183     [
4184     'race',
4185     {
4186     type => 'fixed',
4187     value => 'gold and jewels'
4188     }
4189     ]
4190     ],
4191 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.',
4192     ignore => [
4193 elmex 1.68 'unpaid'
4194 root 1.5 ],
4195     name => 'Money'
4196 root 1.3 },
4197     'Monster & NPC' => {
4198 root 1.7 attr => [
4199     [
4200     'alive',
4201     {
4202     type => 'fixed',
4203     value => 1
4204     }
4205     ],
4206     [
4207     'randomitems',
4208     {
4209     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>.',
4210     name => 'treasurelist',
4211     type => 'treasurelist'
4212     }
4213     ],
4214     [
4215 root 1.28 'treasure_env',
4216     {
4217     desc => 'Set this flag to move treasure items created into the environment (map) instead of putting them into the object.',
4218     name => 'treasure in env',
4219     type => 'bool'
4220     }
4221     ],
4222     [
4223 root 1.7 'level',
4224     {
4225     desc => 'A monster\'s <level> is the most important attribute. <level> affects the power of a monster in various ways.',
4226     name => 'level',
4227     type => 'int'
4228     }
4229     ],
4230     [
4231     'race',
4232     {
4233 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.',
4234 root 1.7 name => 'race',
4235     type => 'string'
4236     }
4237     ],
4238     [
4239     'exp',
4240     {
4241 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!',
4242 root 1.7 name => 'experience',
4243     type => 'int'
4244     }
4245     ],
4246     [
4247     'speed',
4248     {
4249     desc => 'The <speed> determines how fast a monster will both move and fight. High <speed> makes a monster considerably stronger.',
4250     name => 'speed',
4251     type => 'float'
4252     }
4253     ],
4254     [
4255 root 1.17 'speed_left',
4256     {
4257     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.',
4258     name => 'speed left',
4259     type => 'float'
4260     }
4261     ],
4262     [
4263 root 1.7 'other_arch',
4264     {
4265     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.',
4266     name => 'breed monster',
4267     type => 'string'
4268     }
4269     ],
4270     [
4271     'generator',
4272     {
4273     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.',
4274     name => 'multiply',
4275     type => 'bool'
4276     }
4277     ],
4278     [
4279     'use_content_on_gen',
4280     {
4281     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.',
4282     name => 'template generation',
4283     type => 'bool'
4284     }
4285     ],
4286     [
4287 root 1.14 'move_type',
4288 root 1.7 {
4289 root 1.14 desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
4290     name => 'movement type',
4291 elmex 1.26 type => 'movement_type'
4292 root 1.7 }
4293     ],
4294     [
4295     'undead',
4296     {
4297     desc => 'Several spells only affect undead monsters: turn undead, banish undead, holy word, etc.',
4298     name => 'undead',
4299     type => 'bool'
4300     }
4301     ],
4302     [
4303     'carrying',
4304     {
4305     desc => 'If a monster has something in the inventory, this value can be set to reflect the slowdown due to the carried weight.',
4306     name => 'carries weight',
4307     type => 'int'
4308     }
4309     ],
4310     [
4311 root 1.28 'precious',
4312     {
4313 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.',
4314 root 1.28 name => 'precious',
4315     type => 'bool'
4316     }
4317     ],
4318     [
4319 root 1.7 'msg',
4320     {
4321     end => 'endmsg',
4322     name => 'npc message',
4323     type => 'text'
4324     }
4325     ]
4326     ],
4327 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.',
4328     ignore => [
4329 elmex 1.68 'material',
4330     'name_pl',
4331     'nrof',
4332     'value',
4333     'unpaid'
4334 root 1.3 ],
4335 root 1.5 name => 'Monster & NPC',
4336 root 1.4 section => [
4337     [
4338     'melee',
4339 root 1.7 [
4340     [
4341     'attacktype',
4342     {
4343     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.',
4344     name => 'attacktype',
4345     type => 'bitmask',
4346     value => $BITMASK{attacktype}
4347     }
4348     ],
4349     [
4350     'dam',
4351     {
4352     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.',
4353     name => 'damage',
4354     type => 'int'
4355     }
4356     ],
4357     [
4358     'wc',
4359     {
4360     desc => 'Monsters of high <weapon class> are more likely to really hit their opponent. <weapon class> can be considered the "counterpiece" to <armour class>.',
4361     name => 'weapon class',
4362     type => 'int'
4363     }
4364     ],
4365     [
4366     'hp',
4367     {
4368     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>.',
4369     name => 'health points',
4370     type => 'int'
4371     }
4372     ],
4373     [
4374     'maxhp',
4375     {
4376     desc => '<max health> is the maximum amount of <health points> this monster can have.',
4377     name => 'max health',
4378     type => 'int'
4379     }
4380     ],
4381     [
4382     'ac',
4383     {
4384     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).',
4385     name => 'armour class',
4386     type => 'int'
4387     }
4388     ],
4389     [
4390     'Con',
4391     {
4392 root 1.8 desc => 'Monsters regenerate this many health points each 4 ticks. Hence, the healing rate is independent of <speed>.',
4393 root 1.7 name => 'healing rate',
4394     type => 'int'
4395     }
4396     ],
4397     [
4398     'reflect_missile',
4399     {
4400     desc => 'A monster with this flag has the ability to <reflect missiles>, all kinds of projectiles (e.g. arrows, bolts, boulders) will bounce off.',
4401     name => 'reflect missiles',
4402     type => 'bool'
4403     }
4404     ],
4405     [
4406     'hitback',
4407     {
4408     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.',
4409     name => 'hitback',
4410     type => 'bool'
4411     }
4412     ],
4413     [
4414     'one_hit',
4415     {
4416     desc => 'Monsters with <one hit only> dissapear after one successful hit to a player.',
4417     name => 'one hit only',
4418     type => 'bool'
4419     }
4420     ]
4421     ]
4422     ],
4423     [
4424     'spellcraft',
4425     [
4426     [
4427     'can_cast_spell',
4428     {
4429     desc => 'If <can cast spell> is disabled, the monster cannot cast any spell. Only wands/rods/etc can be used, given the appropriate abilities.',
4430     name => 'can cast spell',
4431     type => 'bool'
4432     }
4433     ],
4434     [
4435     'reflect_spell',
4436     {
4437     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.',
4438     name => 'reflect spells',
4439     type => 'bool'
4440     }
4441     ],
4442     [
4443     'sp',
4444     {
4445     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>.',
4446     name => 'spellpoints',
4447     type => 'int'
4448     }
4449     ],
4450     [
4451     'maxsp',
4452     {
4453     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.',
4454     name => 'max spellpoints',
4455     type => 'int'
4456     }
4457     ],
4458     [
4459     'Pow',
4460     {
4461 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.',
4462 root 1.7 name => 'spellpoint regen.',
4463     type => 'int'
4464     }
4465     ],
4466     [
4467     'path_attuned',
4468     {
4469     desc => 'Click on the <attuned paths> button to select spellpaths. The creature will get attuned to the specified spellpaths.',
4470     name => 'attuned paths',
4471     type => 'bitmask',
4472     value => $BITMASK{spellpath}
4473     }
4474     ],
4475     [
4476     'path_repelled',
4477     {
4478     desc => 'Click on the <repelled paths> button to select spellpaths. The creature will get repelled to the specified spellpaths.',
4479     name => 'repelled paths',
4480     type => 'bitmask',
4481     value => $BITMASK{spellpath}
4482     }
4483     ],
4484     [
4485     'path_denied',
4486     {
4487     desc => 'Click on the <denied paths> button to select spellpaths. The creature won\'t be able to cast spells of the specified paths.',
4488     name => 'denied paths',
4489     type => 'bitmask',
4490     value => $BITMASK{spellpath}
4491     }
4492     ]
4493     ]
4494     ],
4495     [
4496     'ability',
4497     [
4498     [
4499     'Int',
4500     {
4501     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.',
4502     name => 'detect hidden',
4503     type => 'int'
4504     }
4505     ],
4506     [
4507     'see_invisible',
4508     {
4509     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.',
4510     name => 'see invisible',
4511     type => 'bool'
4512     }
4513     ],
4514     [
4515     'can_see_in_dark',
4516     {
4517     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.',
4518     name => 'see in darkness',
4519     type => 'bool'
4520     }
4521     ],
4522     [
4523     'can_use_weapon',
4524     {
4525     desc => 'Monster is able to wield weapon type objects.',
4526     name => 'can use weapons',
4527     type => 'bool'
4528     }
4529     ],
4530     [
4531     'can_use_bow',
4532     {
4533     desc => 'Monster is able to use missile-weapon type objects.',
4534     name => 'can use bows',
4535     type => 'bool'
4536     }
4537     ],
4538     [
4539     'can_use_armour',
4540     {
4541     desc => 'Monster is able to wear protective equipment like brestplate armour, shields, helmets etc.',
4542     name => 'can use armour',
4543     type => 'bool'
4544     }
4545     ],
4546     [
4547     'can_use_ring',
4548     {
4549     desc => 'Monster is able to wear rings.',
4550     name => 'can use rings',
4551     type => 'bool'
4552     }
4553     ],
4554     [
4555     'can_use_wand',
4556     {
4557     desc => 'Monster is able to use wands and staves.',
4558     name => 'can use wands',
4559     type => 'bool'
4560     }
4561     ],
4562     [
4563     'can_use_rod',
4564     {
4565     desc => 'Monster is able to use rods.',
4566     name => 'can use rods',
4567     type => 'bool'
4568     }
4569     ],
4570     [
4571     'can_use_scroll',
4572     {
4573     desc => 'Monster is able to read scrolls.',
4574     name => 'can use scrolls',
4575     type => 'bool'
4576     }
4577     ],
4578     [
4579     'can_use_skill',
4580     {
4581     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>.',
4582     name => 'can use skills',
4583     type => 'bool'
4584     }
4585     ]
4586     ]
4587     ],
4588     [
4589     'behave',
4590     [
4591     [
4592     'monster',
4593     {
4594     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.',
4595     name => 'monster behaviour',
4596     type => 'bool'
4597     }
4598     ],
4599     [
4600     'unaggressive',
4601     {
4602     desc => '<unaggressive> monsters do not attack players unless attacked first.',
4603     name => 'unaggressive',
4604     type => 'bool'
4605     }
4606     ],
4607     [
4608     'friendly',
4609     {
4610     desc => '<friendly> monsters help the player, attacking any non-friendly monsters in range.',
4611     name => 'friendly',
4612     type => 'bool'
4613     }
4614     ],
4615     [
4616     'stand_still',
4617     {
4618 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.',
4619 root 1.7 name => 'stand still',
4620     type => 'bool'
4621     }
4622     ],
4623     [
4624     'sleep',
4625     {
4626     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.',
4627     name => 'asleep',
4628     type => 'bool'
4629     }
4630     ],
4631     [
4632     'will_apply',
4633     {
4634     desc => 'This entry defines which kinds of environment actions the creature is able to perform.',
4635     name => 'misc. actions',
4636     type => 'bitmask',
4637     value => $BITMASK{will_apply}
4638     }
4639     ],
4640     [
4641     'pick_up',
4642     {
4643     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.',
4644     name => 'pick up',
4645     type => 'bitmask',
4646     value => $BITMASK{pick_up}
4647     }
4648     ],
4649     [
4650     'Wis',
4651     {
4652     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.',
4653     name => 'sensing range',
4654     type => 'int'
4655     }
4656     ],
4657     [
4658 root 1.15 'attack_movement_bits_0_3',
4659 root 1.7 {
4660 root 1.15 desc => 'If this is set to default, the standard mode of movement will be used.',
4661 root 1.7 name => 'attack movement',
4662 root 1.15 type => 'list',
4663     value => $LIST{attack_movement_bits_0_3}
4664     }
4665     ],
4666     [
4667     'attack_movement_bits_4_7',
4668     {
4669     desc => 'This movement is not in effect when the monster has an enemy and should only be used for non agressive monsters.',
4670     name => 'normal movement',
4671     type => 'list',
4672     value => $LIST{attack_movement_bits_4_7}
4673 root 1.7 }
4674     ],
4675     [
4676     'run_away',
4677     {
4678     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.',
4679     name => 'run at % health',
4680     type => 'int'
4681     }
4682     ]
4683     ]
4684     ],
4685     [
4686     'resistance',
4687     [
4688     [
4689     'resist_physical',
4690     {
4691     name => 'resist physical %',
4692     type => 'int'
4693     }
4694     ],
4695     [
4696     'resist_magic',
4697     {
4698     name => 'resist magic %',
4699     type => 'int'
4700     }
4701     ],
4702     [
4703     'resist_fire',
4704     {
4705     name => 'resist fire %',
4706     type => 'int'
4707     }
4708     ],
4709     [
4710     'resist_electricity',
4711     {
4712     name => 'resist electricity %',
4713     type => 'int'
4714     }
4715     ],
4716     [
4717     'resist_cold',
4718     {
4719     name => 'resist cold %',
4720     type => 'int'
4721     }
4722     ],
4723     [
4724     'resist_confusion',
4725     {
4726     name => 'resist confusion %',
4727     type => 'int'
4728     }
4729     ],
4730     [
4731     'resist_acid',
4732     {
4733     name => 'resist acid %',
4734     type => 'int'
4735     }
4736     ],
4737     [
4738     'resist_drain',
4739     {
4740     name => 'resist draining %',
4741     type => 'int'
4742     }
4743     ],
4744     [
4745     'resist_weaponmagic',
4746     {
4747     name => 'resist weaponmagic %',
4748     type => 'int'
4749     }
4750     ],
4751     [
4752     'resist_ghosthit',
4753     {
4754     name => 'resist ghosthit %',
4755     type => 'int'
4756     }
4757     ],
4758     [
4759     'resist_poison',
4760     {
4761     name => 'resist poison %',
4762     type => 'int'
4763     }
4764     ],
4765     [
4766     'resist_slow',
4767     {
4768     name => 'resist slow %',
4769     type => 'int'
4770     }
4771     ],
4772     [
4773     'resist_paralyze',
4774     {
4775     name => 'resist paralyze %',
4776     type => 'int'
4777     }
4778     ],
4779     [
4780     'resist_fear',
4781     {
4782     name => 'resist fear %',
4783     type => 'int'
4784     }
4785     ],
4786     [
4787     'resist_deplete',
4788     {
4789     name => 'resist depletion %',
4790     type => 'int'
4791     }
4792     ],
4793     [
4794     'resist_death',
4795     {
4796     name => 'resist death-attack %',
4797     type => 'int'
4798     }
4799     ],
4800     [
4801     'resist_chaos',
4802     {
4803     name => 'resist chaos %',
4804     type => 'int'
4805     }
4806     ],
4807     [
4808     'resist_blind',
4809     {
4810     name => 'resist blinding %',
4811     type => 'int'
4812     }
4813     ],
4814     [
4815     'resist_holyword',
4816     {
4817     name => 'resist holy power %',
4818     type => 'int'
4819     }
4820     ],
4821     [
4822     'resist_godpower',
4823     {
4824     name => 'resist godpower %',
4825     type => 'int'
4826     }
4827     ]
4828     ]
4829     ]
4830     ],
4831     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. :-)'
4832     },
4833 root 1.9 'Monster (Grimreaper)' => {
4834     desc => 'A grimreaper is a monster that vanishes after it did some number of draining attacks.',
4835     ignore => [
4836 elmex 1.68 'material',
4837     'name_pl',
4838     'nrof',
4839     'value',
4840     'unpaid'
4841 root 1.9 ],
4842     import => [
4843 root 1.29 'Monster & NPC'
4844 root 1.9 ],
4845     name => 'Monster (Grimreaper)',
4846     section => [
4847     [
4848     'grimreaper',
4849     [
4850     [
4851     'value',
4852     {
4853     desc => 'The object vanishes after this number of draining attacks.',
4854     name => 'attacks',
4855     type => 'int'
4856     }
4857     ]
4858     ]
4859     ]
4860     ]
4861     },
4862 root 1.7 'Mood Floor' => {
4863     attr => [
4864     [
4865     'no_pick',
4866 root 1.4 {
4867 root 1.7 type => 'fixed',
4868     value => 1
4869 root 1.4 }
4870     ],
4871     [
4872 root 1.7 'last_sp',
4873     {
4874     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!',
4875     name => 'mood',
4876     type => 'list',
4877     value => $LIST{mood}
4878     }
4879     ],
4880     [
4881     'connected',
4882     {
4883     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!',
4884     name => 'connection',
4885 root 1.50 type => 'string'
4886 root 1.7 }
4887     ],
4888     [
4889     'no_magic',
4890     {
4891     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
4892     name => 'no spells',
4893     type => 'bool'
4894     }
4895     ],
4896     [
4897     'damned',
4898     {
4899     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
4900     name => 'no prayers',
4901     type => 'bool'
4902     }
4903     ]
4904     ],
4905     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.',
4906     ignore => [
4907 elmex 1.67 $IGNORE_LIST{system_object},
4908 elmex 1.68 'connected'
4909 root 1.7 ],
4910     name => 'Mood Floor',
4911     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.)'
4912     },
4913     Mover => {
4914     attr => [
4915     [
4916     'attacktype',
4917     {
4918     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.',
4919     name => 'forced movement',
4920     type => 'bool'
4921     }
4922     ],
4923     [
4924     'maxsp',
4925     {
4926     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.',
4927     name => 'freeze duration',
4928     type => 'int'
4929     }
4930     ],
4931     [
4932     'speed',
4933     {
4934     desc => 'The movement speed value determines how fast a chain of these movers will push a player along (default is -0.2).',
4935     name => 'movement speed',
4936     type => 'float'
4937     }
4938     ],
4939     [
4940 root 1.17 'speed_left',
4941     {
4942     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.',
4943     name => 'speed left',
4944     type => 'float'
4945     }
4946     ],
4947     [
4948 root 1.7 'sp',
4949     {
4950     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.',
4951     name => 'direction',
4952     type => 'list',
4953     value => $LIST{direction}
4954     }
4955     ],
4956     [
4957     'lifesave',
4958     {
4959 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.',
4960 root 1.7 name => 'gets used up',
4961     type => 'bool'
4962     }
4963     ],
4964     [
4965     'hp',
4966     {
4967     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).',
4968     name => 'number of uses',
4969     type => 'int'
4970     }
4971     ]
4972     ],
4973     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.',
4974     ignore => [
4975     $IGNORE_LIST{non_pickable}
4976     ],
4977     name => 'Mover',
4978     section => [
4979     [
4980     'targets',
4981     [
4982     [
4983     'level',
4984     {
4985     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.',
4986     name => 'move players',
4987     type => 'bool'
4988     }
4989     ],
4990     [
4991 root 1.14 'move_on',
4992 root 1.7 {
4993 root 1.14 desc => 'Which movement types activate the mover.',
4994     name => 'movement type',
4995     type => 'movement_type'
4996 root 1.7 }
4997     ]
4998     ]
4999     ]
5000     ],
5001     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).'
5002     },
5003     Pedestal => {
5004     attr => [
5005     [
5006     'no_pick',
5007 root 1.4 {
5008 root 1.7 type => 'fixed',
5009     value => 1
5010 root 1.4 }
5011     ],
5012     [
5013 root 1.7 'slaying',
5014 root 1.4 {
5015 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',
5016 root 1.7 name => 'match race',
5017     type => 'string'
5018 root 1.4 }
5019     ],
5020     [
5021 root 1.7 'connected',
5022 root 1.4 {
5023 root 1.7 desc => 'When the pedestal is triggered, all objects with the same connection value get activated.',
5024     name => 'connection',
5025 root 1.50 type => 'string'
5026 root 1.4 }
5027     ],
5028     [
5029 root 1.14 'move_on',
5030 root 1.4 {
5031 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5032 root 1.58 name => 'movement on',
5033 elmex 1.26 type => 'movement_type'
5034 root 1.4 }
5035     ]
5036     ],
5037 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.',
5038     ignore => [
5039 elmex 1.67 $IGNORE_LIST{non_pickable},
5040 elmex 1.68 'connected'
5041 root 1.3 ],
5042 root 1.5 name => 'Pedestal',
5043 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.'
5044     },
5045 root 1.60 'Pedestal Trigger' => {
5046     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.',
5047     ignore => [
5048     $IGNORE_LIST{non_pickable}
5049     ],
5050     import => [
5051     'Pedestal'
5052     ],
5053     name => 'Pedestal Trigger'
5054     },
5055 root 1.3 Pit => {
5056 root 1.7 attr => [
5057     [
5058     'no_pick',
5059     {
5060     type => 'fixed',
5061     value => 1
5062     }
5063     ],
5064     [
5065 root 1.42 'range',
5066     {
5067 root 1.44 desc => 'The radius of the square area that the pit will randomly put the player into (0 to 3, default 1).',
5068 root 1.43 name => 'spread radius',
5069 root 1.42 type => 'int'
5070     }
5071     ],
5072     [
5073 root 1.7 'connected',
5074     {
5075     desc => 'When a <connection> value is set, the pit can be opened/closed by activating the connection.',
5076     name => 'connection',
5077 root 1.50 type => 'string'
5078 root 1.7 }
5079     ],
5080     [
5081 elmex 1.21 'activate_on_push',
5082     {
5083     desc => 'Whether the teleporter should only be activated on push.',
5084 root 1.42 name => 'activate on push',
5085 elmex 1.21 type => 'bool'
5086     }
5087     ],
5088     [
5089     'activate_on_release',
5090     {
5091     desc => 'Whether the teleporter should only be activated on release.',
5092 root 1.42 name => 'activate on release',
5093 elmex 1.21 type => 'bool'
5094     }
5095     ],
5096     [
5097 root 1.7 'hp',
5098     {
5099     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!',
5100     name => 'destination X',
5101     type => 'int'
5102     }
5103     ],
5104     [
5105     'sp',
5106     {
5107     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!',
5108     name => 'destination Y',
5109     type => 'int'
5110     }
5111     ],
5112     [
5113     'wc',
5114     {
5115     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.',
5116     name => 'position state',
5117     type => 'int'
5118     }
5119     ],
5120     [
5121 root 1.14 'move_on',
5122 root 1.7 {
5123 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5124 root 1.58 name => 'movement on',
5125 elmex 1.26 type => 'movement_type'
5126 root 1.7 }
5127     ]
5128     ],
5129 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.',
5130 root 1.3 ignore => [
5131 elmex 1.67 $IGNORE_LIST{non_pickable},
5132 elmex 1.68 'connected'
5133 root 1.3 ],
5134 root 1.5 name => 'Pit',
5135 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.'
5136     },
5137     'Poison Food' => {
5138 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.',
5139     name => 'Poison Food'
5140 root 1.3 },
5141     Potion => {
5142 root 1.7 attr => [
5143     [
5144     'level',
5145     {
5146     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.',
5147     name => 'potion level',
5148     type => 'int'
5149     }
5150     ],
5151     [
5152     'sp',
5153     {
5154     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".',
5155     name => 'spell',
5156     type => 'spell'
5157     }
5158     ],
5159     [
5160     'attacktype',
5161     {
5162     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.',
5163     name => 'special effect',
5164     type => 'list',
5165     value => $LIST{potion_effect}
5166     }
5167     ],
5168     [
5169     'cursed',
5170     {
5171     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 >:)',
5172     name => 'cursed',
5173     type => 'bool'
5174     }
5175     ],
5176     [
5177     'startequip',
5178     {
5179     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5180     name => 'godgiven item',
5181     type => 'bool'
5182     }
5183     ]
5184     ],
5185 root 1.3 desc => 'The player can drink these and gain various kinds of benefits (/penalties) by doing so.',
5186 root 1.5 name => 'Potion',
5187 root 1.4 section => [
5188     [
5189     'stats',
5190 root 1.7 [
5191     [
5192     'Str',
5193     {
5194     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.',
5195     name => 'strength',
5196     type => 'int'
5197     }
5198     ],
5199     [
5200     'Dex',
5201     {
5202 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.',
5203 root 1.7 name => 'dexterity',
5204     type => 'int'
5205     }
5206     ],
5207     [
5208     'Con',
5209     {
5210 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.',
5211 root 1.7 name => 'constitution',
5212     type => 'int'
5213     }
5214     ],
5215     [
5216     'Int',
5217     {
5218 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.',
5219 root 1.7 name => 'intelligence',
5220     type => 'int'
5221     }
5222     ],
5223     [
5224     'Pow',
5225     {
5226 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.',
5227 root 1.7 name => 'power',
5228     type => 'int'
5229     }
5230     ],
5231     [
5232     'Wis',
5233     {
5234 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.',
5235 root 1.7 name => 'wisdom',
5236     type => 'int'
5237     }
5238     ],
5239     [
5240     'Cha',
5241     {
5242 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.',
5243 root 1.7 name => 'charisma',
5244     type => 'int'
5245     }
5246     ]
5247     ]
5248     ],
5249     [
5250     'resistance',
5251     [
5252     [
5253     'resist_physical',
5254     {
5255     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5256     name => 'resist physical %',
5257     type => 'int'
5258     }
5259     ],
5260     [
5261     'resist_magic',
5262     {
5263 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!',
5264 root 1.7 name => 'resist magic %',
5265     type => 'int'
5266     }
5267     ],
5268     [
5269     'resist_fire',
5270     {
5271 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!',
5272 root 1.7 name => 'resist fire %',
5273     type => 'int'
5274     }
5275     ],
5276     [
5277     'resist_electricity',
5278     {
5279 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!',
5280 root 1.7 name => 'resist electricity %',
5281     type => 'int'
5282     }
5283     ],
5284     [
5285     'resist_cold',
5286     {
5287 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!',
5288 root 1.7 name => 'resist cold %',
5289     type => 'int'
5290     }
5291     ],
5292     [
5293     'resist_acid',
5294     {
5295 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!',
5296 root 1.7 name => 'resist acid %',
5297     type => 'int'
5298     }
5299     ],
5300     [
5301     'resist_confusion',
5302     {
5303 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!',
5304 root 1.7 name => 'resist confusion %',
5305     type => 'int'
5306     }
5307     ],
5308     [
5309     'resist_weaponmagic',
5310     {
5311 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!',
5312 root 1.7 name => 'resist weaponmagic %',
5313     type => 'int'
5314     }
5315     ],
5316     [
5317 elmex 1.33 'resist_ghosthit',
5318 root 1.7 {
5319 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!',
5320     name => 'resist ghosthit %',
5321 root 1.7 type => 'int'
5322     }
5323     ],
5324     [
5325 elmex 1.33 'resist_slow',
5326 root 1.7 {
5327 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!',
5328     name => 'resist slow %',
5329 root 1.7 type => 'int'
5330     }
5331     ],
5332     [
5333 elmex 1.33 'resist_fear',
5334 root 1.7 {
5335 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!',
5336     name => 'resist fear %',
5337 root 1.7 type => 'int'
5338     }
5339     ],
5340     [
5341 elmex 1.33 'resist_death',
5342 root 1.7 {
5343 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!',
5344     name => 'resist death-attack %',
5345     type => 'int'
5346     }
5347     ],
5348     [
5349     'resist_chaos',
5350     {
5351     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5352     name => 'resist chaos %',
5353     type => 'int'
5354     }
5355     ],
5356     [
5357     'resist_blind',
5358     {
5359     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5360     name => 'resist blinding %',
5361     type => 'int'
5362     }
5363     ],
5364     [
5365     'resist_holyword',
5366     {
5367     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5368     name => 'resist holy power %',
5369     type => 'int'
5370     }
5371     ],
5372     [
5373     'resist_godpower',
5374     {
5375     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5376     name => 'resist godpower %',
5377     type => 'int'
5378     }
5379     ],
5380     [
5381     'resist_paralyze',
5382     {
5383     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5384     name => 'resist paralyze %',
5385     type => 'int'
5386     }
5387     ],
5388     [
5389     'resist_drain',
5390     {
5391     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5392     name => 'resist draining %',
5393     type => 'int'
5394     }
5395     ],
5396     [
5397     'resist_deplete',
5398     {
5399     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5400     name => 'resist depletion %',
5401     type => 'int'
5402     }
5403     ],
5404     [
5405     'resist_poison',
5406     {
5407     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5408     name => 'resist poison %',
5409 root 1.7 type => 'int'
5410     }
5411     ]
5412     ]
5413     ]
5414     ],
5415     use => 'One potion should never give multiple benefits at once.'
5416     },
5417     'Power Crystal' => {
5418     attr => [
5419     [
5420     'sp',
5421 root 1.4 {
5422 root 1.7 desc => '<initial mana> is the amount of spellpoints that the crystal holds when the map is loaded.',
5423     name => 'initial mana',
5424     type => 'int'
5425 root 1.4 }
5426     ],
5427     [
5428 root 1.7 'maxsp',
5429 root 1.4 {
5430 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.',
5431     name => 'mana capacity',
5432     type => 'int'
5433 root 1.4 }
5434     ]
5435     ],
5436 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.',
5437     name => 'Power Crystal'
5438 root 1.1 },
5439 root 1.3 Projectile => {
5440 root 1.7 attr => [
5441     [
5442     'attacktype',
5443     {
5444     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.',
5445     name => 'attacktype',
5446     type => 'bitmask',
5447     value => $BITMASK{attacktype}
5448     }
5449     ],
5450     [
5451     'race',
5452     {
5453     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>.',
5454     name => 'ammunition class',
5455     type => 'string'
5456     }
5457     ],
5458     [
5459     'slaying',
5460     {
5461     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.',
5462     name => 'slaying race',
5463     type => 'string'
5464     }
5465     ],
5466     [
5467     'dam',
5468     {
5469     desc => 'The projectile <damage> significantly affects the damage done. Damage can be further increased by the shooting weapon\'s attributes.',
5470     name => 'damage',
5471     type => 'int'
5472     }
5473     ],
5474     [
5475     'wc',
5476     {
5477     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.',
5478     name => 'weaponclass',
5479     type => 'int'
5480     }
5481     ],
5482     [
5483     'food',
5484     {
5485     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).',
5486     name => 'chance to break',
5487     type => 'int'
5488     }
5489     ],
5490     [
5491     'magic',
5492     {
5493     desc => 'Magic bonus increases chance to hit and damage a little bit.',
5494     name => 'magic bonus',
5495     type => 'int'
5496     }
5497     ],
5498     [
5499     'unique',
5500     {
5501     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5502     name => 'unique item',
5503     type => 'bool'
5504     }
5505     ],
5506     [
5507     'startequip',
5508     {
5509     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5510     name => 'godgiven item',
5511     type => 'bool'
5512     }
5513     ],
5514     [
5515     'no_drop',
5516     {
5517     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.',
5518     name => 'don\'t drop',
5519     type => 'bool'
5520     }
5521     ],
5522     [
5523     'msg',
5524     {
5525     desc => 'This text may describe the projectile. This could be nice for very special ones.',
5526     end => 'endmsg',
5527     name => 'description',
5528     type => 'text'
5529     }
5530     ]
5531     ],
5532     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.',
5533     name => 'Projectile',
5534     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.'
5535     },
5536     Ring => {
5537     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.',
5538     import => [
5539 root 1.29 'Amulet'
5540 root 1.7 ],
5541     name => 'Ring',
5542     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.'
5543     },
5544     Rod => {
5545     attr => [
5546     [
5547     'sp',
5548     {
5549     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!',
5550     name => 'spell',
5551     type => 'spell'
5552     }
5553     ],
5554     [
5555     'level',
5556     {
5557     desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should be set to something reasonable.',
5558     name => 'casting level',
5559     type => 'int'
5560     }
5561     ],
5562     [
5563     'hp',
5564     {
5565     desc => 'This value represents the initial amount of spellpoints in the rod. Naturally, this is quite unimportant.',
5566     name => 'initial spellpoints',
5567     type => 'int'
5568     }
5569     ],
5570     [
5571     'maxhp',
5572     {
5573     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.',
5574     name => 'max. spellpoints',
5575     type => 'int'
5576     }
5577     ],
5578     [
5579     'startequip',
5580     {
5581     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5582     name => 'godgiven item',
5583     type => 'bool'
5584     }
5585     ],
5586     [
5587     'msg',
5588     {
5589     desc => 'This text may contain a description of the rod.',
5590     end => 'endmsg',
5591     name => 'description',
5592     type => 'text'
5593     }
5594     ]
5595     ],
5596     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.',
5597     ignore => [
5598 elmex 1.68 'title'
5599 root 1.7 ],
5600     name => 'Rod',
5601     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>'
5602     },
5603     Rune => {
5604     attr => [
5605     [
5606     'no_pick',
5607     {
5608     type => 'fixed',
5609     value => 1
5610     }
5611     ],
5612     [
5613 root 1.14 'move_on',
5614 root 1.7 {
5615 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5616 root 1.58 name => 'movement on',
5617 elmex 1.26 type => 'movement_type'
5618 root 1.7 }
5619     ],
5620     [
5621     'level',
5622     {
5623     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.',
5624     name => 'rune level',
5625     type => 'int'
5626     }
5627     ],
5628     [
5629     'Cha',
5630     {
5631     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.',
5632     name => 'visibility',
5633     type => 'int'
5634     }
5635     ],
5636     [
5637     'hp',
5638     {
5639     desc => 'The rune will detonate <number of charges> times before disappearing.',
5640     name => 'number of charges',
5641     type => 'int'
5642     }
5643     ],
5644     [
5645     'dam',
5646     {
5647     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.',
5648     name => 'direct damage',
5649     type => 'int'
5650     }
5651     ],
5652     [
5653     'attacktype',
5654     {
5655     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.',
5656     name => 'attacktype',
5657     type => 'bitmask',
5658     value => $BITMASK{attacktype}
5659     }
5660     ],
5661     [
5662     'msg',
5663     {
5664     desc => 'When the rune detonates, this text is displayed to the victim. For especially powerful runes, create an appropriate thrilling description. ;)',
5665     end => 'endmsg',
5666     name => 'detonation text',
5667     type => 'text'
5668     }
5669     ]
5670 root 1.3 ],
5671     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.',
5672     ignore => [
5673 elmex 1.68 'no_pick',
5674     'title',
5675     'name_pl',
5676     'weight',
5677     'value',
5678     'material',
5679     'unpaid'
5680 root 1.3 ],
5681 root 1.5 name => 'Rune',
5682 root 1.4 section => [
5683     [
5684     'spellcraft',
5685 root 1.7 [
5686     [
5687     'sp',
5688     {
5689     desc => 'The selected <spell> defines the spell in the rune, if any. (Many runes do direct damage).',
5690     name => 'spell',
5691     type => 'spell'
5692     }
5693     ],
5694     [
5695     'slaying',
5696     {
5697     desc => 'Name of the spell in the rune, if any. <spell name> is optional, but if present, overrides the <spell> setting.',
5698     name => 'spell name',
5699     type => 'string'
5700     }
5701     ],
5702     [
5703     'other_arch',
5704     {
5705     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.',
5706     name => 'spell arch',
5707     type => 'string'
5708     }
5709     ],
5710     [
5711     'maxsp',
5712     {
5713     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.',
5714     name => 'direction',
5715     type => 'list',
5716     value => $LIST{direction}
5717     }
5718     ],
5719     [
5720     'race',
5721     {
5722     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.',
5723     name => 'summon monster',
5724     type => 'string'
5725     }
5726     ],
5727     [
5728     'maxhp',
5729     {
5730     desc => 'This should only be set to a summoning rune. It will then summon that many creatures of the kind <summon monster>.',
5731     name => 'summon amount',
5732     type => 'int'
5733     }
5734     ]
5735     ]
5736 root 1.4 ]
5737     ],
5738 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.'
5739     },
5740 root 1.37 'Safe ground' => {
5741 elmex 1.23 attr => [
5742     [
5743 root 1.35 'move_block',
5744     {
5745     desc => 'Objects using these movement types cannot move over this space.',
5746     name => 'blocked movement',
5747     type => 'movement_type'
5748     }
5749     ],
5750     [
5751     'move_allow',
5752     {
5753     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
5754     name => 'allowed movement',
5755     type => 'movement_type'
5756     }
5757     ],
5758     [
5759     'move_slow',
5760     {
5761     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
5762     name => 'slowed movement',
5763     type => 'movement_type'
5764     }
5765     ],
5766     [
5767     'move_slow_penalty',
5768     {
5769     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)',
5770     name => 'slow movement penalty',
5771     type => 'int'
5772     }
5773     ],
5774     [
5775 elmex 1.23 'no_pick',
5776     {
5777     type => 'fixed',
5778     value => 1
5779     }
5780     ]
5781     ],
5782 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.',
5783 elmex 1.23 ignore => [
5784     $IGNORE_LIST{non_pickable}
5785     ],
5786 root 1.37 name => 'Safe ground',
5787 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.'
5788 elmex 1.23 },
5789 root 1.3 Savebed => {
5790 root 1.7 attr => [
5791     [
5792     'no_pick',
5793     {
5794     type => 'fixed',
5795     value => 1
5796     }
5797     ],
5798     [
5799     'no_magic',
5800     {
5801     type => 'fixed',
5802     value => 1
5803     }
5804     ],
5805     [
5806     'damned',
5807     {
5808     type => 'fixed',
5809     value => 1
5810     }
5811     ]
5812     ],
5813 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.',
5814     ignore => [
5815     $IGNORE_LIST{non_pickable}
5816     ],
5817 root 1.5 name => 'Savebed',
5818 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>'
5819 root 1.3 },
5820     Scroll => {
5821 root 1.7 attr => [
5822     [
5823     'level',
5824     {
5825     desc => 'The spell of the scroll will be casted at this level. This value should always be set, at least to 1.',
5826     name => 'casting level',
5827     type => 'int'
5828     }
5829     ],
5830     [
5831     'sp',
5832     {
5833     desc => 'When a player/monster applies this scroll, the selected <spell> will be casted (once). This should work for any given spell.',
5834     name => 'spell',
5835     type => 'spell'
5836     }
5837     ],
5838     [
5839     'startequip',
5840     {
5841     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5842     name => 'godgiven item',
5843     type => 'bool'
5844     }
5845     ]
5846     ],
5847 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.',
5848     ignore => [
5849 elmex 1.68 'title'
5850 root 1.3 ],
5851 root 1.5 name => 'Scroll',
5852 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.'
5853     },
5854     Shield => {
5855 root 1.7 attr => [
5856     [
5857     'magic',
5858     {
5859     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.',
5860     name => 'magic bonus',
5861     type => 'int'
5862     }
5863     ]
5864     ],
5865 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.',
5866     import => [
5867 root 1.29 'Amulet'
5868 root 1.3 ],
5869 root 1.5 name => 'Shield',
5870 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.'
5871     },
5872     'Shooting Weapon' => {
5873 root 1.7 attr => [
5874     [
5875     'race',
5876     {
5877     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.',
5878     name => 'ammunition class',
5879     type => 'string'
5880     }
5881     ],
5882     [
5883     'sp',
5884     {
5885     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).',
5886     name => 'shooting speed',
5887     type => 'int'
5888     }
5889     ],
5890     [
5891     'dam',
5892     {
5893     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.',
5894     name => 'base damage',
5895     type => 'int'
5896     }
5897     ],
5898     [
5899     'wc',
5900     {
5901     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.',
5902     name => 'weaponclass',
5903     type => 'int'
5904     }
5905     ],
5906     [
5907     'item_power',
5908     {
5909 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>.',
5910 root 1.7 name => 'item power',
5911     type => 'int'
5912     }
5913     ],
5914     [
5915     'no_strength',
5916     {
5917     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.',
5918     name => 'ignore strength',
5919     type => 'bool'
5920     }
5921     ],
5922     [
5923     'damned',
5924     {
5925     desc => 'A damned shooting weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
5926     name => 'damnation',
5927     type => 'bool'
5928     }
5929     ],
5930     [
5931     'cursed',
5932     {
5933     desc => 'A cursed shooting weapon cannot be unwielded unless the curse is removed.',
5934     name => 'curse',
5935     type => 'bool'
5936     }
5937     ],
5938     [
5939     'unique',
5940     {
5941     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5942     name => 'unique item',
5943     type => 'bool'
5944     }
5945     ],
5946     [
5947     'startequip',
5948     {
5949     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5950     name => 'godgiven item',
5951     type => 'bool'
5952     }
5953     ],
5954     [
5955     'msg',
5956     {
5957     desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
5958     end => 'endmsg',
5959     name => 'description',
5960     type => 'text'
5961     }
5962     ]
5963     ],
5964 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.',
5965 root 1.5 name => 'Shooting Weapon',
5966 root 1.4 section => [
5967     [
5968     'stats',
5969 root 1.7 [
5970     [
5971     'Str',
5972     {
5973     desc => 'The player\'s strentgh will rise/fall by the given value while wearing this shooting weapon.',
5974     name => 'strength',
5975     type => 'int'
5976     }
5977     ],
5978     [
5979     'Dex',
5980     {
5981     desc => 'The player\'s dexterity will rise/fall by the given value while wearing this shooting weapon.',
5982     name => 'dexterity',
5983     type => 'int'
5984     }
5985     ],
5986     [
5987     'Con',
5988     {
5989     desc => 'The player\'s constitution will rise/fall by the given value while wearing this shooting weapon.',
5990     name => 'constitution',
5991     type => 'int'
5992     }
5993     ],
5994     [
5995     'Int',
5996     {
5997     desc => 'The player\'s intelligence will rise/fall by the given value while wearing this shooting weapon.',
5998     name => 'intelligence',
5999     type => 'int'
6000     }
6001     ],
6002     [
6003     'Pow',
6004     {
6005     desc => 'The player\'s power will rise/fall by the given value while wearing this shooting weapon.',
6006     name => 'power',
6007     type => 'int'
6008     }
6009     ],
6010     [
6011     'Wis',
6012     {
6013     desc => 'The player\'s wisdom will rise/fall by the given value while wearing this shooting weapon.',
6014     name => 'wisdom',
6015     type => 'int'
6016     }
6017     ],
6018     [
6019     'Cha',
6020     {
6021     desc => 'The player\'s charisma will rise/fall by the given value while wearing this shooting weapon.',
6022     name => 'charisma',
6023     type => 'int'
6024     }
6025     ]
6026     ]
6027     ],
6028     [
6029     'bonus',
6030     [
6031     [
6032     'luck',
6033     {
6034     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.',
6035     name => 'luck bonus',
6036     type => 'int'
6037     }
6038     ],
6039     [
6040     'magic',
6041     {
6042     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.',
6043     name => 'magic bonus',
6044     type => 'int'
6045     }
6046     ]
6047     ]
6048     ]
6049     ],
6050 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.'
6051 root 1.7 },
6052     'Shop Floor' => {
6053     attr => [
6054     [
6055     'is_floor',
6056     {
6057     type => 'fixed',
6058     value => 1
6059     }
6060     ],
6061     [
6062     'no_pick',
6063     {
6064     type => 'fixed',
6065     value => 1
6066     }
6067     ],
6068     [
6069     'no_magic',
6070     {
6071     type => 'fixed',
6072     value => 1
6073     }
6074     ],
6075     [
6076     'auto_apply',
6077 root 1.4 {
6078 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.',
6079     name => 'generate goods',
6080     type => 'bool'
6081 root 1.4 }
6082     ],
6083     [
6084 root 1.7 'randomitems',
6085     {
6086     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.',
6087     name => 'treasurelist',
6088     type => 'treasurelist'
6089     }
6090     ],
6091     [
6092     'exp',
6093     {
6094     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.',
6095     name => 'quality level',
6096     type => 'int'
6097     }
6098     ],
6099     [
6100     'damned',
6101 root 1.4 {
6102 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.)',
6103     name => 'no prayers',
6104     type => 'bool'
6105 root 1.4 }
6106     ]
6107     ],
6108 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).',
6109     ignore => [
6110     $IGNORE_LIST{non_pickable}
6111     ],
6112 root 1.5 name => 'Shop Floor',
6113 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.'
6114     },
6115 elmex 1.27 'Shop Inventory' => {
6116     attr => [
6117     [
6118     'shop_coords',
6119     {
6120     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.',
6121     name => 'shop rectangle',
6122     type => 'string'
6123     }
6124     ]
6125     ],
6126     desc => 'The purpose of a sign is to display the contents of a shop.',
6127     ignore => [
6128     $IGNORE_LIST{non_pickable}
6129     ],
6130     name => 'Shop Inventory',
6131     use => 'Use these signs to present the player a list of the items in the shop'
6132     },
6133 root 1.3 'Shop Mat' => {
6134 root 1.7 attr => [
6135     [
6136     'no_pick',
6137     {
6138     type => 'fixed',
6139     value => 1
6140     }
6141     ],
6142     [
6143 root 1.14 'move_on',
6144 root 1.7 {
6145 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6146 root 1.58 name => 'movement on',
6147 elmex 1.26 type => 'movement_type'
6148 root 1.7 }
6149     ]
6150     ],
6151 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).',
6152     ignore => [
6153     $IGNORE_LIST{non_pickable}
6154     ],
6155 root 1.5 name => 'Shop Mat',
6156 root 1.3 use => 'As stated above, always place TWO shop mats into your shop. Not more and not less than that.'
6157     },
6158     'Sign & MagicMouth' => {
6159 root 1.7 attr => [
6160     [
6161     'connected',
6162     {
6163     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.',
6164     name => 'connection',
6165 root 1.50 type => 'string'
6166 root 1.7 }
6167     ],
6168     [
6169 elmex 1.21 'activate_on_push',
6170     {
6171     desc => 'Whether the teleporter should only be activated on push.',
6172 root 1.42 name => 'activate on push',
6173 elmex 1.21 type => 'bool'
6174     }
6175     ],
6176     [
6177     'activate_on_release',
6178     {
6179     desc => 'Whether the teleporter should only be activated on release.',
6180 root 1.42 name => 'activate on release',
6181 elmex 1.21 type => 'bool'
6182     }
6183     ],
6184     [
6185 root 1.14 'move_on',
6186 root 1.7 {
6187 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6188 root 1.58 name => 'movement on',
6189 elmex 1.26 type => 'movement_type'
6190 root 1.7 }
6191     ],
6192     [
6193     'food',
6194     {
6195     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).',
6196     name => 'counter',
6197     type => 'int'
6198     }
6199     ],
6200     [
6201     'msg',
6202     {
6203     desc => 'This text will be displayed to the player.',
6204     end => 'endmsg',
6205     name => 'message',
6206     type => 'text'
6207     }
6208     ]
6209     ],
6210     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).',
6211     ignore => [
6212 elmex 1.67 $IGNORE_LIST{non_pickable},
6213 elmex 1.68 'connected'
6214 root 1.7 ],
6215     name => 'Sign & MagicMouth',
6216     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.'
6217     },
6218     Skill => {
6219     attr => [
6220     [
6221     'invisible',
6222     {
6223     type => 'fixed',
6224     value => 1
6225     }
6226     ],
6227     [
6228     'no_drop',
6229     {
6230     type => 'fixed',
6231     value => 1
6232     }
6233     ],
6234     [
6235     'skill',
6236     {
6237     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.',
6238     name => 'skill name',
6239     type => 'string'
6240     }
6241     ],
6242     [
6243     'expmul',
6244     {
6245     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.',
6246     name => 'exp multiplier',
6247     type => 'float'
6248     }
6249     ],
6250     [
6251     'subtype',
6252     {
6253 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.',
6254 root 1.7 name => 'skill type',
6255     type => 'list',
6256     value => $LIST{skill_type}
6257     }
6258     ],
6259     [
6260     'level',
6261     {
6262     name => 'level',
6263     type => 'int'
6264     }
6265     ],
6266     [
6267     'exp',
6268     {
6269     name => 'experience',
6270     type => 'int'
6271     }
6272     ],
6273     [
6274     'can_use_skill',
6275     {
6276     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.',
6277     name => 'is native skill',
6278     type => 'bool'
6279     }
6280     ]
6281 root 1.3 ],
6282     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.',
6283     ignore => [
6284     $IGNORE_LIST{system_object}
6285     ],
6286 root 1.5 name => 'Skill',
6287 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>'
6288     },
6289     'Skill Scroll' => {
6290 root 1.7 attr => [
6291     [
6292     'race',
6293     {
6294     type => 'fixed',
6295     value => 'scrolls'
6296     }
6297     ],
6298     [
6299     'skill',
6300     {
6301     desc => 'The <skill name> matches the skill object that can be learned from this scroll.',
6302     name => 'skill name',
6303     type => 'string'
6304     }
6305     ]
6306     ],
6307 root 1.3 desc => 'By reading a skill scroll, a player has a chance to learn the contained skill.',
6308 root 1.5 name => 'Skill Scroll',
6309 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.'
6310     },
6311 elmex 1.33 'Skill Tool' => {
6312     attr => [
6313     [
6314     'skill',
6315     {
6316     desc => 'This field describes which skill the player will be able to use wearing this item.',
6317     name => 'skill name',
6318     type => 'string'
6319     }
6320     ]
6321     ],
6322     desc => 'Wearing a skill tool will give the player the ability to use a skill.',
6323     name => 'Skill Tool',
6324     section => [
6325     [
6326     'stats',
6327     [
6328     [
6329     'Str',
6330     {
6331     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.',
6332     name => 'strength',
6333     type => 'int'
6334     }
6335     ],
6336     [
6337     'Dex',
6338     {
6339     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.',
6340     name => 'dexterity',
6341     type => 'int'
6342     }
6343     ],
6344     [
6345     'Con',
6346     {
6347     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.',
6348     name => 'constitution',
6349     type => 'int'
6350     }
6351     ],
6352     [
6353     'Int',
6354     {
6355     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.',
6356     name => 'intelligence',
6357     type => 'int'
6358     }
6359     ],
6360     [
6361     'Pow',
6362     {
6363     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.',
6364     name => 'power',
6365     type => 'int'
6366     }
6367     ],
6368     [
6369     'Wis',
6370     {
6371     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.',
6372     name => 'wisdom',
6373     type => 'int'
6374     }
6375     ],
6376     [
6377     'Cha',
6378     {
6379     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.',
6380     name => 'charisma',
6381     type => 'int'
6382     }
6383     ]
6384     ]
6385     ],
6386     [
6387     'resistance',
6388     [
6389     [
6390     'resist_physical',
6391     {
6392     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6393     name => 'resist physical %',
6394     type => 'int'
6395     }
6396     ],
6397     [
6398     'resist_magic',
6399     {
6400     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6401     name => 'resist magic %',
6402     type => 'int'
6403     }
6404     ],
6405     [
6406     'resist_fire',
6407     {
6408     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6409     name => 'resist fire %',
6410     type => 'int'
6411     }
6412     ],
6413     [
6414     'resist_electricity',
6415     {
6416     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6417     name => 'resist electricity %',
6418     type => 'int'
6419     }
6420     ],
6421     [
6422     'resist_cold',
6423     {
6424     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6425     name => 'resist cold %',
6426     type => 'int'
6427     }
6428     ],
6429     [
6430     'resist_acid',
6431     {
6432     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6433     name => 'resist acid %',
6434     type => 'int'
6435     }
6436     ],
6437     [
6438     'resist_confusion',
6439     {
6440     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6441     name => 'resist confusion %',
6442     type => 'int'
6443     }
6444     ],
6445     [
6446     'resist_weaponmagic',
6447     {
6448     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6449     name => 'resist weaponmagic %',
6450     type => 'int'
6451     }
6452     ],
6453     [
6454     'resist_ghosthit',
6455     {
6456     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6457     name => 'resist ghosthit %',
6458     type => 'int'
6459     }
6460     ],
6461     [
6462     'resist_slow',
6463     {
6464     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6465     name => 'resist slow %',
6466     type => 'int'
6467     }
6468     ],
6469     [
6470     'resist_fear',
6471     {
6472     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6473     name => 'resist fear %',
6474     type => 'int'
6475     }
6476     ],
6477     [
6478     'resist_death',
6479     {
6480     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6481     name => 'resist death-attack %',
6482     type => 'int'
6483     }
6484     ],
6485     [
6486     'resist_chaos',
6487     {
6488     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6489     name => 'resist chaos %',
6490     type => 'int'
6491     }
6492     ],
6493     [
6494     'resist_blind',
6495     {
6496     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6497     name => 'resist blinding %',
6498     type => 'int'
6499     }
6500     ],
6501     [
6502     'resist_holyword',
6503     {
6504     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6505     name => 'resist holy power %',
6506     type => 'int'
6507     }
6508     ],
6509     [
6510     'resist_godpower',
6511     {
6512     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6513     name => 'resist godpower %',
6514     type => 'int'
6515     }
6516     ],
6517     [
6518     'resist_paralyze',
6519     {
6520     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6521     name => 'resist paralyze %',
6522     type => 'int'
6523     }
6524     ],
6525     [
6526     'resist_drain',
6527     {
6528     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6529     name => 'resist draining %',
6530     type => 'int'
6531     }
6532     ],
6533     [
6534     'resist_deplete',
6535     {
6536     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6537     name => 'resist depletion %',
6538     type => 'int'
6539     }
6540     ],
6541     [
6542     'resist_poison',
6543     {
6544     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6545     name => 'resist poison %',
6546     type => 'int'
6547     }
6548     ]
6549     ]
6550     ]
6551     ],
6552     use => 'Feel free to assign resistancies and stats to a skill tools or change the skill that is given.'
6553     },
6554 root 1.3 'Special Key' => {
6555 root 1.7 attr => [
6556     [
6557     'slaying',
6558     {
6559     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.',
6560     name => 'key string',
6561     type => 'string'
6562     }
6563     ],
6564     [
6565     'material',
6566     {
6567     desc => 'For Special Keys, material should always be unset or set to Adamantite. This prevents the key from getting burned or otherwise destroyed.',
6568     name => 'material',
6569     type => 'bitmask',
6570     value => $BITMASK{material}
6571     }
6572     ],
6573     [
6574     'unique',
6575     {
6576     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.',
6577     name => 'unique item',
6578     type => 'bool'
6579     }
6580     ],
6581     [
6582     'startequip',
6583     {
6584     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6585     name => 'godgiven item',
6586     type => 'bool'
6587     }
6588     ],
6589     [
6590     'msg',
6591     {
6592     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.',
6593     end => 'endmsg',
6594     name => 'description',
6595     type => 'text'
6596     }
6597     ]
6598     ],
6599 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.',
6600     ignore => [
6601 elmex 1.68 'material'
6602 root 1.3 ],
6603 root 1.5 name => 'Special Key',
6604 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".'
6605     },
6606     Spell => {
6607 root 1.7 attr => [
6608     [
6609     'no_drop',
6610     {
6611     type => 'fixed',
6612     value => 1
6613     }
6614     ],
6615     [
6616     'invisible',
6617     {
6618     type => 'fixed',
6619     value => 1
6620     }
6621     ],
6622     [
6623     'skill',
6624     {
6625     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.',
6626     name => 'skill name',
6627     type => 'string'
6628     }
6629     ],
6630     [
6631     'subtype',
6632     {
6633     desc => 'The <spell type> defines the basic type of spell. Some of these types are of a more generic nature than others.',
6634     name => 'spell type',
6635     type => 'list',
6636     value => $LIST{spell_type}
6637     }
6638     ],
6639     [
6640     'level',
6641     {
6642     name => 'spell level',
6643     type => 'int'
6644     }
6645     ],
6646     [
6647     'casting_time',
6648     {
6649     name => 'casting time',
6650     type => 'int'
6651     }
6652     ],
6653     [
6654     'duration',
6655     {
6656     name => 'duration',
6657     type => 'int'
6658     }
6659     ],
6660     [
6661     'other_arch',
6662     {
6663     name => 'create object',
6664     type => 'string'
6665     }
6666     ],
6667     [
6668     'sp',
6669     {
6670     name => 'cost spellpoints',
6671     type => 'int'
6672     }
6673     ],
6674     [
6675 elmex 1.69 'dam',
6676     {
6677     name => 'damage',
6678     type => 'int'
6679     }
6680     ],
6681     [
6682 root 1.7 'grace',
6683     {
6684     name => 'cost grace',
6685     type => 'int'
6686     }
6687     ],
6688     [
6689     'maxsp',
6690     {
6691     name => 'double cost per level',
6692     type => 'int'
6693     }
6694     ]
6695     ],
6696 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.',
6697     ignore => [
6698     $IGNORE_LIST{system_object}
6699     ],
6700 root 1.5 name => 'Spell',
6701 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.'
6702     },
6703     Spellbook => {
6704 root 1.7 attr => [
6705     [
6706     'skill',
6707     {
6708     type => 'fixed',
6709     value => 'literacy'
6710     }
6711     ],
6712     [
6713     'randomitems',
6714     {
6715     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.',
6716     name => 'treasurelist',
6717     type => 'treasurelist'
6718     }
6719     ],
6720     [
6721     'startequip',
6722     {
6723     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6724     name => 'godgiven item',
6725     type => 'bool'
6726     }
6727     ],
6728     [
6729     'msg',
6730     {
6731     desc => 'This text may contain a nice description of the spellbook\'s cover or something.',
6732     end => 'endmsg',
6733     name => 'description',
6734     type => 'text'
6735     }
6736     ]
6737     ],
6738 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.',
6739 root 1.5 name => 'Spellbook',
6740 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.'
6741     },
6742     Spinner => {
6743 root 1.7 attr => [
6744     [
6745     'sp',
6746     {
6747     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.',
6748     name => 'direction number',
6749     type => 'int'
6750     }
6751     ],
6752     [
6753 root 1.14 'move_on',
6754 root 1.7 {
6755 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6756 root 1.58 name => 'movement on',
6757 elmex 1.26 type => 'movement_type'
6758 root 1.7 }
6759     ]
6760     ],
6761 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.',
6762     ignore => [
6763     $IGNORE_LIST{non_pickable}
6764     ],
6765 root 1.5 name => 'Spinner',
6766 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.'
6767     },
6768     Swamp => {
6769 root 1.7 attr => [
6770     [
6771     'is_floor',
6772     {
6773     type => 'fixed',
6774     value => 1
6775     }
6776     ],
6777     [
6778     'is_wooded',
6779     {
6780     type => 'fixed',
6781     value => 1
6782     }
6783     ],
6784     [
6785     'speed',
6786     {
6787     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.',
6788     name => 'drowning speed',
6789     type => 'float'
6790     }
6791     ],
6792     [
6793 root 1.17 'speed_left',
6794     {
6795     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.',
6796     name => 'speed left',
6797     type => 'float'
6798     }
6799     ],
6800     [
6801 root 1.14 'move_on',
6802     {
6803     desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6804 root 1.58 name => 'movement on',
6805 elmex 1.26 type => 'movement_type'
6806 root 1.14 }
6807     ],
6808     [
6809     'move_block',
6810 root 1.7 {
6811 root 1.14 desc => 'Objects using these movement types cannot move over this space.',
6812     name => 'blocked movement',
6813 elmex 1.26 type => 'movement_type'
6814 root 1.14 }
6815     ],
6816     [
6817     'move_allow',
6818     {
6819     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6820     name => 'allowed movement',
6821 elmex 1.26 type => 'movement_type'
6822 root 1.14 }
6823     ],
6824     [
6825     'move_slow',
6826     {
6827     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6828     name => 'slowed movement',
6829 elmex 1.26 type => 'movement_type'
6830 root 1.14 }
6831     ],
6832     [
6833     'move_slow_penalty',
6834     {
6835     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)',
6836     name => 'slow movement penalty',
6837 root 1.7 type => 'int'
6838     }
6839     ],
6840     [
6841     'no_magic',
6842     {
6843     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
6844     name => 'no spells',
6845     type => 'bool'
6846     }
6847     ],
6848     [
6849     'damned',
6850     {
6851     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
6852     name => 'no prayers',
6853     type => 'bool'
6854     }
6855     ]
6856     ],
6857 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.',
6858     ignore => [
6859     $IGNORE_LIST{non_pickable}
6860 root 1.5 ],
6861     name => 'Swamp'
6862 root 1.3 },
6863     Teleporter => {
6864 root 1.7 attr => [
6865     [
6866     'slaying',
6867     {
6868     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.',
6869     name => 'exit path',
6870     type => 'string'
6871     }
6872     ],
6873     [
6874     'hp',
6875     {
6876     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.',
6877     name => 'destination X',
6878     type => 'int'
6879     }
6880     ],
6881     [
6882     'sp',
6883     {
6884     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.',
6885     name => 'destination Y',
6886     type => 'int'
6887     }
6888     ],
6889     [
6890     'connected',
6891     {
6892     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.',
6893     name => 'connection',
6894 root 1.50 type => 'string'
6895 root 1.7 }
6896     ],
6897     [
6898 elmex 1.21 'activate_on_push',
6899     {
6900     desc => 'Whether the teleporter should only be activated on push.',
6901 root 1.42 name => 'activate on push',
6902 elmex 1.21 type => 'bool'
6903     }
6904     ],
6905     [
6906     'activate_on_release',
6907     {
6908     desc => 'Whether the teleporter should only be activated on release.',
6909 root 1.42 name => 'activate on release',
6910 elmex 1.21 type => 'bool'
6911     }
6912     ],
6913     [
6914 root 1.7 'speed',
6915     {
6916     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!',
6917     name => 'activation speed',
6918     type => 'float'
6919     }
6920 root 1.17 ],
6921     [
6922     'speed_left',
6923     {
6924     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.',
6925     name => 'speed left',
6926     type => 'float'
6927     }
6928 root 1.7 ]
6929     ],
6930 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.',
6931     ignore => [
6932 elmex 1.67 $IGNORE_LIST{non_pickable},
6933 elmex 1.68 'connected'
6934 root 1.3 ],
6935 root 1.5 name => 'Teleporter',
6936 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.'
6937     },
6938 root 1.8 'Timed Gate' => {
6939     attr => [
6940     [
6941     'no_pick',
6942     {
6943     type => 'fixed',
6944     value => 1
6945     }
6946     ],
6947     [
6948     'connected',
6949     {
6950     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.',
6951     name => 'connection',
6952 root 1.50 type => 'string'
6953 root 1.8 }
6954     ],
6955     [
6956 elmex 1.21 'activate_on_push',
6957     {
6958     desc => 'Whether the teleporter should only be activated on push.',
6959 root 1.42 name => 'activate on push',
6960 elmex 1.21 type => 'bool'
6961     }
6962     ],
6963     [
6964     'activate_on_release',
6965     {
6966     desc => 'Whether the teleporter should only be activated on release.',
6967 root 1.42 name => 'activate on release',
6968 elmex 1.21 type => 'bool'
6969     }
6970     ],
6971     [
6972 root 1.8 'wc',
6973     {
6974     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.',
6975     name => 'position state',
6976     type => 'int'
6977     }
6978     ],
6979     [
6980 root 1.14 'move_block',
6981     {
6982     desc => 'Objects using these movement types cannot move over this space.',
6983     name => 'blocked movement',
6984 elmex 1.26 type => 'movement_type'
6985 root 1.14 }
6986     ],
6987     [
6988     'move_allow',
6989     {
6990     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6991     name => 'allowed movement',
6992 elmex 1.26 type => 'movement_type'
6993 root 1.14 }
6994     ],
6995     [
6996     'move_slow',
6997 root 1.8 {
6998 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6999     name => 'slowed movement',
7000 elmex 1.26 type => 'movement_type'
7001 root 1.14 }
7002     ],
7003     [
7004     'move_slow_penalty',
7005     {
7006     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)',
7007     name => 'slow movement penalty',
7008     type => 'int'
7009 root 1.8 }
7010     ],
7011     [
7012     'no_magic',
7013     {
7014     desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
7015     name => 'restrict spells',
7016     type => 'bool'
7017     }
7018     ],
7019     [
7020     'damned',
7021     {
7022     desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
7023     name => 'restrict prayers',
7024     type => 'bool'
7025     }
7026     ],
7027     [
7028     'hp',
7029     {
7030     desc => 'Defines the duration the gate remains closed. This only takes effect if the gate is not connected.',
7031     name => 'open duration',
7032     type => 'int'
7033     }
7034     ]
7035     ],
7036 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.',
7037 root 1.8 ignore => [
7038 elmex 1.67 $IGNORE_LIST{non_pickable},
7039 elmex 1.68 'connected'
7040 root 1.8 ],
7041     name => 'Timed Gate',
7042     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".'
7043     },
7044 elmex 1.51 Torch => {
7045     attr => [
7046     [
7047 elmex 1.59 'is_lightable',
7048     {
7049     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.',
7050     name => 'reignitable',
7051     type => 'bool'
7052     }
7053     ],
7054     [
7055 elmex 1.51 'food',
7056     {
7057     desc => 'This field specifies the burning duration of the torch.',
7058     name => 'burning duration',
7059     type => 'int'
7060     }
7061     ],
7062     [
7063     'range',
7064     {
7065     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.',
7066     name => 'enabled glow radius',
7067     type => 'int'
7068     }
7069 elmex 1.52 ],
7070     [
7071     'level',
7072     {
7073     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.',
7074     name => 'level',
7075     type => 'int'
7076     }
7077     ],
7078     [
7079     'cursed',
7080     {
7081     desc => 'Cursed torches, which have a level above 0, explode if the player applies them.',
7082     name => 'cursed',
7083     type => 'bool'
7084     }
7085 elmex 1.51 ]
7086     ],
7087 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.',
7088 elmex 1.51 name => 'Torch'
7089     },
7090 root 1.3 Trap => {
7091 root 1.7 attr => [
7092     [
7093     'no_pick',
7094     {
7095     type => 'fixed',
7096     value => 1
7097     }
7098     ],
7099     [
7100 root 1.14 'move_on',
7101 root 1.7 {
7102 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
7103 root 1.58 name => 'movement on',
7104 elmex 1.26 type => 'movement_type'
7105 root 1.7 }
7106     ],
7107     [
7108     'level',
7109     {
7110     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.',
7111     name => 'trap level',
7112     type => 'int'
7113     }
7114     ],
7115     [
7116     'Cha',
7117     {
7118     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.',
7119     name => 'visibility',
7120     type => 'int'
7121     }
7122     ],
7123     [
7124     'hp',
7125     {
7126     desc => 'The trap will detonate <number of charges> times before disappearing.',
7127     name => 'number of charges',
7128     type => 'int'
7129     }
7130     ],
7131     [
7132     'dam',
7133     {
7134     desc => '<direct damage> specifies how much damage is done by the trap. This should be set in reasonable relation to the trap\'s level.',
7135     name => 'direct damage',
7136     type => 'int'
7137     }
7138     ],
7139     [
7140     'attacktype',
7141     {
7142     desc => 'This attribute defines what attacktype to use for direct damage when the trap detonates.',
7143     name => 'attacktype',
7144     type => 'bitmask',
7145     value => $BITMASK{attacktype}
7146     }
7147     ],
7148     [
7149     'connected',
7150     {
7151     desc => 'When the trap is detonated, all objects with the same connection value get activated.',
7152     name => 'connection',
7153 root 1.50 type => 'string'
7154 root 1.7 }
7155     ],
7156     [
7157     'msg',
7158     {
7159     desc => 'When the trap detonates, this text is displayed to the victim. For especially powerful or complex traps, create an appropriate and thrilling description. ;)',
7160     end => 'endmsg',
7161     name => 'detonation text',
7162     type => 'text'
7163     }
7164     ]
7165     ],
7166 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.',
7167     ignore => [
7168 elmex 1.68 'no_pick',
7169     'title',
7170     'name_pl',
7171     'weight',
7172     'value',
7173     'material',
7174     'unpaid',
7175     'connected'
7176 root 1.3 ],
7177 root 1.5 name => 'Trap',
7178 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.'
7179     },
7180     Trapdoor => {
7181 root 1.7 attr => [
7182     [
7183     'no_pick',
7184     {
7185     type => 'fixed',
7186     value => 1
7187     }
7188     ],
7189     [
7190 root 1.14 'move_on',
7191 root 1.7 {
7192 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
7193 root 1.58 name => 'movement on',
7194 elmex 1.26 type => 'movement_type'
7195 root 1.7 }
7196     ],
7197     [
7198     'weight',
7199     {
7200     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.',
7201     name => 'hold weight',
7202     type => 'int'
7203     }
7204     ],
7205     [
7206     'hp',
7207     {
7208     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!',
7209     name => 'destination X',
7210     type => 'int'
7211     }
7212     ],
7213     [
7214     'sp',
7215     {
7216     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!',
7217     name => 'destination Y',
7218     type => 'int'
7219     }
7220     ]
7221     ],
7222 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.',
7223     ignore => [
7224     $IGNORE_LIST{non_pickable}
7225     ],
7226 root 1.5 name => 'Trapdoor',
7227 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.'
7228     },
7229     Treasure => {
7230 root 1.7 attr => [
7231     [
7232     'randomitems',
7233     {
7234     desc => 'This entry determines what kind of treasure will appear. Look into /crossfire/share/crossfire/treasures for details about existing treasurelists.',
7235     name => 'treasurelist',
7236     type => 'treasurelist'
7237     }
7238     ],
7239     [
7240     'auto_apply',
7241     {
7242     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.',
7243     name => 'auto-generate',
7244     type => 'bool'
7245     }
7246     ],
7247     [
7248     'hp',
7249     {
7250     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.',
7251     name => 'create number',
7252     type => 'int'
7253     }
7254     ],
7255     [
7256     'exp',
7257     {
7258     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).',
7259     name => 'quality level',
7260     type => 'int'
7261     }
7262     ]
7263     ],
7264 root 1.3 desc => 'A treasure-object turns into certain randomitems when the map is loaded into the game.',
7265     ignore => [
7266 elmex 1.68 'nrof',
7267     'title',
7268     'name_pl',
7269     'weight',
7270     'value',
7271     'material'
7272 root 1.3 ],
7273 root 1.5 name => 'Treasure',
7274 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.'
7275     },
7276     'Trigger Marker' => {
7277 root 1.7 attr => [
7278     [
7279     'no_pick',
7280     {
7281     type => 'fixed',
7282     value => 1
7283     }
7284     ],
7285     [
7286     'slaying',
7287     {
7288     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.',
7289     name => 'key string',
7290     type => 'string'
7291     }
7292     ],
7293     [
7294     'connected',
7295     {
7296     desc => 'Unlike a regular marker this is the connection that triggers this marker to activate.',
7297     name => 'connection',
7298 root 1.50 type => 'string'
7299 root 1.7 }
7300     ],
7301     [
7302     'food',
7303     {
7304     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.',
7305     name => 'mark duration',
7306     type => 'int'
7307     }
7308     ],
7309     [
7310     'name',
7311     {
7312     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.',
7313     name => 'delete mark',
7314     type => 'string'
7315     }
7316     ],
7317     [
7318     'msg',
7319     {
7320     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.',
7321     end => 'endmsg',
7322     name => 'marking message',
7323     type => 'text'
7324     }
7325     ]
7326     ],
7327 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.',
7328 root 1.3 ignore => [
7329 elmex 1.67 $IGNORE_LIST{system_object},
7330 elmex 1.68 'connected'
7331 root 1.3 ],
7332 root 1.5 name => 'Trigger Marker',
7333 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.'
7334     },
7335     Wall => {
7336 root 1.7 attr => [
7337     [
7338 root 1.14 'move_block',
7339     {
7340     desc => 'Objects using these movement types cannot move over this space.',
7341     name => 'blocked movement',
7342 elmex 1.26 type => 'movement_type'
7343 root 1.14 }
7344     ],
7345     [
7346     'move_allow',
7347     {
7348     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
7349     name => 'allowed movement',
7350 elmex 1.26 type => 'movement_type'
7351 root 1.14 }
7352     ],
7353     [
7354     'move_slow',
7355 root 1.7 {
7356 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
7357     name => 'slowed movement',
7358 elmex 1.26 type => 'movement_type'
7359 root 1.14 }
7360     ],
7361     [
7362     'move_slow_penalty',
7363     {
7364     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)',
7365     name => 'slow movement penalty',
7366     type => 'int'
7367 root 1.7 }
7368     ],
7369     [
7370     'can_roll',
7371     {
7372     desc => 'If set, the object is able to "roll", so it can be pushed around. This setting is used for boulders and barrels.',
7373     name => 'moveable',
7374     type => 'bool'
7375     }
7376     ],
7377     [
7378     'no_magic',
7379     {
7380     desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
7381     name => 'restrict spells',
7382     type => 'bool'
7383     }
7384     ],
7385     [
7386     'damned',
7387     {
7388     desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
7389     name => 'restrict prayers',
7390     type => 'bool'
7391     }
7392     ]
7393     ],
7394 root 1.3 desc => 'Walls usually block passage and sight.',
7395     ignore => [
7396 elmex 1.68 'nrof',
7397     'title',
7398     'name_pl',
7399     'value',
7400     'unpaid'
7401 root 1.3 ],
7402 root 1.19 name => 'Wall'
7403 root 1.3 },
7404     'Wand & Staff' => {
7405 root 1.7 attr => [
7406     [
7407     'sp',
7408     {
7409     desc => 'The <spell> specifies the contained spell.',
7410     name => 'spell',
7411     type => 'spell'
7412     }
7413     ],
7414     [
7415     'level',
7416     {
7417     desc => 'The <casting level> of the wand determines it\'s power. An average level for wands in shops is about 10.',
7418     name => 'casting level',
7419     type => 'int'
7420     }
7421     ],
7422     [
7423     'food',
7424     {
7425     desc => 'The wand can be used <number of charges> times before it is used up. It can be recharged with scrolls of charging.',
7426     name => 'number of charges',
7427     type => 'int'
7428     }
7429     ],
7430     [
7431     'startequip',
7432     {
7433     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
7434     name => 'godgiven item',
7435     type => 'bool'
7436     }
7437     ],
7438     [
7439     'msg',
7440     {
7441     desc => 'This text may contain a description of the wand.',
7442     end => 'endmsg',
7443     name => 'description',
7444     type => 'text'
7445     }
7446     ]
7447     ],
7448 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.',
7449 root 1.5 name => 'Wand & Staff',
7450 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.'
7451 root 1.3 },
7452     'Weak Wall' => {
7453 root 1.7 attr => [
7454     [
7455     'alive',
7456     {
7457     type => 'fixed',
7458     value => 1
7459     }
7460     ],
7461     [
7462     'no_pick',
7463     {
7464     type => 'fixed',
7465     value => 1
7466     }
7467     ],
7468     [
7469     'tear_down',
7470     {
7471     type => 'fixed',
7472     value => 1
7473     }
7474     ],
7475     [
7476     'race',
7477     {
7478     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.',
7479     name => 'race',
7480     type => 'string'
7481     }
7482     ],
7483     [
7484     'level',
7485     {
7486     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.',
7487     name => 'level',
7488     type => 'int'
7489     }
7490     ],
7491     [
7492     'hp',
7493     {
7494     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.',
7495     name => 'health points',
7496     type => 'int'
7497     }
7498     ],
7499     [
7500     'maxhp',
7501     {
7502     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.',
7503     name => 'max health',
7504     type => 'int'
7505     }
7506     ],
7507     [
7508     'ac',
7509     {
7510     desc => 'Weak walls of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
7511     name => 'armour class',
7512     type => 'int'
7513     }
7514     ]
7515     ],
7516 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.',
7517     ignore => [
7518     $IGNORE_LIST{non_pickable}
7519     ],
7520 root 1.5 name => 'Weak Wall',
7521 root 1.4 section => [
7522     [
7523     'resistance',
7524 root 1.7 [
7525     [
7526     'resist_physical',
7527     {
7528     name => 'resist physical %',
7529     type => 'int'
7530     }
7531     ],
7532     [
7533     'resist_magic',
7534     {
7535     name => 'resist magic %',
7536     type => 'int'
7537     }
7538     ],
7539     [
7540     'resist_fire',
7541     {
7542     name => 'resist fire %',
7543     type => 'int'
7544     }
7545     ],
7546     [
7547     'resist_electricity',
7548     {
7549     name => 'resist electricity %',
7550     type => 'int'
7551     }
7552     ],
7553     [
7554     'resist_cold',
7555     {
7556     name => 'resist cold %',
7557     type => 'int'
7558     }
7559     ],
7560     [
7561     'resist_confusion',
7562     {
7563     name => 'resist confusion %',
7564     type => 'int'
7565     }
7566     ],
7567     [
7568     'resist_acid',
7569     {
7570     name => 'resist acid %',
7571     type => 'int'
7572     }
7573     ],
7574     [
7575     'resist_drain',
7576     {
7577     name => 'resist draining %',
7578     type => 'int'
7579     }
7580     ],
7581     [
7582     'resist_weaponmagic',
7583     {
7584     name => 'resist weaponmagic %',
7585     type => 'int'
7586     }
7587     ],
7588     [
7589     'resist_ghosthit',
7590     {
7591     name => 'resist ghosthit %',
7592     type => 'int'
7593     }
7594     ],
7595     [
7596     'resist_poison',
7597     {
7598     name => 'resist poison %',
7599     type => 'int'
7600     }
7601     ],
7602     [
7603     'resist_slow',
7604     {
7605     name => 'resist slow %',
7606     type => 'int'
7607     }
7608     ],
7609     [
7610     'resist_paralyze',
7611     {
7612     name => 'resist paralyze %',
7613     type => 'int'
7614     }
7615     ],
7616     [
7617     'resist_fear',
7618     {
7619     name => 'resist fear %',
7620     type => 'int'
7621     }
7622     ],
7623     [
7624     'resist_deplete',
7625     {
7626     name => 'resist depletion %',
7627     type => 'int'
7628     }
7629     ],
7630     [
7631     'resist_death',
7632     {
7633     name => 'resist death-attack %',
7634     type => 'int'
7635     }
7636     ],
7637     [
7638     'resist_chaos',
7639     {
7640     name => 'resist chaos %',
7641     type => 'int'
7642     }
7643     ],
7644     [
7645     'resist_blind',
7646     {
7647     name => 'resist blinding %',
7648     type => 'int'
7649     }
7650     ],
7651     [
7652     'resist_holyword',
7653     {
7654     name => 'resist holy power %',
7655     type => 'int'
7656     }
7657     ],
7658     [
7659     'resist_godpower',
7660     {
7661     name => 'resist godpower %',
7662     type => 'int'
7663     }
7664     ]
7665     ]
7666 root 1.4 ]
7667     ],
7668 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.'
7669     },
7670     Weapon => {
7671 root 1.7 attr => [
7672     [
7673     'attacktype',
7674     {
7675     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.',
7676     name => 'attacktype',
7677     type => 'bitmask',
7678     value => $BITMASK{attacktype}
7679     }
7680     ],
7681     [
7682     'weapontype',
7683     {
7684     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.',
7685     name => 'weapontype',
7686     type => 'list',
7687     value => $LIST{weapon_type}
7688     }
7689     ],
7690     [
7691     'skill',
7692     {
7693     desc => 'Matching <skill name> of the skill that is required to use this weapon.',
7694     name => 'skill name',
7695     type => 'string'
7696     }
7697     ],
7698     [
7699     'dam',
7700     {
7701     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.',
7702     name => 'damage',
7703     type => 'int'
7704     }
7705     ],
7706     [
7707     'slaying',
7708     {
7709     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.',
7710     name => 'slaying race',
7711     type => 'string'
7712     }
7713     ],
7714     [
7715     'last_sp',
7716     {
7717     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.',
7718     name => 'weapon speed',
7719     type => 'int'
7720     }
7721     ],
7722     [
7723     'wc',
7724     {
7725     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.',
7726     name => 'weapon class',
7727     type => 'int'
7728     }
7729     ],
7730     [
7731     'magic',
7732     {
7733     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.',
7734     name => 'magic bonus',
7735     type => 'int'
7736     }
7737     ],
7738     [
7739     'item_power',
7740     {
7741 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>.',
7742 root 1.7 name => 'item power',
7743     type => 'int'
7744     }
7745     ],
7746     [
7747     'damned',
7748     {
7749     desc => 'A damned weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
7750     name => 'damnation',
7751     type => 'bool'
7752     }
7753     ],
7754     [
7755     'cursed',
7756     {
7757     desc => 'A cursed weapon cannot be unwielded unless the curse is removed.',
7758     name => 'curse',
7759     type => 'bool'
7760     }
7761     ],
7762     [
7763     'lifesave',
7764     {
7765 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!',
7766 root 1.7 name => 'save life',
7767     type => 'bool'
7768     }
7769     ],
7770     [
7771     'unique',
7772     {
7773     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
7774     name => 'unique item',
7775     type => 'bool'
7776     }
7777     ],
7778     [
7779     'startequip',
7780     {
7781     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
7782     name => 'godgiven item',
7783     type => 'bool'
7784     }
7785     ],
7786     [
7787     'msg',
7788     {
7789     desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
7790     end => 'endmsg',
7791     name => 'description',
7792     type => 'text'
7793     }
7794     ]
7795     ],
7796 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.',
7797 root 1.5 name => 'Weapon',
7798 root 1.4 section => [
7799     [
7800 elmex 1.33 'stats',
7801     [
7802     [
7803     'Str',
7804     {
7805     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.',
7806     name => 'strength',
7807     type => 'int'
7808     }
7809     ],
7810     [
7811     'Dex',
7812     {
7813     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.',
7814     name => 'dexterity',
7815     type => 'int'
7816     }
7817     ],
7818     [
7819     'Con',
7820     {
7821     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.',
7822     name => 'constitution',
7823     type => 'int'
7824     }
7825     ],
7826     [
7827     'Int',
7828     {
7829     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.',
7830     name => 'intelligence',
7831     type => 'int'
7832     }
7833     ],
7834     [
7835     'Pow',
7836     {
7837     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.',
7838     name => 'power',
7839     type => 'int'
7840     }
7841     ],
7842     [
7843     'Wis',
7844     {
7845     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.',
7846     name => 'wisdom',
7847     type => 'int'
7848     }
7849     ],
7850     [
7851     'Cha',
7852     {
7853     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.',
7854     name => 'charisma',
7855     type => 'int'
7856     }
7857     ]
7858     ]
7859     ],
7860     [
7861 root 1.4 'resistance',
7862 root 1.7 [
7863     [
7864     'resist_physical',
7865     {
7866 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!',
7867 root 1.7 name => 'resist physical %',
7868     type => 'int'
7869     }
7870     ],
7871     [
7872     'resist_magic',
7873     {
7874 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!',
7875 root 1.7 name => 'resist magic %',
7876     type => 'int'
7877     }
7878     ],
7879     [
7880     'resist_fire',
7881     {
7882 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!',
7883 root 1.7 name => 'resist fire %',
7884     type => 'int'
7885     }
7886     ],
7887     [
7888     'resist_electricity',
7889     {
7890 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!',
7891 root 1.7 name => 'resist electricity %',
7892     type => 'int'
7893     }
7894     ],
7895     [
7896     'resist_cold',
7897     {
7898 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!',
7899 root 1.7 name => 'resist cold %',
7900     type => 'int'
7901     }
7902     ],
7903     [
7904     'resist_acid',
7905     {
7906 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!',
7907 root 1.7 name => 'resist acid %',
7908     type => 'int'
7909     }
7910     ],
7911     [
7912 elmex 1.33 'resist_confusion',
7913 root 1.7 {
7914 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!',
7915     name => 'resist confusion %',
7916 root 1.7 type => 'int'
7917     }
7918     ],
7919     [
7920     'resist_weaponmagic',
7921     {
7922 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!',
7923 root 1.7 name => 'resist weaponmagic %',
7924     type => 'int'
7925     }
7926     ],
7927     [
7928     'resist_ghosthit',
7929     {
7930 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!',
7931 root 1.7 name => 'resist ghosthit %',
7932     type => 'int'
7933     }
7934     ],
7935     [
7936     'resist_slow',
7937     {
7938 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!',
7939 root 1.7 name => 'resist slow %',
7940     type => 'int'
7941     }
7942     ],
7943     [
7944     'resist_fear',
7945     {
7946 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!',
7947 root 1.7 name => 'resist fear %',
7948     type => 'int'
7949     }
7950     ],
7951     [
7952     'resist_death',
7953     {
7954 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!',
7955 root 1.7 name => 'resist death-attack %',
7956     type => 'int'
7957     }
7958     ],
7959     [
7960     'resist_chaos',
7961     {
7962 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!',
7963 root 1.7 name => 'resist chaos %',
7964     type => 'int'
7965     }
7966     ],
7967     [
7968     'resist_blind',
7969     {
7970 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!',
7971 root 1.7 name => 'resist blinding %',
7972     type => 'int'
7973     }
7974     ],
7975     [
7976     'resist_holyword',
7977     {
7978 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!',
7979 root 1.7 name => 'resist holy power %',
7980     type => 'int'
7981     }
7982     ],
7983     [
7984 elmex 1.33 'resist_godpower',
7985 root 1.7 {
7986 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!',
7987     name => 'resist godpower %',
7988 root 1.7 type => 'int'
7989     }
7990     ],
7991     [
7992 elmex 1.33 'resist_paralyze',
7993 root 1.7 {
7994 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!',
7995     name => 'resist paralyze %',
7996 root 1.7 type => 'int'
7997     }
7998     ],
7999     [
8000 elmex 1.33 'resist_drain',
8001 root 1.7 {
8002 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!',
8003     name => 'resist draining %',
8004 root 1.7 type => 'int'
8005     }
8006     ],
8007     [
8008 elmex 1.33 'resist_deplete',
8009 root 1.7 {
8010 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!',
8011     name => 'resist depletion %',
8012 root 1.7 type => 'int'
8013     }
8014     ],
8015     [
8016 elmex 1.33 'resist_poison',
8017 root 1.7 {
8018 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!',
8019     name => 'resist poison %',
8020 root 1.7 type => 'int'
8021     }
8022     ]
8023     ]
8024 root 1.4 ],
8025     [
8026     'misc',
8027 root 1.7 [
8028     [
8029     'luck',
8030     {
8031     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.',
8032     name => 'luck bonus',
8033     type => 'int'
8034     }
8035     ],
8036     [
8037     'hp',
8038     {
8039     desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
8040     name => 'health regen.',
8041     type => 'int'
8042     }
8043     ],
8044     [
8045     'sp',
8046     {
8047     desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
8048     name => 'mana regen.',
8049     type => 'int'
8050     }
8051     ],
8052     [
8053     'grace',
8054     {
8055     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!!',
8056     name => 'grace regen.',
8057     type => 'int'
8058     }
8059     ],
8060     [
8061     'food',
8062     {
8063     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.',
8064     name => 'food bonus',
8065     type => 'int'
8066     }
8067     ],
8068     [
8069     'xrays',
8070     {
8071 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.',
8072 root 1.7 name => 'xray vision',
8073     type => 'bool'
8074     }
8075     ],
8076     [
8077     'stealth',
8078     {
8079     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)',
8080     name => 'stealth',
8081     type => 'bool'
8082     }
8083     ],
8084     [
8085     'reflect_spell',
8086     {
8087     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!',
8088     name => 'reflect spells',
8089     type => 'bool'
8090     }
8091     ],
8092     [
8093     'reflect_missile',
8094     {
8095     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.',
8096     name => 'reflect missiles',
8097     type => 'bool'
8098     }
8099     ],
8100     [
8101     'path_attuned',
8102     {
8103     desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this weapon.',
8104     name => 'attuned paths',
8105     type => 'bitmask',
8106     value => $BITMASK{spellpath}
8107     }
8108     ],
8109     [
8110     'path_repelled',
8111     {
8112     desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this weapon.',
8113     name => 'repelled paths',
8114     type => 'bitmask',
8115     value => $BITMASK{spellpath}
8116     }
8117     ],
8118     [
8119     'path_denied',
8120     {
8121     desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this weapon.',
8122     name => 'denied paths',
8123     type => 'bitmask',
8124     value => $BITMASK{spellpath}
8125     }
8126     ]
8127     ]
8128 root 1.4 ]
8129     ],
8130 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.'
8131 root 1.1 }
8132     );
8133    
8134 root 1.3 our %ATTR = (
8135     3 => $TYPE{Rod},
8136     4 => $TYPE{Treasure},
8137     5 => $TYPE{Potion},
8138     6 => $TYPE{Food},
8139     7 => $TYPE{'Poison Food'},
8140     8 => $TYPE{Book},
8141     9 => $TYPE{Clock},
8142     13 => $TYPE{Projectile},
8143     14 => $TYPE{'Shooting Weapon'},
8144     15 => $TYPE{Weapon},
8145     16 => $TYPE{'Brestplate Armour'},
8146     17 => $TYPE{Pedestal},
8147     18 => $TYPE{Altar},
8148 root 1.57 19 => $TYPE{'Item Match'},
8149 root 1.3 20 => $TYPE{'Locked Door'},
8150     21 => $TYPE{'Special Key'},
8151 root 1.9 23 => $TYPE{Door},
8152     24 => $TYPE{Key},
8153 root 1.8 26 => $TYPE{'Timed Gate'},
8154 root 1.3 27 => $TYPE{'Handle Trigger'},
8155 root 1.9 28 => $TYPE{'Monster (Grimreaper)'},
8156 root 1.3 29 => $TYPE{'Magic Ear'},
8157 root 1.9 30 => $TYPE{'Button Trigger'},
8158 root 1.3 31 => $TYPE{'Altar Trigger'},
8159 root 1.60 32 => $TYPE{'Pedestal Trigger'},
8160 root 1.3 33 => $TYPE{Shield},
8161     34 => $TYPE{Helmet},
8162     35 => $TYPE{Horn},
8163     36 => $TYPE{Money},
8164 root 1.9 37 => $TYPE{'Class Changer'},
8165 root 1.3 39 => $TYPE{Amulet},
8166     40 => $TYPE{Mover},
8167     41 => $TYPE{Teleporter},
8168     42 => $TYPE{Creator},
8169     43 => $TYPE{Skill},
8170     51 => $TYPE{Detector},
8171     52 => $TYPE{'Trigger Marker'},
8172     55 => $TYPE{Marker},
8173     56 => $TYPE{'Holy Altar'},
8174     58 => $TYPE{Battleground},
8175     60 => $TYPE{Jewel},
8176     62 => $TYPE{'Magic Wall'},
8177     64 => $TYPE{'Inventory Checker'},
8178     65 => $TYPE{'Mood Floor'},
8179     66 => $TYPE{Exit},
8180     67 => $TYPE{'Floor (Encounter)'},
8181     68 => $TYPE{'Shop Floor'},
8182     69 => $TYPE{'Shop Mat'},
8183     70 => $TYPE{Ring},
8184     72 => $TYPE{Flesh},
8185     73 => $TYPE{Inorganic},
8186 elmex 1.33 74 => $TYPE{'Skill Tool'},
8187 elmex 1.51 81 => $TYPE{Torch},
8188     82 => $TYPE{Lamp},
8189 root 1.3 83 => $TYPE{Duplicator},
8190     85 => $TYPE{Spellbook},
8191     87 => $TYPE{Cloak},
8192     88 => $TYPE{'Hazard Floor'},
8193     90 => $TYPE{Spinner},
8194     91 => $TYPE{Gate},
8195     92 => $TYPE{Button},
8196     93 => $TYPE{Handle},
8197     94 => $TYPE{Pit},
8198     95 => $TYPE{Trapdoor},
8199     98 => $TYPE{'Sign & MagicMouth'},
8200     99 => $TYPE{Boots},
8201     100 => $TYPE{Gloves},
8202     101 => $TYPE{Spell},
8203     103 => $TYPE{Converter},
8204     104 => $TYPE{Bracers},
8205     106 => $TYPE{Savebed},
8206     109 => $TYPE{'Wand & Staff'},
8207 root 1.54 110 => $TYPE{Inscribable},
8208 root 1.3 111 => $TYPE{Scroll},
8209     112 => $TYPE{Director},
8210     113 => $TYPE{Girdle},
8211 root 1.10 116 => $TYPE{'Event Connector'},
8212 root 1.3 122 => $TYPE{Container},
8213     130 => $TYPE{'Skill Scroll'},
8214     138 => $TYPE{Swamp},
8215 elmex 1.27 150 => $TYPE{'Shop Inventory'},
8216 root 1.3 154 => $TYPE{Rune},
8217     155 => $TYPE{Trap},
8218     156 => $TYPE{'Power Crystal'},
8219 root 1.8 158 => $TYPE{Disease},
8220 elmex 1.23 163 => $TYPE{'Item Transformer'},
8221 root 1.49 164 => $TYPE{'Map Script'},
8222 root 1.45 165 => $TYPE{'Safe ground'},
8223     999 => $TYPE{Ability}
8224 root 1.1 );
8225    
8226 root 1.3 our %TYPENAME = (
8227     0 => '*NONE*',
8228     1 => 'PLAYER',
8229 root 1.9 2 => 'TRANSPORT',
8230 root 1.3 3 => 'ROD',
8231     4 => 'TREASURE',
8232     5 => 'POTION',
8233     6 => 'FOOD',
8234     7 => 'POISON',
8235     8 => 'BOOK',
8236     9 => 'CLOCK',
8237     12 => 'LIGHTNING',
8238     13 => 'ARROW',
8239     14 => 'BOW',
8240     15 => 'WEAPON',
8241     16 => 'ARMOUR',
8242     17 => 'PEDESTAL',
8243     18 => 'ALTAR',
8244     20 => 'LOCKED_DOOR',
8245     21 => 'SPECIAL_KEY',
8246     22 => 'MAP',
8247     23 => 'DOOR',
8248     24 => 'KEY',
8249     26 => 'TIMED_GATE',
8250     27 => 'TRIGGER',
8251     28 => 'GRIMREAPER',
8252     29 => 'MAGIC_EAR',
8253     30 => 'TRIGGER_BUTTON',
8254     31 => 'TRIGGER_ALTAR',
8255     32 => 'TRIGGER_PEDESTAL',
8256     33 => 'SHIELD',
8257     34 => 'HELMET',
8258     35 => 'HORN',
8259     36 => 'MONEY',
8260     37 => 'CLASS',
8261     38 => 'GRAVESTONE',
8262     39 => 'AMULET',
8263     40 => 'PLAYERMOVER',
8264     41 => 'TELEPORTER',
8265     42 => 'CREATOR',
8266     43 => 'SKILL',
8267     44 => 'EXPERIENCE',
8268     45 => 'EARTHWALL',
8269     46 => 'GOLEM',
8270     48 => 'THROWN_OBJ',
8271     49 => 'BLINDNESS',
8272     50 => 'GOD',
8273     51 => 'DETECTOR',
8274     52 => 'TRIGGER_MARKER',
8275     53 => 'DEAD_OBJECT',
8276     54 => 'DRINK',
8277     55 => 'MARKER',
8278     56 => 'HOLY_ALTAR',
8279     57 => 'PLAYER_CHANGER',
8280     58 => 'BATTLEGROUND',
8281     59 => 'PEACEMAKER',
8282     60 => 'GEM',
8283     62 => 'FIREWALL',
8284     63 => 'ANVIL',
8285     64 => 'CHECK_INV',
8286     65 => 'MOOD_FLOOR',
8287     66 => 'EXIT',
8288     67 => 'ENCOUNTER',
8289     68 => 'SHOP_FLOOR',
8290     69 => 'SHOP_MAT',
8291     70 => 'RING',
8292     71 => 'FLOOR',
8293     72 => 'FLESH',
8294     73 => 'INORGANIC',
8295     74 => 'SKILL_TOOL',
8296     75 => 'LIGHTER',
8297     76 => 'TRAP_PART',
8298     77 => 'WALL',
8299     78 => 'LIGHT_SOURCE',
8300     79 => 'MISC_OBJECT',
8301     80 => 'MONSTER',
8302     81 => 'SPAWN_GENERATOR',
8303     82 => 'LAMP',
8304     83 => 'DUPLICATOR',
8305     84 => 'TOOL',
8306     85 => 'SPELLBOOK',
8307     86 => 'BUILDFAC',
8308     87 => 'CLOAK',
8309     90 => 'SPINNER',
8310     91 => 'GATE',
8311     92 => 'BUTTON',
8312     93 => 'CF_HANDLE',
8313     94 => 'HOLE',
8314     95 => 'TRAPDOOR',
8315     98 => 'SIGN',
8316     99 => 'BOOTS',
8317     100 => 'GLOVES',
8318     101 => 'SPELL',
8319     102 => 'SPELL_EFFECT',
8320     103 => 'CONVERTER',
8321     104 => 'BRACERS',
8322     105 => 'POISONING',
8323     106 => 'SAVEBED',
8324     107 => 'POISONCLOUD',
8325     108 => 'FIREHOLES',
8326     109 => 'WAND',
8327 root 1.54 110 => 'INSCRIBABLE',
8328 root 1.3 111 => 'SCROLL',
8329     112 => 'DIRECTOR',
8330     113 => 'GIRDLE',
8331     114 => 'FORCE',
8332     115 => 'POTION_EFFECT',
8333 root 1.11 116 => 'EVENT_CONNECTOR',
8334 root 1.3 121 => 'CLOSE_CON',
8335     122 => 'CONTAINER',
8336     123 => 'ARMOUR_IMPROVER',
8337     124 => 'WEAPON_IMPROVER',
8338     130 => 'SKILLSCROLL',
8339     138 => 'DEEP_SWAMP',
8340     139 => 'IDENTIFY_ALTAR',
8341     150 => 'MENU',
8342     154 => 'RUNE',
8343     155 => 'TRAP',
8344     156 => 'POWER_CRYSTAL',
8345     157 => 'CORPSE',
8346     158 => 'DISEASE',
8347     159 => 'SYMPTOM',
8348     160 => 'BUILDER',
8349 root 1.9 161 => 'MATERIAL',
8350     162 => 'GPS',
8351     163 => 'ITEM_TRANSFORMER',
8352     164 => 'QUEST'
8353 root 1.1 );
8354    
8355     our %SPELL = (
8356 root 1.3 0 => 'magic bullet',
8357     1 => 'small fireball',
8358     2 => 'medium fireball',
8359     3 => 'large fireball',
8360     4 => 'burning hands',
8361     5 => 'small lightning',
8362     6 => 'large lightning',
8363     7 => 'magic missile',
8364     8 => 'create bomb',
8365     9 => 'summon golem',
8366     10 => 'summon fire elemental',
8367     11 => 'summon earth elemental',
8368     12 => 'summon water elemental',
8369     13 => 'summon air elemental',
8370     14 => 'dimension door',
8371     15 => 'create earth wall',
8372     16 => 'paralyze',
8373     17 => 'icestorm',
8374     18 => 'magic mapping',
8375     19 => 'turn undead',
8376     20 => 'fear',
8377     21 => 'poison cloud',
8378     22 => 'wonder',
8379     23 => 'destruction',
8380     24 => 'perceive self',
8381     25 => 'word of recall',
8382     26 => 'invisible',
8383     27 => 'invisible to undead',
8384     28 => 'probe',
8385     29 => 'large bullet',
8386     30 => 'improved invisibility',
8387     31 => 'holy word',
8388     32 => 'minor healing',
8389     33 => 'medium healing',
8390     34 => 'major healing',
8391     35 => 'heal',
8392     36 => 'create food',
8393     37 => 'earth to dust',
8394     38 => 'armour',
8395     39 => 'strength',
8396     40 => 'dexterity',
8397     41 => 'constitution',
8398     42 => 'charisma',
8399     43 => 'create fire wall',
8400     44 => 'create frost wall',
8401     45 => 'protection from cold',
8402     46 => 'protection from electricity',
8403     47 => 'protection from fire',
8404     48 => 'protection from poison',
8405     49 => 'protection from slow',
8406     50 => 'protection from paralysis',
8407     51 => 'protection from draining',
8408     52 => 'protection from magic',
8409     53 => 'protection from attack',
8410     54 => 'levitate',
8411     55 => 'small speedball',
8412     56 => 'large speedball',
8413     57 => 'hellfire',
8414     58 => 'dragonbreath',
8415     59 => 'large icestorm',
8416     60 => 'charging',
8417     61 => 'polymorph',
8418     62 => 'cancellation',
8419     63 => 'confusion',
8420     64 => 'mass confusion',
8421     65 => 'summon pet monster',
8422     66 => 'slow',
8423     67 => 'regenerate spellpoints',
8424     68 => 'cure poison',
8425     69 => 'protection from confusion',
8426     70 => 'protection from cancellation',
8427     71 => 'protection from depletion',
8428     72 => 'alchemy',
8429     73 => 'remove curse',
8430     74 => 'remove damnation',
8431     75 => 'identify',
8432     76 => 'detect magic',
8433     77 => 'detect monster',
8434     78 => 'detect evil',
8435     79 => 'detect curse',
8436     80 => 'heroism',
8437     81 => 'aggravation',
8438     82 => 'firebolt',
8439     83 => 'frostbolt',
8440     84 => 'shockwave',
8441     85 => 'color spray',
8442     86 => 'haste',
8443     87 => 'face of death',
8444     88 => 'ball lightning',
8445     89 => 'meteor swarm',
8446     90 => 'comet',
8447     91 => 'mystic fist',
8448     92 => 'raise dead',
8449     93 => 'resurrection',
8450     94 => 'reincarnation',
8451     95 => 'immunity to cold',
8452     96 => 'immunity to electricity',
8453     97 => 'immunity to fire',
8454     98 => 'immunity to poison',
8455     99 => 'immunity to slow',
8456     100 => 'immunity to paralysis',
8457     101 => 'immunity to draining',
8458     102 => 'immunity to magic',
8459     103 => 'immunity to attack',
8460     104 => 'invulnerability',
8461     105 => 'defense',
8462     106 => 'rune of fire',
8463     107 => 'rune of frost',
8464     108 => 'rune of shocking',
8465     109 => 'rune of blasting',
8466     110 => 'rune of death',
8467     111 => 'marking rune',
8468     112 => 'build director',
8469     113 => 'create pool of chaos',
8470     114 => 'build bullet wall',
8471     115 => 'build lightning wall',
8472     116 => 'build fireball wall',
8473     117 => 'magic rune',
8474     118 => 'rune of magic drain',
8475     119 => 'antimagic rune',
8476     120 => 'rune of transferrence',
8477     121 => 'transferrence',
8478     122 => 'magic drain',
8479     123 => 'counterspell',
8480     124 => 'disarm',
8481     125 => 'cure confusion',
8482     126 => 'restoration',
8483     127 => 'summon evil monster',
8484     128 => 'counterwall',
8485     129 => 'cause light wounds',
8486     130 => 'cause medium wounds',
8487     131 => 'cause serious wounds',
8488     132 => 'charm monsters',
8489     133 => 'banishment',
8490     134 => 'create missile',
8491     135 => 'show invisible',
8492     136 => 'xray',
8493     137 => 'pacify',
8494     138 => 'summon fog',
8495     139 => 'steambolt',
8496     140 => 'command undead',
8497     141 => 'holy orb',
8498     142 => 'summon avatar',
8499     143 => 'holy possession',
8500     144 => 'bless',
8501     145 => 'curse',
8502     146 => 'regeneration',
8503     147 => 'consecrate',
8504     148 => 'summon cult monsters',
8505     149 => 'cause critical wounds',
8506     150 => 'holy wrath',
8507     151 => 'retributive strike',
8508     152 => 'finger of death',
8509     153 => 'insect plague',
8510     154 => 'call holy servant',
8511     155 => 'wall of thorns',
8512     156 => 'staff to snake',
8513     157 => 'light',
8514     158 => 'darkness',
8515     159 => 'nightfall',
8516     160 => 'daylight',
8517     161 => 'sunspear',
8518     162 => 'faery fire',
8519     163 => 'cure blindness',
8520     164 => 'dark vision',
8521     165 => 'bullet swarm',
8522     166 => 'bullet storm',
8523     167 => 'cause many wounds',
8524     168 => 'small snowstorm',
8525     169 => 'medium snowstorm',
8526     170 => 'large snowstorm',
8527     171 => 'cure disease',
8528     172 => 'cause red death',
8529     173 => 'cause flu',
8530     174 => 'cause black death',
8531     175 => 'cause leprosy',
8532     176 => 'cause smallpox',
8533     177 => 'cause white death',
8534     178 => 'cause anthrax',
8535     179 => 'cause typhoid',
8536     180 => 'mana blast',
8537     181 => 'small manaball',
8538     182 => 'medium manaball',
8539     183 => 'large manaball',
8540     184 => 'mana bolt',
8541     185 => 'dancing sword',
8542     186 => 'animate weapon',
8543     187 => 'cause cold',
8544     188 => 'divine shock',
8545     189 => 'windstorm',
8546     190 => 'sanctuary',
8547     191 => 'peace',
8548     192 => 'spiderweb',
8549     193 => 'conflict',
8550     194 => 'rage',
8551     195 => 'forked lightning',
8552     196 => 'poison fog',
8553     197 => 'flaming aura',
8554     198 => 'vitriol',
8555     199 => 'vitriol splash',
8556     200 => 'ironwood skin',
8557     201 => 'wrathful eye',
8558     202 => 'town portal',
8559     203 => 'missile swarm',
8560     204 => 'cause rabies',
8561     205 => 'glyph'
8562 root 1.1 );
8563    
8564    
8565     =head1 AUTHOR
8566    
8567     Marc Lehmann <schmorp.de>
8568     http://home.schmorp.de/
8569    
8570     The source files are part of the CFJavaEditor.
8571    
8572     =cut
8573    
8574     1