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Revision: 1.72
Committed: Tue Apr 20 06:49:31 2010 UTC (14 years, 1 month ago) by root
Branch: MAIN
CVS Tags: rel-2_01, rel-1_30, HEAD
Changes since 1.71: +16 -0 lines
Log Message:
hack...

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 1.71 'is_buildable',
2483 elmex 1.66 {
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 1.71 'is_buildable',
2602 elmex 1.66 {
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 elmex 1.70 ],
3550     [
3551     'no_steal',
3552     {
3553     desc => 'This item can\'t be stolen if the flag is set.',
3554     name => 'not stealable',
3555     type => 'bool'
3556     }
3557 root 1.9 ]
3558     ],
3559     desc => 'When carrying a key, a normal door can be opened. The key will disappear.',
3560     name => 'Key'
3561     },
3562 elmex 1.51 Lamp => {
3563     attr => [
3564     [
3565     'speed',
3566     {
3567     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.)',
3568     name => 'burn speed',
3569     type => 'float'
3570     }
3571     ],
3572     [
3573     'food',
3574     {
3575     desc => 'This field sets the burning duration of the lamp, which depends on the speed field of this object.',
3576     name => 'fuel',
3577     type => 'int'
3578     }
3579     ],
3580     [
3581     'range',
3582     {
3583     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.',
3584     name => 'enabled glow radius',
3585     type => 'int'
3586     }
3587 elmex 1.52 ],
3588     [
3589     'level',
3590     {
3591     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.',
3592     name => 'level',
3593     type => 'int'
3594     }
3595     ],
3596     [
3597     'cursed',
3598     {
3599     desc => 'Cursed lamps, which have a level above 0, explode if the player applies them.',
3600     name => 'cursed',
3601     type => 'bool'
3602     }
3603 elmex 1.51 ]
3604     ],
3605     desc => 'Lamps are carryable light sources for players with a fuel tank.',
3606     name => 'Lamp'
3607     },
3608 root 1.3 'Locked Door' => {
3609 root 1.7 attr => [
3610     [
3611 root 1.14 'move_type',
3612 root 1.7 {
3613     type => 'fixed',
3614 root 1.14 value => 0
3615 root 1.7 }
3616     ],
3617     [
3618     'no_pick',
3619     {
3620     type => 'fixed',
3621     value => 1
3622     }
3623     ],
3624     [
3625     'slaying',
3626     {
3627 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.',
3628 root 1.7 name => 'key string',
3629     type => 'string'
3630     }
3631     ],
3632     [
3633     'no_magic',
3634     {
3635     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).',
3636     name => 'restrict spells',
3637     type => 'bool'
3638     }
3639     ],
3640     [
3641     'damned',
3642     {
3643     desc => 'Restricting the use of prayers to pass this door. This should be set in most cases.',
3644     name => 'restrict prayers',
3645     type => 'bool'
3646     }
3647     ],
3648     [
3649     'msg',
3650     {
3651     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.',
3652     end => 'endmsg',
3653     name => 'lock message',
3654     type => 'text'
3655     }
3656     ]
3657     ],
3658     desc => 'A locked door can be opened only when carrying the appropriate special key.',
3659     ignore => [
3660     $IGNORE_LIST{non_pickable}
3661     ],
3662     name => 'Locked Door',
3663     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).'
3664     },
3665     'Magic Ear' => {
3666     attr => [
3667     [
3668     'no_pick',
3669     {
3670     type => 'fixed',
3671     value => 1
3672     }
3673     ],
3674     [
3675     'connected',
3676     {
3677     desc => 'The Magic_ear will trigger all objects with the same connection value, every time it is activated.',
3678     name => 'connection',
3679 root 1.50 type => 'string'
3680 root 1.7 }
3681     ],
3682     [
3683     'msg',
3684     {
3685     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!',
3686     end => 'endmsg',
3687     name => 'keyword-matching',
3688     type => 'text'
3689     }
3690     ]
3691     ],
3692     desc => 'Magic_ears trigger a connected value when the player speaks a specific keyword.',
3693     ignore => [
3694 elmex 1.67 $IGNORE_LIST{system_object},
3695 elmex 1.68 'connected'
3696 root 1.7 ],
3697     name => 'Magic Ear',
3698     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.'
3699     },
3700     'Magic Wall' => {
3701     attr => [
3702     [
3703     'dam',
3704     {
3705     desc => 'The magic wall will cast this <spell>.',
3706     name => 'spell',
3707     type => 'spell'
3708     }
3709     ],
3710     [
3711     'level',
3712     {
3713     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.',
3714     name => 'spell level',
3715     type => 'int'
3716     }
3717     ],
3718     [
3719     'connected',
3720     {
3721     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.',
3722     name => 'connection',
3723 root 1.50 type => 'string'
3724 root 1.7 }
3725     ],
3726     [
3727 elmex 1.21 'activate_on_push',
3728     {
3729     desc => 'Whether the teleporter should only be activated on push.',
3730 root 1.42 name => 'activate on push',
3731 elmex 1.21 type => 'bool'
3732     }
3733     ],
3734     [
3735     'activate_on_release',
3736     {
3737     desc => 'Whether the teleporter should only be activated on release.',
3738 root 1.42 name => 'activate on release',
3739 elmex 1.21 type => 'bool'
3740     }
3741     ],
3742     [
3743 root 1.7 'speed',
3744     {
3745     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".',
3746     name => 'casting speed',
3747     type => 'float'
3748     }
3749     ],
3750     [
3751 root 1.17 'speed_left',
3752     {
3753     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.',
3754     name => 'speed left',
3755     type => 'float'
3756     }
3757     ],
3758     [
3759 root 1.7 'sp',
3760     {
3761     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.',
3762     name => 'direction',
3763     type => 'list',
3764     value => $LIST{direction}
3765     }
3766     ],
3767     [
3768 root 1.14 'move_block',
3769     {
3770     desc => 'Objects using these movement types cannot move over this space.',
3771     name => 'blocked movement',
3772 elmex 1.26 type => 'movement_type'
3773 root 1.14 }
3774     ],
3775     [
3776     'move_allow',
3777     {
3778     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3779     name => 'allowed movement',
3780 elmex 1.26 type => 'movement_type'
3781 root 1.14 }
3782     ],
3783     [
3784     'move_slow',
3785 root 1.7 {
3786 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3787     name => 'slowed movement',
3788 elmex 1.26 type => 'movement_type'
3789 root 1.14 }
3790     ],
3791     [
3792     'move_slow_penalty',
3793     {
3794     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)',
3795     name => 'slow movement penalty',
3796     type => 'int'
3797 root 1.7 }
3798     ]
3799 root 1.3 ],
3800     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.',
3801     ignore => [
3802 elmex 1.67 $IGNORE_LIST{non_pickable},
3803 elmex 1.68 'connected'
3804 root 1.3 ],
3805 root 1.5 name => 'Magic Wall',
3806 root 1.4 section => [
3807     [
3808     'destroyable',
3809 root 1.7 [
3810     [
3811     'alive',
3812     {
3813     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.',
3814     name => 'is destroyable',
3815     type => 'bool'
3816     }
3817     ],
3818     [
3819     'hp',
3820     {
3821     desc => 'The more <hitpoints> the wall has, the longer it takes to be destroyed.',
3822     name => 'hitpoints',
3823     type => 'int'
3824     }
3825     ],
3826     [
3827     'maxhp',
3828     {
3829     desc => '<max hitpoints> are the maximum amount of hitpoints the wall can have. This only makes sense if the wall can regain health.',
3830     name => 'max hitpoints',
3831     type => 'int'
3832     }
3833     ],
3834     [
3835     'ac',
3836     {
3837     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>.',
3838     name => 'armour class',
3839     type => 'int'
3840     }
3841     ]
3842     ]
3843     ],
3844     [
3845     'resistance',
3846     [
3847     [
3848     'resist_physical',
3849     {
3850     name => 'resist physical %',
3851     type => 'int'
3852     }
3853     ],
3854     [
3855     'resist_magic',
3856     {
3857     name => 'resist magic %',
3858     type => 'int'
3859     }
3860     ],
3861     [
3862     'resist_fire',
3863     {
3864     name => 'resist fire %',
3865     type => 'int'
3866     }
3867     ],
3868     [
3869     'resist_electricity',
3870     {
3871     name => 'resist electricity %',
3872     type => 'int'
3873     }
3874     ],
3875     [
3876     'resist_cold',
3877     {
3878     name => 'resist cold %',
3879     type => 'int'
3880     }
3881     ],
3882     [
3883     'resist_confusion',
3884     {
3885     name => 'resist confusion %',
3886     type => 'int'
3887     }
3888     ],
3889     [
3890     'resist_acid',
3891     {
3892     name => 'resist acid %',
3893     type => 'int'
3894     }
3895     ],
3896     [
3897     'resist_drain',
3898     {
3899     name => 'resist draining %',
3900     type => 'int'
3901     }
3902     ],
3903     [
3904     'resist_weaponmagic',
3905     {
3906     name => 'resist weaponmagic %',
3907     type => 'int'
3908     }
3909     ],
3910     [
3911     'resist_ghosthit',
3912     {
3913     name => 'resist ghosthit %',
3914     type => 'int'
3915     }
3916     ],
3917     [
3918     'resist_poison',
3919     {
3920     name => 'resist poison %',
3921     type => 'int'
3922     }
3923     ],
3924     [
3925     'resist_slow',
3926     {
3927     name => 'resist slow %',
3928     type => 'int'
3929     }
3930     ],
3931     [
3932     'resist_paralyze',
3933     {
3934     name => 'resist paralyze %',
3935     type => 'int'
3936     }
3937     ],
3938     [
3939     'resist_fear',
3940     {
3941     name => 'resist fear %',
3942     type => 'int'
3943     }
3944     ],
3945     [
3946     'resist_deplete',
3947     {
3948     name => 'resist depletion %',
3949     type => 'int'
3950     }
3951     ],
3952     [
3953     'resist_death',
3954     {
3955     name => 'resist death-attack %',
3956     type => 'int'
3957     }
3958     ],
3959     [
3960     'resist_chaos',
3961     {
3962     name => 'resist chaos %',
3963     type => 'int'
3964     }
3965     ],
3966     [
3967     'resist_blind',
3968     {
3969     name => 'resist blinding %',
3970     type => 'int'
3971     }
3972     ],
3973     [
3974     'resist_holyword',
3975     {
3976     name => 'resist holy power %',
3977     type => 'int'
3978     }
3979     ],
3980     [
3981     'resist_godpower',
3982     {
3983     name => 'resist godpower %',
3984     type => 'int'
3985     }
3986     ]
3987     ]
3988     ]
3989     ],
3990     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".'
3991     },
3992 root 1.49 'Map Script' => {
3993     attr => [
3994     [
3995     'connected',
3996     {
3997     desc => 'When the map script object is triggered, it will execute the perl script with the triggering object as $activator.',
3998     name => 'connection',
3999 root 1.50 type => 'string'
4000 root 1.49 }
4001     ],
4002     [
4003     'activate_on_push',
4004     {
4005     desc => 'Whether the teleporter should only be activated on push.',
4006     name => 'activate on push',
4007     type => 'bool'
4008     }
4009     ],
4010     [
4011     'activate_on_release',
4012     {
4013     desc => 'Whether the teleporter should only be activated on release.',
4014     name => 'activate on release',
4015     type => 'bool'
4016     }
4017     ],
4018     [
4019     'msg',
4020     {
4021     desc => 'This perl script will be executed each time the objetc is triggered.',
4022     end => 'endmsg',
4023     name => 'script',
4024     type => 'text'
4025     }
4026     ]
4027     ],
4028 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.',
4029 root 1.49 ignore => [
4030 elmex 1.67 $IGNORE_LIST{system_object},
4031 elmex 1.68 'connected'
4032 root 1.49 ],
4033     name => 'Map Script',
4034 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.'
4035 root 1.49 },
4036 root 1.7 Marker => {
4037     attr => [
4038     [
4039     'no_pick',
4040     {
4041     type => 'fixed',
4042     value => 1
4043     }
4044     ],
4045     [
4046     'slaying',
4047     {
4048     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.',
4049     name => 'key string',
4050     type => 'string'
4051     }
4052     ],
4053     [
4054     'connected',
4055     {
4056     desc => 'When the detector is triggered, all objects with the same connection value get activated.',
4057     name => 'connection',
4058 root 1.50 type => 'string'
4059 root 1.7 }
4060     ],
4061     [
4062     'speed',
4063 root 1.4 {
4064 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.',
4065     name => 'marking speed',
4066     type => 'float'
4067 root 1.4 }
4068     ],
4069     [
4070 root 1.17 'speed_left',
4071     {
4072     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.',
4073     name => 'speed left',
4074     type => 'float'
4075     }
4076     ],
4077     [
4078 root 1.7 'food',
4079     {
4080     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.',
4081     name => 'mark duration',
4082     type => 'int'
4083     }
4084     ],
4085     [
4086     'name',
4087     {
4088     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.',
4089     name => 'delete mark',
4090     type => 'string'
4091     }
4092     ],
4093     [
4094     'msg',
4095 root 1.4 {
4096 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.',
4097     end => 'endmsg',
4098     name => 'marking message',
4099     type => 'text'
4100 root 1.4 }
4101     ]
4102     ],
4103 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.',
4104 root 1.3 ignore => [
4105 elmex 1.67 $IGNORE_LIST{system_object},
4106 elmex 1.68 'connected'
4107 root 1.3 ],
4108 root 1.5 name => 'Marker',
4109 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.'
4110     },
4111     Misc => {
4112 root 1.7 attr => [
4113     [
4114 root 1.14 'move_block',
4115     {
4116     desc => 'Objects using these movement types cannot move over this space.',
4117     name => 'blocked movement',
4118 elmex 1.26 type => 'movement_type'
4119 root 1.14 }
4120     ],
4121     [
4122     'move_allow',
4123     {
4124     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
4125     name => 'allowed movement',
4126 elmex 1.26 type => 'movement_type'
4127 root 1.14 }
4128     ],
4129     [
4130     'move_slow',
4131 root 1.7 {
4132 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
4133     name => 'slowed movement',
4134 elmex 1.26 type => 'movement_type'
4135 root 1.14 }
4136     ],
4137     [
4138     'move_slow_penalty',
4139     {
4140     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)',
4141     name => 'slow movement penalty',
4142     type => 'int'
4143 root 1.7 }
4144     ],
4145     [
4146     'cursed',
4147     {
4148     desc => 'Curses can have various effects: On equipment and food, they generally harm the player in some way.',
4149     name => 'cursed',
4150     type => 'bool'
4151     }
4152     ],
4153     [
4154     'damned',
4155     {
4156     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.',
4157     name => 'damned',
4158     type => 'bool'
4159     }
4160     ],
4161     [
4162     'unique',
4163     {
4164     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
4165     name => 'unique item',
4166     type => 'bool'
4167     }
4168     ],
4169     [
4170     'startequip',
4171     {
4172     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4173     name => 'godgiven item',
4174     type => 'bool'
4175     }
4176     ],
4177     [
4178     'msg',
4179     {
4180     desc => 'This text may describe the object.',
4181     end => 'endmsg',
4182     name => 'description',
4183     type => 'text'
4184     }
4185     ]
4186     ],
4187 root 1.5 name => 'Misc'
4188 root 1.1 },
4189 root 1.3 Money => {
4190 root 1.7 attr => [
4191     [
4192     'race',
4193     {
4194     type => 'fixed',
4195     value => 'gold and jewels'
4196     }
4197     ]
4198     ],
4199 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.',
4200     ignore => [
4201 elmex 1.68 'unpaid'
4202 root 1.5 ],
4203     name => 'Money'
4204 root 1.3 },
4205     'Monster & NPC' => {
4206 root 1.7 attr => [
4207     [
4208     'alive',
4209     {
4210     type => 'fixed',
4211     value => 1
4212     }
4213     ],
4214     [
4215     'randomitems',
4216     {
4217     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>.',
4218     name => 'treasurelist',
4219     type => 'treasurelist'
4220     }
4221     ],
4222     [
4223 root 1.28 'treasure_env',
4224     {
4225     desc => 'Set this flag to move treasure items created into the environment (map) instead of putting them into the object.',
4226     name => 'treasure in env',
4227     type => 'bool'
4228     }
4229     ],
4230     [
4231 root 1.7 'level',
4232     {
4233     desc => 'A monster\'s <level> is the most important attribute. <level> affects the power of a monster in various ways.',
4234     name => 'level',
4235     type => 'int'
4236     }
4237     ],
4238     [
4239     'race',
4240     {
4241 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.',
4242 root 1.7 name => 'race',
4243     type => 'string'
4244     }
4245     ],
4246     [
4247     'exp',
4248     {
4249 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!',
4250 root 1.7 name => 'experience',
4251     type => 'int'
4252     }
4253     ],
4254     [
4255     'speed',
4256     {
4257     desc => 'The <speed> determines how fast a monster will both move and fight. High <speed> makes a monster considerably stronger.',
4258     name => 'speed',
4259     type => 'float'
4260     }
4261     ],
4262     [
4263 root 1.17 'speed_left',
4264     {
4265     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.',
4266     name => 'speed left',
4267     type => 'float'
4268     }
4269     ],
4270     [
4271 root 1.7 'other_arch',
4272     {
4273     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.',
4274     name => 'breed monster',
4275     type => 'string'
4276     }
4277     ],
4278     [
4279     'generator',
4280     {
4281     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.',
4282     name => 'multiply',
4283     type => 'bool'
4284     }
4285     ],
4286     [
4287     'use_content_on_gen',
4288     {
4289     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.',
4290     name => 'template generation',
4291     type => 'bool'
4292     }
4293     ],
4294     [
4295 root 1.14 'move_type',
4296 root 1.7 {
4297 root 1.14 desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
4298     name => 'movement type',
4299 elmex 1.26 type => 'movement_type'
4300 root 1.7 }
4301     ],
4302     [
4303     'undead',
4304     {
4305     desc => 'Several spells only affect undead monsters: turn undead, banish undead, holy word, etc.',
4306     name => 'undead',
4307     type => 'bool'
4308     }
4309     ],
4310     [
4311     'carrying',
4312     {
4313     desc => 'If a monster has something in the inventory, this value can be set to reflect the slowdown due to the carried weight.',
4314     name => 'carries weight',
4315     type => 'int'
4316     }
4317     ],
4318     [
4319 root 1.28 'precious',
4320     {
4321 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.',
4322 root 1.28 name => 'precious',
4323     type => 'bool'
4324     }
4325     ],
4326     [
4327 root 1.7 'msg',
4328     {
4329     end => 'endmsg',
4330     name => 'npc message',
4331     type => 'text'
4332     }
4333     ]
4334     ],
4335 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.',
4336     ignore => [
4337 elmex 1.68 'material',
4338     'name_pl',
4339     'nrof',
4340     'value',
4341     'unpaid'
4342 root 1.3 ],
4343 root 1.5 name => 'Monster & NPC',
4344 root 1.4 section => [
4345     [
4346     'melee',
4347 root 1.7 [
4348     [
4349     'attacktype',
4350     {
4351     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.',
4352     name => 'attacktype',
4353     type => 'bitmask',
4354     value => $BITMASK{attacktype}
4355     }
4356     ],
4357     [
4358     'dam',
4359     {
4360     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.',
4361     name => 'damage',
4362     type => 'int'
4363     }
4364     ],
4365     [
4366     'wc',
4367     {
4368     desc => 'Monsters of high <weapon class> are more likely to really hit their opponent. <weapon class> can be considered the "counterpiece" to <armour class>.',
4369     name => 'weapon class',
4370     type => 'int'
4371     }
4372     ],
4373     [
4374     'hp',
4375     {
4376     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>.',
4377     name => 'health points',
4378     type => 'int'
4379     }
4380     ],
4381     [
4382     'maxhp',
4383     {
4384     desc => '<max health> is the maximum amount of <health points> this monster can have.',
4385     name => 'max health',
4386     type => 'int'
4387     }
4388     ],
4389     [
4390     'ac',
4391     {
4392     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).',
4393     name => 'armour class',
4394     type => 'int'
4395     }
4396     ],
4397     [
4398     'Con',
4399     {
4400 root 1.8 desc => 'Monsters regenerate this many health points each 4 ticks. Hence, the healing rate is independent of <speed>.',
4401 root 1.7 name => 'healing rate',
4402     type => 'int'
4403     }
4404     ],
4405     [
4406     'reflect_missile',
4407     {
4408     desc => 'A monster with this flag has the ability to <reflect missiles>, all kinds of projectiles (e.g. arrows, bolts, boulders) will bounce off.',
4409     name => 'reflect missiles',
4410     type => 'bool'
4411     }
4412     ],
4413     [
4414     'hitback',
4415     {
4416     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.',
4417     name => 'hitback',
4418     type => 'bool'
4419     }
4420     ],
4421     [
4422     'one_hit',
4423     {
4424     desc => 'Monsters with <one hit only> dissapear after one successful hit to a player.',
4425     name => 'one hit only',
4426     type => 'bool'
4427     }
4428     ]
4429     ]
4430     ],
4431     [
4432     'spellcraft',
4433     [
4434     [
4435     'can_cast_spell',
4436     {
4437     desc => 'If <can cast spell> is disabled, the monster cannot cast any spell. Only wands/rods/etc can be used, given the appropriate abilities.',
4438     name => 'can cast spell',
4439     type => 'bool'
4440     }
4441     ],
4442     [
4443     'reflect_spell',
4444     {
4445     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.',
4446     name => 'reflect spells',
4447     type => 'bool'
4448     }
4449     ],
4450     [
4451     'sp',
4452     {
4453     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>.',
4454     name => 'spellpoints',
4455     type => 'int'
4456     }
4457     ],
4458     [
4459     'maxsp',
4460     {
4461     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.',
4462     name => 'max spellpoints',
4463     type => 'int'
4464     }
4465     ],
4466     [
4467     'Pow',
4468     {
4469 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.',
4470 root 1.7 name => 'spellpoint regen.',
4471     type => 'int'
4472     }
4473     ],
4474     [
4475     'path_attuned',
4476     {
4477     desc => 'Click on the <attuned paths> button to select spellpaths. The creature will get attuned to the specified spellpaths.',
4478     name => 'attuned paths',
4479     type => 'bitmask',
4480     value => $BITMASK{spellpath}
4481     }
4482     ],
4483     [
4484     'path_repelled',
4485     {
4486     desc => 'Click on the <repelled paths> button to select spellpaths. The creature will get repelled to the specified spellpaths.',
4487     name => 'repelled paths',
4488     type => 'bitmask',
4489     value => $BITMASK{spellpath}
4490     }
4491     ],
4492     [
4493     'path_denied',
4494     {
4495     desc => 'Click on the <denied paths> button to select spellpaths. The creature won\'t be able to cast spells of the specified paths.',
4496     name => 'denied paths',
4497     type => 'bitmask',
4498     value => $BITMASK{spellpath}
4499     }
4500     ]
4501     ]
4502     ],
4503     [
4504     'ability',
4505     [
4506     [
4507     'Int',
4508     {
4509     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.',
4510     name => 'detect hidden',
4511     type => 'int'
4512     }
4513     ],
4514     [
4515     'see_invisible',
4516     {
4517     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.',
4518     name => 'see invisible',
4519     type => 'bool'
4520     }
4521     ],
4522     [
4523     'can_see_in_dark',
4524     {
4525     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.',
4526     name => 'see in darkness',
4527     type => 'bool'
4528     }
4529     ],
4530     [
4531     'can_use_weapon',
4532     {
4533     desc => 'Monster is able to wield weapon type objects.',
4534     name => 'can use weapons',
4535     type => 'bool'
4536     }
4537     ],
4538     [
4539     'can_use_bow',
4540     {
4541     desc => 'Monster is able to use missile-weapon type objects.',
4542     name => 'can use bows',
4543     type => 'bool'
4544     }
4545     ],
4546     [
4547     'can_use_armour',
4548     {
4549     desc => 'Monster is able to wear protective equipment like brestplate armour, shields, helmets etc.',
4550     name => 'can use armour',
4551     type => 'bool'
4552     }
4553     ],
4554     [
4555     'can_use_ring',
4556     {
4557     desc => 'Monster is able to wear rings.',
4558     name => 'can use rings',
4559     type => 'bool'
4560     }
4561     ],
4562     [
4563     'can_use_wand',
4564     {
4565     desc => 'Monster is able to use wands and staves.',
4566     name => 'can use wands',
4567     type => 'bool'
4568     }
4569     ],
4570     [
4571     'can_use_rod',
4572     {
4573     desc => 'Monster is able to use rods.',
4574     name => 'can use rods',
4575     type => 'bool'
4576     }
4577     ],
4578     [
4579     'can_use_scroll',
4580     {
4581     desc => 'Monster is able to read scrolls.',
4582     name => 'can use scrolls',
4583     type => 'bool'
4584     }
4585     ],
4586     [
4587     'can_use_skill',
4588     {
4589     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>.',
4590     name => 'can use skills',
4591     type => 'bool'
4592     }
4593     ]
4594     ]
4595     ],
4596     [
4597     'behave',
4598     [
4599     [
4600     'monster',
4601     {
4602     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.',
4603     name => 'monster behaviour',
4604     type => 'bool'
4605     }
4606     ],
4607     [
4608     'unaggressive',
4609     {
4610     desc => '<unaggressive> monsters do not attack players unless attacked first.',
4611     name => 'unaggressive',
4612     type => 'bool'
4613     }
4614     ],
4615     [
4616     'friendly',
4617     {
4618     desc => '<friendly> monsters help the player, attacking any non-friendly monsters in range.',
4619     name => 'friendly',
4620     type => 'bool'
4621     }
4622     ],
4623     [
4624     'stand_still',
4625     {
4626 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.',
4627 root 1.7 name => 'stand still',
4628     type => 'bool'
4629     }
4630     ],
4631     [
4632     'sleep',
4633     {
4634     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.',
4635     name => 'asleep',
4636     type => 'bool'
4637     }
4638     ],
4639     [
4640     'will_apply',
4641     {
4642     desc => 'This entry defines which kinds of environment actions the creature is able to perform.',
4643     name => 'misc. actions',
4644     type => 'bitmask',
4645     value => $BITMASK{will_apply}
4646     }
4647     ],
4648     [
4649     'pick_up',
4650     {
4651     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.',
4652     name => 'pick up',
4653     type => 'bitmask',
4654     value => $BITMASK{pick_up}
4655     }
4656     ],
4657     [
4658     'Wis',
4659     {
4660     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.',
4661     name => 'sensing range',
4662     type => 'int'
4663     }
4664     ],
4665     [
4666 root 1.15 'attack_movement_bits_0_3',
4667 root 1.7 {
4668 root 1.15 desc => 'If this is set to default, the standard mode of movement will be used.',
4669 root 1.7 name => 'attack movement',
4670 root 1.15 type => 'list',
4671     value => $LIST{attack_movement_bits_0_3}
4672     }
4673     ],
4674     [
4675     'attack_movement_bits_4_7',
4676     {
4677     desc => 'This movement is not in effect when the monster has an enemy and should only be used for non agressive monsters.',
4678     name => 'normal movement',
4679     type => 'list',
4680     value => $LIST{attack_movement_bits_4_7}
4681 root 1.7 }
4682     ],
4683     [
4684     'run_away',
4685     {
4686     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.',
4687     name => 'run at % health',
4688     type => 'int'
4689     }
4690     ]
4691     ]
4692     ],
4693     [
4694     'resistance',
4695     [
4696     [
4697     'resist_physical',
4698     {
4699     name => 'resist physical %',
4700     type => 'int'
4701     }
4702     ],
4703     [
4704     'resist_magic',
4705     {
4706     name => 'resist magic %',
4707     type => 'int'
4708     }
4709     ],
4710     [
4711     'resist_fire',
4712     {
4713     name => 'resist fire %',
4714     type => 'int'
4715     }
4716     ],
4717     [
4718     'resist_electricity',
4719     {
4720     name => 'resist electricity %',
4721     type => 'int'
4722     }
4723     ],
4724     [
4725     'resist_cold',
4726     {
4727     name => 'resist cold %',
4728     type => 'int'
4729     }
4730     ],
4731     [
4732     'resist_confusion',
4733     {
4734     name => 'resist confusion %',
4735     type => 'int'
4736     }
4737     ],
4738     [
4739     'resist_acid',
4740     {
4741     name => 'resist acid %',
4742     type => 'int'
4743     }
4744     ],
4745     [
4746     'resist_drain',
4747     {
4748     name => 'resist draining %',
4749     type => 'int'
4750     }
4751     ],
4752     [
4753     'resist_weaponmagic',
4754     {
4755     name => 'resist weaponmagic %',
4756     type => 'int'
4757     }
4758     ],
4759     [
4760     'resist_ghosthit',
4761     {
4762     name => 'resist ghosthit %',
4763     type => 'int'
4764     }
4765     ],
4766     [
4767     'resist_poison',
4768     {
4769     name => 'resist poison %',
4770     type => 'int'
4771     }
4772     ],
4773     [
4774     'resist_slow',
4775     {
4776     name => 'resist slow %',
4777     type => 'int'
4778     }
4779     ],
4780     [
4781     'resist_paralyze',
4782     {
4783     name => 'resist paralyze %',
4784     type => 'int'
4785     }
4786     ],
4787     [
4788     'resist_fear',
4789     {
4790     name => 'resist fear %',
4791     type => 'int'
4792     }
4793     ],
4794     [
4795     'resist_deplete',
4796     {
4797     name => 'resist depletion %',
4798     type => 'int'
4799     }
4800     ],
4801     [
4802     'resist_death',
4803     {
4804     name => 'resist death-attack %',
4805     type => 'int'
4806     }
4807     ],
4808     [
4809     'resist_chaos',
4810     {
4811     name => 'resist chaos %',
4812     type => 'int'
4813     }
4814     ],
4815     [
4816     'resist_blind',
4817     {
4818     name => 'resist blinding %',
4819     type => 'int'
4820     }
4821     ],
4822     [
4823     'resist_holyword',
4824     {
4825     name => 'resist holy power %',
4826     type => 'int'
4827     }
4828     ],
4829     [
4830     'resist_godpower',
4831     {
4832     name => 'resist godpower %',
4833     type => 'int'
4834     }
4835     ]
4836     ]
4837     ]
4838     ],
4839     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. :-)'
4840     },
4841 root 1.9 'Monster (Grimreaper)' => {
4842     desc => 'A grimreaper is a monster that vanishes after it did some number of draining attacks.',
4843     ignore => [
4844 elmex 1.68 'material',
4845     'name_pl',
4846     'nrof',
4847     'value',
4848     'unpaid'
4849 root 1.9 ],
4850     import => [
4851 root 1.29 'Monster & NPC'
4852 root 1.9 ],
4853     name => 'Monster (Grimreaper)',
4854     section => [
4855     [
4856     'grimreaper',
4857     [
4858     [
4859     'value',
4860     {
4861     desc => 'The object vanishes after this number of draining attacks.',
4862     name => 'attacks',
4863     type => 'int'
4864     }
4865     ]
4866     ]
4867     ]
4868     ]
4869     },
4870 root 1.7 'Mood Floor' => {
4871     attr => [
4872     [
4873     'no_pick',
4874 root 1.4 {
4875 root 1.7 type => 'fixed',
4876     value => 1
4877 root 1.4 }
4878     ],
4879     [
4880 root 1.7 'last_sp',
4881     {
4882     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!',
4883     name => 'mood',
4884     type => 'list',
4885     value => $LIST{mood}
4886     }
4887     ],
4888     [
4889     'connected',
4890     {
4891     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!',
4892     name => 'connection',
4893 root 1.50 type => 'string'
4894 root 1.7 }
4895     ],
4896     [
4897     'no_magic',
4898     {
4899     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
4900     name => 'no spells',
4901     type => 'bool'
4902     }
4903     ],
4904     [
4905     'damned',
4906     {
4907     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
4908     name => 'no prayers',
4909     type => 'bool'
4910     }
4911     ]
4912     ],
4913     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.',
4914     ignore => [
4915 elmex 1.67 $IGNORE_LIST{system_object},
4916 elmex 1.68 'connected'
4917 root 1.7 ],
4918     name => 'Mood Floor',
4919     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.)'
4920     },
4921     Mover => {
4922     attr => [
4923     [
4924     'attacktype',
4925     {
4926     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.',
4927     name => 'forced movement',
4928     type => 'bool'
4929     }
4930     ],
4931     [
4932     'maxsp',
4933     {
4934     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.',
4935     name => 'freeze duration',
4936     type => 'int'
4937     }
4938     ],
4939     [
4940     'speed',
4941     {
4942     desc => 'The movement speed value determines how fast a chain of these movers will push a player along (default is -0.2).',
4943     name => 'movement speed',
4944     type => 'float'
4945     }
4946     ],
4947     [
4948 root 1.17 'speed_left',
4949     {
4950     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.',
4951     name => 'speed left',
4952     type => 'float'
4953     }
4954     ],
4955     [
4956 root 1.7 'sp',
4957     {
4958     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.',
4959     name => 'direction',
4960     type => 'list',
4961     value => $LIST{direction}
4962     }
4963     ],
4964     [
4965     'lifesave',
4966     {
4967 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.',
4968 root 1.7 name => 'gets used up',
4969     type => 'bool'
4970     }
4971     ],
4972     [
4973     'hp',
4974     {
4975     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).',
4976     name => 'number of uses',
4977     type => 'int'
4978     }
4979     ]
4980     ],
4981     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.',
4982     ignore => [
4983     $IGNORE_LIST{non_pickable}
4984     ],
4985     name => 'Mover',
4986     section => [
4987     [
4988     'targets',
4989     [
4990     [
4991     'level',
4992     {
4993     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.',
4994     name => 'move players',
4995     type => 'bool'
4996     }
4997     ],
4998     [
4999 root 1.14 'move_on',
5000 root 1.7 {
5001 root 1.14 desc => 'Which movement types activate the mover.',
5002     name => 'movement type',
5003     type => 'movement_type'
5004 root 1.7 }
5005     ]
5006     ]
5007     ]
5008     ],
5009     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).'
5010     },
5011     Pedestal => {
5012     attr => [
5013     [
5014     'no_pick',
5015 root 1.4 {
5016 root 1.7 type => 'fixed',
5017     value => 1
5018 root 1.4 }
5019     ],
5020     [
5021 root 1.7 'slaying',
5022 root 1.4 {
5023 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',
5024 root 1.7 name => 'match race',
5025     type => 'string'
5026 root 1.4 }
5027     ],
5028     [
5029 root 1.7 'connected',
5030 root 1.4 {
5031 root 1.7 desc => 'When the pedestal is triggered, all objects with the same connection value get activated.',
5032     name => 'connection',
5033 root 1.50 type => 'string'
5034 root 1.4 }
5035     ],
5036     [
5037 root 1.14 'move_on',
5038 root 1.4 {
5039 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5040 root 1.58 name => 'movement on',
5041 elmex 1.26 type => 'movement_type'
5042 root 1.4 }
5043     ]
5044     ],
5045 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.',
5046     ignore => [
5047 elmex 1.67 $IGNORE_LIST{non_pickable},
5048 elmex 1.68 'connected'
5049 root 1.3 ],
5050 root 1.5 name => 'Pedestal',
5051 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.'
5052     },
5053 root 1.60 'Pedestal Trigger' => {
5054     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.',
5055     ignore => [
5056     $IGNORE_LIST{non_pickable}
5057     ],
5058     import => [
5059     'Pedestal'
5060     ],
5061     name => 'Pedestal Trigger'
5062     },
5063 root 1.3 Pit => {
5064 root 1.7 attr => [
5065     [
5066     'no_pick',
5067     {
5068     type => 'fixed',
5069     value => 1
5070     }
5071     ],
5072     [
5073 root 1.42 'range',
5074     {
5075 root 1.44 desc => 'The radius of the square area that the pit will randomly put the player into (0 to 3, default 1).',
5076 root 1.43 name => 'spread radius',
5077 root 1.42 type => 'int'
5078     }
5079     ],
5080     [
5081 root 1.7 'connected',
5082     {
5083     desc => 'When a <connection> value is set, the pit can be opened/closed by activating the connection.',
5084     name => 'connection',
5085 root 1.50 type => 'string'
5086 root 1.7 }
5087     ],
5088     [
5089 elmex 1.21 'activate_on_push',
5090     {
5091     desc => 'Whether the teleporter should only be activated on push.',
5092 root 1.42 name => 'activate on push',
5093 elmex 1.21 type => 'bool'
5094     }
5095     ],
5096     [
5097     'activate_on_release',
5098     {
5099     desc => 'Whether the teleporter should only be activated on release.',
5100 root 1.42 name => 'activate on release',
5101 elmex 1.21 type => 'bool'
5102     }
5103     ],
5104     [
5105 root 1.7 'hp',
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 X',
5109     type => 'int'
5110     }
5111     ],
5112     [
5113     'sp',
5114     {
5115     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!',
5116     name => 'destination Y',
5117     type => 'int'
5118     }
5119     ],
5120     [
5121     'wc',
5122     {
5123     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.',
5124     name => 'position state',
5125     type => 'int'
5126     }
5127     ],
5128     [
5129 root 1.14 'move_on',
5130 root 1.7 {
5131 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5132 root 1.58 name => 'movement on',
5133 elmex 1.26 type => 'movement_type'
5134 root 1.7 }
5135     ]
5136     ],
5137 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.',
5138 root 1.3 ignore => [
5139 elmex 1.67 $IGNORE_LIST{non_pickable},
5140 elmex 1.68 'connected'
5141 root 1.3 ],
5142 root 1.5 name => 'Pit',
5143 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.'
5144     },
5145     'Poison Food' => {
5146 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.',
5147     name => 'Poison Food'
5148 root 1.3 },
5149     Potion => {
5150 root 1.7 attr => [
5151     [
5152     'level',
5153     {
5154     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.',
5155     name => 'potion level',
5156     type => 'int'
5157     }
5158     ],
5159     [
5160     'sp',
5161     {
5162     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".',
5163     name => 'spell',
5164     type => 'spell'
5165     }
5166     ],
5167     [
5168     'attacktype',
5169     {
5170     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.',
5171     name => 'special effect',
5172     type => 'list',
5173     value => $LIST{potion_effect}
5174     }
5175     ],
5176     [
5177     'cursed',
5178     {
5179     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 >:)',
5180     name => 'cursed',
5181     type => 'bool'
5182     }
5183     ],
5184     [
5185     'startequip',
5186     {
5187     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5188     name => 'godgiven item',
5189     type => 'bool'
5190     }
5191     ]
5192     ],
5193 root 1.3 desc => 'The player can drink these and gain various kinds of benefits (/penalties) by doing so.',
5194 root 1.5 name => 'Potion',
5195 root 1.4 section => [
5196     [
5197     'stats',
5198 root 1.7 [
5199     [
5200     'Str',
5201     {
5202     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     name => 'strength',
5204     type => 'int'
5205     }
5206     ],
5207     [
5208     'Dex',
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 => 'dexterity',
5212     type => 'int'
5213     }
5214     ],
5215     [
5216     'Con',
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 => 'constitution',
5220     type => 'int'
5221     }
5222     ],
5223     [
5224     'Int',
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 => 'intelligence',
5228     type => 'int'
5229     }
5230     ],
5231     [
5232     'Pow',
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 => 'power',
5236     type => 'int'
5237     }
5238     ],
5239     [
5240     'Wis',
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 => 'wisdom',
5244     type => 'int'
5245     }
5246     ],
5247     [
5248     'Cha',
5249     {
5250 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.',
5251 root 1.7 name => 'charisma',
5252     type => 'int'
5253     }
5254     ]
5255     ]
5256     ],
5257     [
5258     'resistance',
5259     [
5260     [
5261     'resist_physical',
5262     {
5263     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only 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     name => 'resist physical %',
5265     type => 'int'
5266     }
5267     ],
5268     [
5269     'resist_magic',
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 magic %',
5273     type => 'int'
5274     }
5275     ],
5276     [
5277     'resist_fire',
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 fire %',
5281     type => 'int'
5282     }
5283     ],
5284     [
5285     'resist_electricity',
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 electricity %',
5289     type => 'int'
5290     }
5291     ],
5292     [
5293     'resist_cold',
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 cold %',
5297     type => 'int'
5298     }
5299     ],
5300     [
5301     'resist_acid',
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 acid %',
5305     type => 'int'
5306     }
5307     ],
5308     [
5309     'resist_confusion',
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 confusion %',
5313     type => 'int'
5314     }
5315     ],
5316     [
5317     'resist_weaponmagic',
5318     {
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 root 1.7 name => 'resist weaponmagic %',
5321     type => 'int'
5322     }
5323     ],
5324     [
5325 elmex 1.33 'resist_ghosthit',
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 ghosthit %',
5329 root 1.7 type => 'int'
5330     }
5331     ],
5332     [
5333 elmex 1.33 'resist_slow',
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 slow %',
5337 root 1.7 type => 'int'
5338     }
5339     ],
5340     [
5341 elmex 1.33 'resist_fear',
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 fear %',
5345 root 1.7 type => 'int'
5346     }
5347     ],
5348     [
5349 elmex 1.33 'resist_death',
5350 root 1.7 {
5351 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!',
5352     name => 'resist death-attack %',
5353     type => 'int'
5354     }
5355     ],
5356     [
5357     'resist_chaos',
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 chaos %',
5361     type => 'int'
5362     }
5363     ],
5364     [
5365     'resist_blind',
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 blinding %',
5369     type => 'int'
5370     }
5371     ],
5372     [
5373     'resist_holyword',
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 holy power %',
5377     type => 'int'
5378     }
5379     ],
5380     [
5381     'resist_godpower',
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 godpower %',
5385     type => 'int'
5386     }
5387     ],
5388     [
5389     'resist_paralyze',
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 paralyze %',
5393     type => 'int'
5394     }
5395     ],
5396     [
5397     'resist_drain',
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 draining %',
5401     type => 'int'
5402     }
5403     ],
5404     [
5405     'resist_deplete',
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 depletion %',
5409     type => 'int'
5410     }
5411     ],
5412     [
5413     'resist_poison',
5414     {
5415     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5416     name => 'resist poison %',
5417 root 1.7 type => 'int'
5418     }
5419     ]
5420     ]
5421     ]
5422     ],
5423     use => 'One potion should never give multiple benefits at once.'
5424     },
5425     'Power Crystal' => {
5426     attr => [
5427     [
5428     'sp',
5429 root 1.4 {
5430 root 1.7 desc => '<initial mana> is the amount of spellpoints that the crystal holds when the map is loaded.',
5431     name => 'initial mana',
5432     type => 'int'
5433 root 1.4 }
5434     ],
5435     [
5436 root 1.7 'maxsp',
5437 root 1.4 {
5438 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.',
5439     name => 'mana capacity',
5440     type => 'int'
5441 root 1.4 }
5442     ]
5443     ],
5444 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.',
5445     name => 'Power Crystal'
5446 root 1.1 },
5447 root 1.3 Projectile => {
5448 root 1.7 attr => [
5449     [
5450     'attacktype',
5451     {
5452     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.',
5453     name => 'attacktype',
5454     type => 'bitmask',
5455     value => $BITMASK{attacktype}
5456     }
5457     ],
5458     [
5459     'race',
5460     {
5461     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>.',
5462     name => 'ammunition class',
5463     type => 'string'
5464     }
5465     ],
5466     [
5467     'slaying',
5468     {
5469     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.',
5470     name => 'slaying race',
5471     type => 'string'
5472     }
5473     ],
5474     [
5475     'dam',
5476     {
5477     desc => 'The projectile <damage> significantly affects the damage done. Damage can be further increased by the shooting weapon\'s attributes.',
5478     name => 'damage',
5479     type => 'int'
5480     }
5481     ],
5482     [
5483     'wc',
5484     {
5485     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.',
5486     name => 'weaponclass',
5487     type => 'int'
5488     }
5489     ],
5490     [
5491     'food',
5492     {
5493     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).',
5494     name => 'chance to break',
5495     type => 'int'
5496     }
5497     ],
5498     [
5499     'magic',
5500     {
5501     desc => 'Magic bonus increases chance to hit and damage a little bit.',
5502     name => 'magic bonus',
5503     type => 'int'
5504     }
5505     ],
5506     [
5507     'unique',
5508     {
5509     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5510     name => 'unique item',
5511     type => 'bool'
5512     }
5513     ],
5514     [
5515     'startequip',
5516     {
5517     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5518     name => 'godgiven item',
5519     type => 'bool'
5520     }
5521     ],
5522     [
5523     'no_drop',
5524     {
5525     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.',
5526     name => 'don\'t drop',
5527     type => 'bool'
5528     }
5529     ],
5530     [
5531     'msg',
5532     {
5533     desc => 'This text may describe the projectile. This could be nice for very special ones.',
5534     end => 'endmsg',
5535     name => 'description',
5536     type => 'text'
5537     }
5538     ]
5539     ],
5540     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.',
5541     name => 'Projectile',
5542     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.'
5543     },
5544     Ring => {
5545     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.',
5546     import => [
5547 root 1.29 'Amulet'
5548 root 1.7 ],
5549     name => 'Ring',
5550     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.'
5551     },
5552     Rod => {
5553     attr => [
5554     [
5555     'sp',
5556     {
5557     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!',
5558     name => 'spell',
5559     type => 'spell'
5560     }
5561     ],
5562     [
5563     'level',
5564     {
5565     desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should be set to something reasonable.',
5566     name => 'casting level',
5567     type => 'int'
5568     }
5569     ],
5570     [
5571     'hp',
5572     {
5573     desc => 'This value represents the initial amount of spellpoints in the rod. Naturally, this is quite unimportant.',
5574     name => 'initial spellpoints',
5575     type => 'int'
5576     }
5577     ],
5578     [
5579     'maxhp',
5580     {
5581     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.',
5582     name => 'max. spellpoints',
5583     type => 'int'
5584     }
5585     ],
5586     [
5587     'startequip',
5588     {
5589     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5590     name => 'godgiven item',
5591     type => 'bool'
5592     }
5593     ],
5594     [
5595     'msg',
5596     {
5597     desc => 'This text may contain a description of the rod.',
5598     end => 'endmsg',
5599     name => 'description',
5600     type => 'text'
5601     }
5602     ]
5603     ],
5604     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.',
5605     ignore => [
5606 elmex 1.68 'title'
5607 root 1.7 ],
5608     name => 'Rod',
5609     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>'
5610     },
5611     Rune => {
5612     attr => [
5613     [
5614     'no_pick',
5615     {
5616     type => 'fixed',
5617     value => 1
5618     }
5619     ],
5620     [
5621 root 1.14 'move_on',
5622 root 1.7 {
5623 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5624 root 1.58 name => 'movement on',
5625 elmex 1.26 type => 'movement_type'
5626 root 1.7 }
5627     ],
5628     [
5629     'level',
5630     {
5631     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.',
5632     name => 'rune level',
5633     type => 'int'
5634     }
5635     ],
5636     [
5637     'Cha',
5638     {
5639     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.',
5640     name => 'visibility',
5641     type => 'int'
5642     }
5643     ],
5644     [
5645     'hp',
5646     {
5647     desc => 'The rune will detonate <number of charges> times before disappearing.',
5648     name => 'number of charges',
5649     type => 'int'
5650     }
5651     ],
5652     [
5653     'dam',
5654     {
5655     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.',
5656     name => 'direct damage',
5657     type => 'int'
5658     }
5659     ],
5660     [
5661     'attacktype',
5662     {
5663     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.',
5664     name => 'attacktype',
5665     type => 'bitmask',
5666     value => $BITMASK{attacktype}
5667     }
5668     ],
5669     [
5670     'msg',
5671     {
5672     desc => 'When the rune detonates, this text is displayed to the victim. For especially powerful runes, create an appropriate thrilling description. ;)',
5673     end => 'endmsg',
5674     name => 'detonation text',
5675     type => 'text'
5676     }
5677     ]
5678 root 1.3 ],
5679     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.',
5680     ignore => [
5681 elmex 1.68 'no_pick',
5682     'title',
5683     'name_pl',
5684     'weight',
5685     'value',
5686     'material',
5687     'unpaid'
5688 root 1.3 ],
5689 root 1.5 name => 'Rune',
5690 root 1.4 section => [
5691     [
5692     'spellcraft',
5693 root 1.7 [
5694     [
5695     'sp',
5696     {
5697     desc => 'The selected <spell> defines the spell in the rune, if any. (Many runes do direct damage).',
5698     name => 'spell',
5699     type => 'spell'
5700     }
5701     ],
5702     [
5703     'slaying',
5704     {
5705     desc => 'Name of the spell in the rune, if any. <spell name> is optional, but if present, overrides the <spell> setting.',
5706     name => 'spell name',
5707     type => 'string'
5708     }
5709     ],
5710     [
5711     'other_arch',
5712     {
5713     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.',
5714     name => 'spell arch',
5715     type => 'string'
5716     }
5717     ],
5718     [
5719     'maxsp',
5720     {
5721     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.',
5722     name => 'direction',
5723     type => 'list',
5724     value => $LIST{direction}
5725     }
5726     ],
5727     [
5728     'race',
5729     {
5730     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.',
5731     name => 'summon monster',
5732     type => 'string'
5733     }
5734     ],
5735     [
5736     'maxhp',
5737     {
5738     desc => 'This should only be set to a summoning rune. It will then summon that many creatures of the kind <summon monster>.',
5739     name => 'summon amount',
5740     type => 'int'
5741     }
5742     ]
5743     ]
5744 root 1.4 ]
5745     ],
5746 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.'
5747     },
5748 root 1.37 'Safe ground' => {
5749 elmex 1.23 attr => [
5750     [
5751 root 1.35 'move_block',
5752     {
5753     desc => 'Objects using these movement types cannot move over this space.',
5754     name => 'blocked movement',
5755     type => 'movement_type'
5756     }
5757     ],
5758     [
5759     'move_allow',
5760     {
5761     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
5762     name => 'allowed movement',
5763     type => 'movement_type'
5764     }
5765     ],
5766     [
5767     'move_slow',
5768     {
5769     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
5770     name => 'slowed movement',
5771     type => 'movement_type'
5772     }
5773     ],
5774     [
5775     'move_slow_penalty',
5776     {
5777     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)',
5778     name => 'slow movement penalty',
5779     type => 'int'
5780     }
5781     ],
5782     [
5783 elmex 1.23 'no_pick',
5784     {
5785     type => 'fixed',
5786     value => 1
5787     }
5788     ]
5789     ],
5790 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.',
5791 elmex 1.23 ignore => [
5792     $IGNORE_LIST{non_pickable}
5793     ],
5794 root 1.37 name => 'Safe ground',
5795 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.'
5796 elmex 1.23 },
5797 root 1.3 Savebed => {
5798 root 1.7 attr => [
5799     [
5800     'no_pick',
5801     {
5802     type => 'fixed',
5803     value => 1
5804     }
5805     ],
5806     [
5807     'no_magic',
5808     {
5809     type => 'fixed',
5810     value => 1
5811     }
5812     ],
5813     [
5814     'damned',
5815     {
5816     type => 'fixed',
5817     value => 1
5818     }
5819     ]
5820     ],
5821 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.',
5822     ignore => [
5823     $IGNORE_LIST{non_pickable}
5824     ],
5825 root 1.5 name => 'Savebed',
5826 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>'
5827 root 1.3 },
5828     Scroll => {
5829 root 1.7 attr => [
5830     [
5831     'level',
5832     {
5833     desc => 'The spell of the scroll will be casted at this level. This value should always be set, at least to 1.',
5834     name => 'casting level',
5835     type => 'int'
5836     }
5837     ],
5838     [
5839     'sp',
5840     {
5841     desc => 'When a player/monster applies this scroll, the selected <spell> will be casted (once). This should work for any given spell.',
5842     name => 'spell',
5843     type => 'spell'
5844     }
5845     ],
5846     [
5847     'startequip',
5848     {
5849     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5850     name => 'godgiven item',
5851     type => 'bool'
5852     }
5853     ]
5854     ],
5855 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.',
5856     ignore => [
5857 elmex 1.68 'title'
5858 root 1.3 ],
5859 root 1.5 name => 'Scroll',
5860 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.'
5861     },
5862     Shield => {
5863 root 1.7 attr => [
5864     [
5865     'magic',
5866     {
5867     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.',
5868     name => 'magic bonus',
5869     type => 'int'
5870     }
5871     ]
5872     ],
5873 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.',
5874     import => [
5875 root 1.29 'Amulet'
5876 root 1.3 ],
5877 root 1.5 name => 'Shield',
5878 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.'
5879     },
5880     'Shooting Weapon' => {
5881 root 1.7 attr => [
5882     [
5883     'race',
5884     {
5885     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.',
5886     name => 'ammunition class',
5887     type => 'string'
5888     }
5889     ],
5890     [
5891     'sp',
5892     {
5893     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).',
5894     name => 'shooting speed',
5895     type => 'int'
5896     }
5897     ],
5898     [
5899     'dam',
5900     {
5901     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.',
5902     name => 'base damage',
5903     type => 'int'
5904     }
5905     ],
5906     [
5907     'wc',
5908     {
5909     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.',
5910     name => 'weaponclass',
5911     type => 'int'
5912     }
5913     ],
5914     [
5915     'item_power',
5916     {
5917 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>.',
5918 root 1.7 name => 'item power',
5919     type => 'int'
5920     }
5921     ],
5922     [
5923     'no_strength',
5924     {
5925     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.',
5926     name => 'ignore strength',
5927     type => 'bool'
5928     }
5929     ],
5930     [
5931     'damned',
5932     {
5933     desc => 'A damned shooting weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
5934     name => 'damnation',
5935     type => 'bool'
5936     }
5937     ],
5938     [
5939     'cursed',
5940     {
5941     desc => 'A cursed shooting weapon cannot be unwielded unless the curse is removed.',
5942     name => 'curse',
5943     type => 'bool'
5944     }
5945     ],
5946     [
5947     'unique',
5948     {
5949     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5950     name => 'unique item',
5951     type => 'bool'
5952     }
5953     ],
5954     [
5955     'startequip',
5956     {
5957     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5958     name => 'godgiven item',
5959     type => 'bool'
5960     }
5961     ],
5962     [
5963     'msg',
5964     {
5965     desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
5966     end => 'endmsg',
5967     name => 'description',
5968     type => 'text'
5969     }
5970     ]
5971     ],
5972 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.',
5973 root 1.5 name => 'Shooting Weapon',
5974 root 1.4 section => [
5975     [
5976     'stats',
5977 root 1.7 [
5978     [
5979     'Str',
5980     {
5981     desc => 'The player\'s strentgh will rise/fall by the given value while wearing this shooting weapon.',
5982     name => 'strength',
5983     type => 'int'
5984     }
5985     ],
5986     [
5987     'Dex',
5988     {
5989     desc => 'The player\'s dexterity will rise/fall by the given value while wearing this shooting weapon.',
5990     name => 'dexterity',
5991     type => 'int'
5992     }
5993     ],
5994     [
5995     'Con',
5996     {
5997     desc => 'The player\'s constitution will rise/fall by the given value while wearing this shooting weapon.',
5998     name => 'constitution',
5999     type => 'int'
6000     }
6001     ],
6002     [
6003     'Int',
6004     {
6005     desc => 'The player\'s intelligence will rise/fall by the given value while wearing this shooting weapon.',
6006     name => 'intelligence',
6007     type => 'int'
6008     }
6009     ],
6010     [
6011     'Pow',
6012     {
6013     desc => 'The player\'s power will rise/fall by the given value while wearing this shooting weapon.',
6014     name => 'power',
6015     type => 'int'
6016     }
6017     ],
6018     [
6019     'Wis',
6020     {
6021     desc => 'The player\'s wisdom will rise/fall by the given value while wearing this shooting weapon.',
6022     name => 'wisdom',
6023     type => 'int'
6024     }
6025     ],
6026     [
6027     'Cha',
6028     {
6029     desc => 'The player\'s charisma will rise/fall by the given value while wearing this shooting weapon.',
6030     name => 'charisma',
6031     type => 'int'
6032     }
6033     ]
6034     ]
6035     ],
6036     [
6037     'bonus',
6038     [
6039     [
6040     'luck',
6041     {
6042     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.',
6043     name => 'luck bonus',
6044     type => 'int'
6045     }
6046     ],
6047     [
6048     'magic',
6049     {
6050     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.',
6051     name => 'magic bonus',
6052     type => 'int'
6053     }
6054     ]
6055     ]
6056     ]
6057     ],
6058 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.'
6059 root 1.7 },
6060     'Shop Floor' => {
6061     attr => [
6062     [
6063     'is_floor',
6064     {
6065     type => 'fixed',
6066     value => 1
6067     }
6068     ],
6069     [
6070     'no_pick',
6071     {
6072     type => 'fixed',
6073     value => 1
6074     }
6075     ],
6076     [
6077     'no_magic',
6078     {
6079     type => 'fixed',
6080     value => 1
6081     }
6082     ],
6083     [
6084     'auto_apply',
6085 root 1.4 {
6086 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.',
6087     name => 'generate goods',
6088     type => 'bool'
6089 root 1.4 }
6090     ],
6091     [
6092 root 1.7 'randomitems',
6093     {
6094     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.',
6095     name => 'treasurelist',
6096     type => 'treasurelist'
6097     }
6098     ],
6099     [
6100     'exp',
6101     {
6102     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.',
6103     name => 'quality level',
6104     type => 'int'
6105     }
6106     ],
6107     [
6108     'damned',
6109 root 1.4 {
6110 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.)',
6111     name => 'no prayers',
6112     type => 'bool'
6113 root 1.4 }
6114     ]
6115     ],
6116 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).',
6117     ignore => [
6118     $IGNORE_LIST{non_pickable}
6119     ],
6120 root 1.5 name => 'Shop Floor',
6121 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.'
6122     },
6123 elmex 1.27 'Shop Inventory' => {
6124     attr => [
6125     [
6126     'shop_coords',
6127     {
6128     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.',
6129     name => 'shop rectangle',
6130     type => 'string'
6131     }
6132     ]
6133     ],
6134     desc => 'The purpose of a sign is to display the contents of a shop.',
6135     ignore => [
6136     $IGNORE_LIST{non_pickable}
6137     ],
6138     name => 'Shop Inventory',
6139     use => 'Use these signs to present the player a list of the items in the shop'
6140     },
6141 root 1.3 'Shop Mat' => {
6142 root 1.7 attr => [
6143     [
6144     'no_pick',
6145     {
6146     type => 'fixed',
6147     value => 1
6148     }
6149     ],
6150     [
6151 root 1.14 'move_on',
6152 root 1.7 {
6153 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6154 root 1.58 name => 'movement on',
6155 elmex 1.26 type => 'movement_type'
6156 root 1.7 }
6157     ]
6158     ],
6159 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).',
6160     ignore => [
6161     $IGNORE_LIST{non_pickable}
6162     ],
6163 root 1.5 name => 'Shop Mat',
6164 root 1.3 use => 'As stated above, always place TWO shop mats into your shop. Not more and not less than that.'
6165     },
6166     'Sign & MagicMouth' => {
6167 root 1.7 attr => [
6168     [
6169     'connected',
6170     {
6171     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.',
6172     name => 'connection',
6173 root 1.50 type => 'string'
6174 root 1.7 }
6175     ],
6176     [
6177 elmex 1.21 'activate_on_push',
6178     {
6179     desc => 'Whether the teleporter should only be activated on push.',
6180 root 1.42 name => 'activate on push',
6181 elmex 1.21 type => 'bool'
6182     }
6183     ],
6184     [
6185     'activate_on_release',
6186     {
6187     desc => 'Whether the teleporter should only be activated on release.',
6188 root 1.42 name => 'activate on release',
6189 elmex 1.21 type => 'bool'
6190     }
6191     ],
6192     [
6193 root 1.14 'move_on',
6194 root 1.7 {
6195 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6196 root 1.58 name => 'movement on',
6197 elmex 1.26 type => 'movement_type'
6198 root 1.7 }
6199     ],
6200     [
6201     'food',
6202     {
6203     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).',
6204     name => 'counter',
6205     type => 'int'
6206     }
6207     ],
6208     [
6209     'msg',
6210     {
6211     desc => 'This text will be displayed to the player.',
6212     end => 'endmsg',
6213     name => 'message',
6214     type => 'text'
6215     }
6216 root 1.72 ],
6217     [
6218     'slaying',
6219     {
6220     desc => 'The exit path defines the map that the player is transferred to. Usually, only tagged destinations (e.g. *scorn) make sense for signs, and only if the sign code actually makes use of them.',
6221     name => 'exit path',
6222     type => 'string'
6223     }
6224     ],
6225     [
6226     'value',
6227     {
6228     desc => 'Determines the value of the object, in units of silver coins (one platinum coin == 50 silver coins).',
6229     name => 'value',
6230     type => 'int'
6231     }
6232 root 1.7 ]
6233     ],
6234     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).',
6235     ignore => [
6236 elmex 1.67 $IGNORE_LIST{non_pickable},
6237 elmex 1.68 'connected'
6238 root 1.7 ],
6239     name => 'Sign & MagicMouth',
6240     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.'
6241     },
6242     Skill => {
6243     attr => [
6244     [
6245     'invisible',
6246     {
6247     type => 'fixed',
6248     value => 1
6249     }
6250     ],
6251     [
6252     'no_drop',
6253     {
6254     type => 'fixed',
6255     value => 1
6256     }
6257     ],
6258     [
6259     'skill',
6260     {
6261     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.',
6262     name => 'skill name',
6263     type => 'string'
6264     }
6265     ],
6266     [
6267     'expmul',
6268     {
6269     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.',
6270     name => 'exp multiplier',
6271     type => 'float'
6272     }
6273     ],
6274     [
6275     'subtype',
6276     {
6277 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.',
6278 root 1.7 name => 'skill type',
6279     type => 'list',
6280     value => $LIST{skill_type}
6281     }
6282     ],
6283     [
6284     'level',
6285     {
6286     name => 'level',
6287     type => 'int'
6288     }
6289     ],
6290     [
6291     'exp',
6292     {
6293     name => 'experience',
6294     type => 'int'
6295     }
6296     ],
6297     [
6298     'can_use_skill',
6299     {
6300     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.',
6301     name => 'is native skill',
6302     type => 'bool'
6303     }
6304     ]
6305 root 1.3 ],
6306     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.',
6307     ignore => [
6308     $IGNORE_LIST{system_object}
6309     ],
6310 root 1.5 name => 'Skill',
6311 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>'
6312     },
6313     'Skill Scroll' => {
6314 root 1.7 attr => [
6315     [
6316     'race',
6317     {
6318     type => 'fixed',
6319     value => 'scrolls'
6320     }
6321     ],
6322     [
6323     'skill',
6324     {
6325     desc => 'The <skill name> matches the skill object that can be learned from this scroll.',
6326     name => 'skill name',
6327     type => 'string'
6328     }
6329     ]
6330     ],
6331 root 1.3 desc => 'By reading a skill scroll, a player has a chance to learn the contained skill.',
6332 root 1.5 name => 'Skill Scroll',
6333 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.'
6334     },
6335 elmex 1.33 'Skill Tool' => {
6336     attr => [
6337     [
6338     'skill',
6339     {
6340     desc => 'This field describes which skill the player will be able to use wearing this item.',
6341     name => 'skill name',
6342     type => 'string'
6343     }
6344     ]
6345     ],
6346     desc => 'Wearing a skill tool will give the player the ability to use a skill.',
6347     name => 'Skill Tool',
6348     section => [
6349     [
6350     'stats',
6351     [
6352     [
6353     'Str',
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 => 'strength',
6357     type => 'int'
6358     }
6359     ],
6360     [
6361     'Dex',
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 => 'dexterity',
6365     type => 'int'
6366     }
6367     ],
6368     [
6369     'Con',
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 => 'constitution',
6373     type => 'int'
6374     }
6375     ],
6376     [
6377     'Int',
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 => 'intelligence',
6381     type => 'int'
6382     }
6383     ],
6384     [
6385     'Pow',
6386     {
6387     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.',
6388     name => 'power',
6389     type => 'int'
6390     }
6391     ],
6392     [
6393     'Wis',
6394     {
6395     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.',
6396     name => 'wisdom',
6397     type => 'int'
6398     }
6399     ],
6400     [
6401     'Cha',
6402     {
6403     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.',
6404     name => 'charisma',
6405     type => 'int'
6406     }
6407     ]
6408     ]
6409     ],
6410     [
6411     'resistance',
6412     [
6413     [
6414     'resist_physical',
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 physical %',
6418     type => 'int'
6419     }
6420     ],
6421     [
6422     'resist_magic',
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 magic %',
6426     type => 'int'
6427     }
6428     ],
6429     [
6430     'resist_fire',
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 fire %',
6434     type => 'int'
6435     }
6436     ],
6437     [
6438     'resist_electricity',
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 electricity %',
6442     type => 'int'
6443     }
6444     ],
6445     [
6446     'resist_cold',
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 cold %',
6450     type => 'int'
6451     }
6452     ],
6453     [
6454     'resist_acid',
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 acid %',
6458     type => 'int'
6459     }
6460     ],
6461     [
6462     'resist_confusion',
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 confusion %',
6466     type => 'int'
6467     }
6468     ],
6469     [
6470     'resist_weaponmagic',
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 weaponmagic %',
6474     type => 'int'
6475     }
6476     ],
6477     [
6478     'resist_ghosthit',
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 ghosthit %',
6482     type => 'int'
6483     }
6484     ],
6485     [
6486     'resist_slow',
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 slow %',
6490     type => 'int'
6491     }
6492     ],
6493     [
6494     'resist_fear',
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 fear %',
6498     type => 'int'
6499     }
6500     ],
6501     [
6502     'resist_death',
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 death-attack %',
6506     type => 'int'
6507     }
6508     ],
6509     [
6510     'resist_chaos',
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 chaos %',
6514     type => 'int'
6515     }
6516     ],
6517     [
6518     'resist_blind',
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 blinding %',
6522     type => 'int'
6523     }
6524     ],
6525     [
6526     'resist_holyword',
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 holy power %',
6530     type => 'int'
6531     }
6532     ],
6533     [
6534     'resist_godpower',
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 godpower %',
6538     type => 'int'
6539     }
6540     ],
6541     [
6542     'resist_paralyze',
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 paralyze %',
6546     type => 'int'
6547     }
6548     ],
6549     [
6550     'resist_drain',
6551     {
6552     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6553     name => 'resist draining %',
6554     type => 'int'
6555     }
6556     ],
6557     [
6558     'resist_deplete',
6559     {
6560     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6561     name => 'resist depletion %',
6562     type => 'int'
6563     }
6564     ],
6565     [
6566     'resist_poison',
6567     {
6568     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6569     name => 'resist poison %',
6570     type => 'int'
6571     }
6572     ]
6573     ]
6574     ]
6575     ],
6576     use => 'Feel free to assign resistancies and stats to a skill tools or change the skill that is given.'
6577     },
6578 root 1.3 'Special Key' => {
6579 root 1.7 attr => [
6580     [
6581     'slaying',
6582     {
6583     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.',
6584     name => 'key string',
6585     type => 'string'
6586     }
6587     ],
6588     [
6589     'material',
6590     {
6591     desc => 'For Special Keys, material should always be unset or set to Adamantite. This prevents the key from getting burned or otherwise destroyed.',
6592     name => 'material',
6593     type => 'bitmask',
6594     value => $BITMASK{material}
6595     }
6596     ],
6597     [
6598     'unique',
6599     {
6600     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.',
6601     name => 'unique item',
6602     type => 'bool'
6603     }
6604     ],
6605     [
6606     'startequip',
6607     {
6608     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6609     name => 'godgiven item',
6610     type => 'bool'
6611     }
6612     ],
6613     [
6614     'msg',
6615     {
6616     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.',
6617     end => 'endmsg',
6618     name => 'description',
6619     type => 'text'
6620     }
6621 elmex 1.70 ],
6622     [
6623     'no_steal',
6624     {
6625     desc => 'This item can\'t be stolen if the flag is set.',
6626     name => 'not stealable',
6627     type => 'bool'
6628     }
6629 root 1.7 ]
6630     ],
6631 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.',
6632     ignore => [
6633 elmex 1.68 'material'
6634 root 1.3 ],
6635 root 1.5 name => 'Special Key',
6636 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".'
6637     },
6638     Spell => {
6639 root 1.7 attr => [
6640     [
6641     'no_drop',
6642     {
6643     type => 'fixed',
6644     value => 1
6645     }
6646     ],
6647     [
6648     'invisible',
6649     {
6650     type => 'fixed',
6651     value => 1
6652     }
6653     ],
6654     [
6655     'skill',
6656     {
6657     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.',
6658     name => 'skill name',
6659     type => 'string'
6660     }
6661     ],
6662     [
6663     'subtype',
6664     {
6665     desc => 'The <spell type> defines the basic type of spell. Some of these types are of a more generic nature than others.',
6666     name => 'spell type',
6667     type => 'list',
6668     value => $LIST{spell_type}
6669     }
6670     ],
6671     [
6672     'level',
6673     {
6674     name => 'spell level',
6675     type => 'int'
6676     }
6677     ],
6678     [
6679     'casting_time',
6680     {
6681     name => 'casting time',
6682     type => 'int'
6683     }
6684     ],
6685     [
6686     'duration',
6687     {
6688     name => 'duration',
6689     type => 'int'
6690     }
6691     ],
6692     [
6693     'other_arch',
6694     {
6695     name => 'create object',
6696     type => 'string'
6697     }
6698     ],
6699     [
6700     'sp',
6701     {
6702     name => 'cost spellpoints',
6703     type => 'int'
6704     }
6705     ],
6706     [
6707 elmex 1.69 'dam',
6708     {
6709     name => 'damage',
6710     type => 'int'
6711     }
6712     ],
6713     [
6714 root 1.7 'grace',
6715     {
6716     name => 'cost grace',
6717     type => 'int'
6718     }
6719     ],
6720     [
6721     'maxsp',
6722     {
6723     name => 'double cost per level',
6724     type => 'int'
6725     }
6726     ]
6727     ],
6728 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.',
6729     ignore => [
6730     $IGNORE_LIST{system_object}
6731     ],
6732 root 1.5 name => 'Spell',
6733 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.'
6734     },
6735     Spellbook => {
6736 root 1.7 attr => [
6737     [
6738     'skill',
6739     {
6740     type => 'fixed',
6741     value => 'literacy'
6742     }
6743     ],
6744     [
6745     'randomitems',
6746     {
6747     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.',
6748     name => 'treasurelist',
6749     type => 'treasurelist'
6750     }
6751     ],
6752     [
6753     'startequip',
6754     {
6755     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6756     name => 'godgiven item',
6757     type => 'bool'
6758     }
6759     ],
6760     [
6761     'msg',
6762     {
6763     desc => 'This text may contain a nice description of the spellbook\'s cover or something.',
6764     end => 'endmsg',
6765     name => 'description',
6766     type => 'text'
6767     }
6768     ]
6769     ],
6770 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.',
6771 root 1.5 name => 'Spellbook',
6772 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.'
6773     },
6774     Spinner => {
6775 root 1.7 attr => [
6776     [
6777     'sp',
6778     {
6779     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.',
6780     name => 'direction number',
6781     type => 'int'
6782     }
6783     ],
6784     [
6785 root 1.14 'move_on',
6786 root 1.7 {
6787 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6788 root 1.58 name => 'movement on',
6789 elmex 1.26 type => 'movement_type'
6790 root 1.7 }
6791     ]
6792     ],
6793 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.',
6794     ignore => [
6795     $IGNORE_LIST{non_pickable}
6796     ],
6797 root 1.5 name => 'Spinner',
6798 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.'
6799     },
6800     Swamp => {
6801 root 1.7 attr => [
6802     [
6803     'is_floor',
6804     {
6805     type => 'fixed',
6806     value => 1
6807     }
6808     ],
6809     [
6810     'is_wooded',
6811     {
6812     type => 'fixed',
6813     value => 1
6814     }
6815     ],
6816     [
6817     'speed',
6818     {
6819     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.',
6820     name => 'drowning speed',
6821     type => 'float'
6822     }
6823     ],
6824     [
6825 root 1.17 'speed_left',
6826     {
6827     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.',
6828     name => 'speed left',
6829     type => 'float'
6830     }
6831     ],
6832     [
6833 root 1.14 'move_on',
6834     {
6835     desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6836 root 1.58 name => 'movement on',
6837 elmex 1.26 type => 'movement_type'
6838 root 1.14 }
6839     ],
6840     [
6841     'move_block',
6842 root 1.7 {
6843 root 1.14 desc => 'Objects using these movement types cannot move over this space.',
6844     name => 'blocked movement',
6845 elmex 1.26 type => 'movement_type'
6846 root 1.14 }
6847     ],
6848     [
6849     'move_allow',
6850     {
6851     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6852     name => 'allowed movement',
6853 elmex 1.26 type => 'movement_type'
6854 root 1.14 }
6855     ],
6856     [
6857     'move_slow',
6858     {
6859     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6860     name => 'slowed movement',
6861 elmex 1.26 type => 'movement_type'
6862 root 1.14 }
6863     ],
6864     [
6865     'move_slow_penalty',
6866     {
6867     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)',
6868     name => 'slow movement penalty',
6869 root 1.7 type => 'int'
6870     }
6871     ],
6872     [
6873     'no_magic',
6874     {
6875     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
6876     name => 'no spells',
6877     type => 'bool'
6878     }
6879     ],
6880     [
6881     'damned',
6882     {
6883     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
6884     name => 'no prayers',
6885     type => 'bool'
6886     }
6887     ]
6888     ],
6889 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.',
6890     ignore => [
6891     $IGNORE_LIST{non_pickable}
6892 root 1.5 ],
6893     name => 'Swamp'
6894 root 1.3 },
6895     Teleporter => {
6896 root 1.7 attr => [
6897     [
6898     'slaying',
6899     {
6900     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.',
6901     name => 'exit path',
6902     type => 'string'
6903     }
6904     ],
6905     [
6906     'hp',
6907     {
6908     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.',
6909     name => 'destination X',
6910     type => 'int'
6911     }
6912     ],
6913     [
6914     'sp',
6915     {
6916     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.',
6917     name => 'destination Y',
6918     type => 'int'
6919     }
6920     ],
6921     [
6922     'connected',
6923     {
6924     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.',
6925     name => 'connection',
6926 root 1.50 type => 'string'
6927 root 1.7 }
6928     ],
6929     [
6930 elmex 1.21 'activate_on_push',
6931     {
6932     desc => 'Whether the teleporter should only be activated on push.',
6933 root 1.42 name => 'activate on push',
6934 elmex 1.21 type => 'bool'
6935     }
6936     ],
6937     [
6938     'activate_on_release',
6939     {
6940     desc => 'Whether the teleporter should only be activated on release.',
6941 root 1.42 name => 'activate on release',
6942 elmex 1.21 type => 'bool'
6943     }
6944     ],
6945     [
6946 root 1.7 'speed',
6947     {
6948     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!',
6949     name => 'activation speed',
6950     type => 'float'
6951     }
6952 root 1.17 ],
6953     [
6954     'speed_left',
6955     {
6956     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.',
6957     name => 'speed left',
6958     type => 'float'
6959     }
6960 root 1.7 ]
6961     ],
6962 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.',
6963     ignore => [
6964 elmex 1.67 $IGNORE_LIST{non_pickable},
6965 elmex 1.68 'connected'
6966 root 1.3 ],
6967 root 1.5 name => 'Teleporter',
6968 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.'
6969     },
6970 root 1.8 'Timed Gate' => {
6971     attr => [
6972     [
6973     'no_pick',
6974     {
6975     type => 'fixed',
6976     value => 1
6977     }
6978     ],
6979     [
6980     'connected',
6981     {
6982     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.',
6983     name => 'connection',
6984 root 1.50 type => 'string'
6985 root 1.8 }
6986     ],
6987     [
6988 elmex 1.21 'activate_on_push',
6989     {
6990     desc => 'Whether the teleporter should only be activated on push.',
6991 root 1.42 name => 'activate on push',
6992 elmex 1.21 type => 'bool'
6993     }
6994     ],
6995     [
6996     'activate_on_release',
6997     {
6998     desc => 'Whether the teleporter should only be activated on release.',
6999 root 1.42 name => 'activate on release',
7000 elmex 1.21 type => 'bool'
7001     }
7002     ],
7003     [
7004 root 1.8 'wc',
7005     {
7006     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.',
7007     name => 'position state',
7008     type => 'int'
7009     }
7010     ],
7011     [
7012 root 1.14 'move_block',
7013     {
7014     desc => 'Objects using these movement types cannot move over this space.',
7015     name => 'blocked movement',
7016 elmex 1.26 type => 'movement_type'
7017 root 1.14 }
7018     ],
7019     [
7020     'move_allow',
7021     {
7022     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
7023     name => 'allowed movement',
7024 elmex 1.26 type => 'movement_type'
7025 root 1.14 }
7026     ],
7027     [
7028     'move_slow',
7029 root 1.8 {
7030 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
7031     name => 'slowed movement',
7032 elmex 1.26 type => 'movement_type'
7033 root 1.14 }
7034     ],
7035     [
7036     'move_slow_penalty',
7037     {
7038     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)',
7039     name => 'slow movement penalty',
7040     type => 'int'
7041 root 1.8 }
7042     ],
7043     [
7044     'no_magic',
7045     {
7046     desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
7047     name => 'restrict spells',
7048     type => 'bool'
7049     }
7050     ],
7051     [
7052     'damned',
7053     {
7054     desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
7055     name => 'restrict prayers',
7056     type => 'bool'
7057     }
7058     ],
7059     [
7060     'hp',
7061     {
7062     desc => 'Defines the duration the gate remains closed. This only takes effect if the gate is not connected.',
7063     name => 'open duration',
7064     type => 'int'
7065     }
7066     ]
7067     ],
7068 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.',
7069 root 1.8 ignore => [
7070 elmex 1.67 $IGNORE_LIST{non_pickable},
7071 elmex 1.68 'connected'
7072 root 1.8 ],
7073     name => 'Timed Gate',
7074     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".'
7075     },
7076 elmex 1.51 Torch => {
7077     attr => [
7078     [
7079 elmex 1.59 'is_lightable',
7080     {
7081     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.',
7082     name => 'reignitable',
7083     type => 'bool'
7084     }
7085     ],
7086     [
7087 elmex 1.51 'food',
7088     {
7089     desc => 'This field specifies the burning duration of the torch.',
7090     name => 'burning duration',
7091     type => 'int'
7092     }
7093     ],
7094     [
7095     'range',
7096     {
7097     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.',
7098     name => 'enabled glow radius',
7099     type => 'int'
7100     }
7101 elmex 1.52 ],
7102     [
7103     'level',
7104     {
7105     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.',
7106     name => 'level',
7107     type => 'int'
7108     }
7109     ],
7110     [
7111     'cursed',
7112     {
7113     desc => 'Cursed torches, which have a level above 0, explode if the player applies them.',
7114     name => 'cursed',
7115     type => 'bool'
7116     }
7117 elmex 1.51 ]
7118     ],
7119 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.',
7120 elmex 1.51 name => 'Torch'
7121     },
7122 root 1.3 Trap => {
7123 root 1.7 attr => [
7124     [
7125     'no_pick',
7126     {
7127     type => 'fixed',
7128     value => 1
7129     }
7130     ],
7131     [
7132 root 1.14 'move_on',
7133 root 1.7 {
7134 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
7135 root 1.58 name => 'movement on',
7136 elmex 1.26 type => 'movement_type'
7137 root 1.7 }
7138     ],
7139     [
7140     'level',
7141     {
7142     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.',
7143     name => 'trap level',
7144     type => 'int'
7145     }
7146     ],
7147     [
7148     'Cha',
7149     {
7150     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.',
7151     name => 'visibility',
7152     type => 'int'
7153     }
7154     ],
7155     [
7156     'hp',
7157     {
7158     desc => 'The trap will detonate <number of charges> times before disappearing.',
7159     name => 'number of charges',
7160     type => 'int'
7161     }
7162     ],
7163     [
7164     'dam',
7165     {
7166     desc => '<direct damage> specifies how much damage is done by the trap. This should be set in reasonable relation to the trap\'s level.',
7167     name => 'direct damage',
7168     type => 'int'
7169     }
7170     ],
7171     [
7172     'attacktype',
7173     {
7174     desc => 'This attribute defines what attacktype to use for direct damage when the trap detonates.',
7175     name => 'attacktype',
7176     type => 'bitmask',
7177     value => $BITMASK{attacktype}
7178     }
7179     ],
7180     [
7181     'connected',
7182     {
7183     desc => 'When the trap is detonated, all objects with the same connection value get activated.',
7184     name => 'connection',
7185 root 1.50 type => 'string'
7186 root 1.7 }
7187     ],
7188     [
7189     'msg',
7190     {
7191     desc => 'When the trap detonates, this text is displayed to the victim. For especially powerful or complex traps, create an appropriate and thrilling description. ;)',
7192     end => 'endmsg',
7193     name => 'detonation text',
7194     type => 'text'
7195     }
7196     ]
7197     ],
7198 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.',
7199     ignore => [
7200 elmex 1.68 'no_pick',
7201     'title',
7202     'name_pl',
7203     'weight',
7204     'value',
7205     'material',
7206     'unpaid',
7207     'connected'
7208 root 1.3 ],
7209 root 1.5 name => 'Trap',
7210 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.'
7211     },
7212     Trapdoor => {
7213 root 1.7 attr => [
7214     [
7215     'no_pick',
7216     {
7217     type => 'fixed',
7218     value => 1
7219     }
7220     ],
7221     [
7222 root 1.14 'move_on',
7223 root 1.7 {
7224 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
7225 root 1.58 name => 'movement on',
7226 elmex 1.26 type => 'movement_type'
7227 root 1.7 }
7228     ],
7229     [
7230     'weight',
7231     {
7232     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.',
7233     name => 'hold weight',
7234     type => 'int'
7235     }
7236     ],
7237     [
7238     'hp',
7239     {
7240     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!',
7241     name => 'destination X',
7242     type => 'int'
7243     }
7244     ],
7245     [
7246     'sp',
7247     {
7248     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!',
7249     name => 'destination Y',
7250     type => 'int'
7251     }
7252     ]
7253     ],
7254 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.',
7255     ignore => [
7256     $IGNORE_LIST{non_pickable}
7257     ],
7258 root 1.5 name => 'Trapdoor',
7259 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.'
7260     },
7261     Treasure => {
7262 root 1.7 attr => [
7263     [
7264     'randomitems',
7265     {
7266     desc => 'This entry determines what kind of treasure will appear. Look into /crossfire/share/crossfire/treasures for details about existing treasurelists.',
7267     name => 'treasurelist',
7268     type => 'treasurelist'
7269     }
7270     ],
7271     [
7272     'auto_apply',
7273     {
7274     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.',
7275     name => 'auto-generate',
7276     type => 'bool'
7277     }
7278     ],
7279     [
7280     'hp',
7281     {
7282     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.',
7283     name => 'create number',
7284     type => 'int'
7285     }
7286     ],
7287     [
7288     'exp',
7289     {
7290     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).',
7291     name => 'quality level',
7292     type => 'int'
7293     }
7294     ]
7295     ],
7296 root 1.3 desc => 'A treasure-object turns into certain randomitems when the map is loaded into the game.',
7297     ignore => [
7298 elmex 1.68 'nrof',
7299     'title',
7300     'name_pl',
7301     'weight',
7302     'value',
7303     'material'
7304 root 1.3 ],
7305 root 1.5 name => 'Treasure',
7306 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.'
7307     },
7308     'Trigger Marker' => {
7309 root 1.7 attr => [
7310     [
7311     'no_pick',
7312     {
7313     type => 'fixed',
7314     value => 1
7315     }
7316     ],
7317     [
7318     'slaying',
7319     {
7320     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.',
7321     name => 'key string',
7322     type => 'string'
7323     }
7324     ],
7325     [
7326     'connected',
7327     {
7328     desc => 'Unlike a regular marker this is the connection that triggers this marker to activate.',
7329     name => 'connection',
7330 root 1.50 type => 'string'
7331 root 1.7 }
7332     ],
7333     [
7334     'food',
7335     {
7336     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.',
7337     name => 'mark duration',
7338     type => 'int'
7339     }
7340     ],
7341     [
7342     'name',
7343     {
7344     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.',
7345     name => 'delete mark',
7346     type => 'string'
7347     }
7348     ],
7349     [
7350     'msg',
7351     {
7352     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.',
7353     end => 'endmsg',
7354     name => 'marking message',
7355     type => 'text'
7356     }
7357     ]
7358     ],
7359 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.',
7360 root 1.3 ignore => [
7361 elmex 1.67 $IGNORE_LIST{system_object},
7362 elmex 1.68 'connected'
7363 root 1.3 ],
7364 root 1.5 name => 'Trigger Marker',
7365 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.'
7366     },
7367     Wall => {
7368 root 1.7 attr => [
7369     [
7370 root 1.14 'move_block',
7371     {
7372     desc => 'Objects using these movement types cannot move over this space.',
7373     name => 'blocked movement',
7374 elmex 1.26 type => 'movement_type'
7375 root 1.14 }
7376     ],
7377     [
7378     'move_allow',
7379     {
7380     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
7381     name => 'allowed movement',
7382 elmex 1.26 type => 'movement_type'
7383 root 1.14 }
7384     ],
7385     [
7386     'move_slow',
7387 root 1.7 {
7388 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
7389     name => 'slowed movement',
7390 elmex 1.26 type => 'movement_type'
7391 root 1.14 }
7392     ],
7393     [
7394     'move_slow_penalty',
7395     {
7396     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)',
7397     name => 'slow movement penalty',
7398     type => 'int'
7399 root 1.7 }
7400     ],
7401     [
7402     'can_roll',
7403     {
7404     desc => 'If set, the object is able to "roll", so it can be pushed around. This setting is used for boulders and barrels.',
7405     name => 'moveable',
7406     type => 'bool'
7407     }
7408     ],
7409     [
7410     'no_magic',
7411     {
7412     desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
7413     name => 'restrict spells',
7414     type => 'bool'
7415     }
7416     ],
7417     [
7418     'damned',
7419     {
7420     desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
7421     name => 'restrict prayers',
7422     type => 'bool'
7423     }
7424     ]
7425     ],
7426 root 1.3 desc => 'Walls usually block passage and sight.',
7427     ignore => [
7428 elmex 1.68 'nrof',
7429     'title',
7430     'name_pl',
7431     'value',
7432     'unpaid'
7433 root 1.3 ],
7434 root 1.19 name => 'Wall'
7435 root 1.3 },
7436     'Wand & Staff' => {
7437 root 1.7 attr => [
7438     [
7439     'sp',
7440     {
7441     desc => 'The <spell> specifies the contained spell.',
7442     name => 'spell',
7443     type => 'spell'
7444     }
7445     ],
7446     [
7447     'level',
7448     {
7449     desc => 'The <casting level> of the wand determines it\'s power. An average level for wands in shops is about 10.',
7450     name => 'casting level',
7451     type => 'int'
7452     }
7453     ],
7454     [
7455     'food',
7456     {
7457     desc => 'The wand can be used <number of charges> times before it is used up. It can be recharged with scrolls of charging.',
7458     name => 'number of charges',
7459     type => 'int'
7460     }
7461     ],
7462     [
7463     'startequip',
7464     {
7465     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
7466     name => 'godgiven item',
7467     type => 'bool'
7468     }
7469     ],
7470     [
7471     'msg',
7472     {
7473     desc => 'This text may contain a description of the wand.',
7474     end => 'endmsg',
7475     name => 'description',
7476     type => 'text'
7477     }
7478     ]
7479     ],
7480 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.',
7481 root 1.5 name => 'Wand & Staff',
7482 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.'
7483 root 1.3 },
7484     'Weak Wall' => {
7485 root 1.7 attr => [
7486     [
7487     'alive',
7488     {
7489     type => 'fixed',
7490     value => 1
7491     }
7492     ],
7493     [
7494     'no_pick',
7495     {
7496     type => 'fixed',
7497     value => 1
7498     }
7499     ],
7500     [
7501     'tear_down',
7502     {
7503     type => 'fixed',
7504     value => 1
7505     }
7506     ],
7507     [
7508     'race',
7509     {
7510     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.',
7511     name => 'race',
7512     type => 'string'
7513     }
7514     ],
7515     [
7516     'level',
7517     {
7518     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.',
7519     name => 'level',
7520     type => 'int'
7521     }
7522     ],
7523     [
7524     'hp',
7525     {
7526     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.',
7527     name => 'health points',
7528     type => 'int'
7529     }
7530     ],
7531     [
7532     'maxhp',
7533     {
7534     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.',
7535     name => 'max health',
7536     type => 'int'
7537     }
7538     ],
7539     [
7540     'ac',
7541     {
7542     desc => 'Weak walls of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
7543     name => 'armour class',
7544     type => 'int'
7545     }
7546     ]
7547     ],
7548 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.',
7549     ignore => [
7550     $IGNORE_LIST{non_pickable}
7551     ],
7552 root 1.5 name => 'Weak Wall',
7553 root 1.4 section => [
7554     [
7555     'resistance',
7556 root 1.7 [
7557     [
7558     'resist_physical',
7559     {
7560     name => 'resist physical %',
7561     type => 'int'
7562     }
7563     ],
7564     [
7565     'resist_magic',
7566     {
7567     name => 'resist magic %',
7568     type => 'int'
7569     }
7570     ],
7571     [
7572     'resist_fire',
7573     {
7574     name => 'resist fire %',
7575     type => 'int'
7576     }
7577     ],
7578     [
7579     'resist_electricity',
7580     {
7581     name => 'resist electricity %',
7582     type => 'int'
7583     }
7584     ],
7585     [
7586     'resist_cold',
7587     {
7588     name => 'resist cold %',
7589     type => 'int'
7590     }
7591     ],
7592     [
7593     'resist_confusion',
7594     {
7595     name => 'resist confusion %',
7596     type => 'int'
7597     }
7598     ],
7599     [
7600     'resist_acid',
7601     {
7602     name => 'resist acid %',
7603     type => 'int'
7604     }
7605     ],
7606     [
7607     'resist_drain',
7608     {
7609     name => 'resist draining %',
7610     type => 'int'
7611     }
7612     ],
7613     [
7614     'resist_weaponmagic',
7615     {
7616     name => 'resist weaponmagic %',
7617     type => 'int'
7618     }
7619     ],
7620     [
7621     'resist_ghosthit',
7622     {
7623     name => 'resist ghosthit %',
7624     type => 'int'
7625     }
7626     ],
7627     [
7628     'resist_poison',
7629     {
7630     name => 'resist poison %',
7631     type => 'int'
7632     }
7633     ],
7634     [
7635     'resist_slow',
7636     {
7637     name => 'resist slow %',
7638     type => 'int'
7639     }
7640     ],
7641     [
7642     'resist_paralyze',
7643     {
7644     name => 'resist paralyze %',
7645     type => 'int'
7646     }
7647     ],
7648     [
7649     'resist_fear',
7650     {
7651     name => 'resist fear %',
7652     type => 'int'
7653     }
7654     ],
7655     [
7656     'resist_deplete',
7657     {
7658     name => 'resist depletion %',
7659     type => 'int'
7660     }
7661     ],
7662     [
7663     'resist_death',
7664     {
7665     name => 'resist death-attack %',
7666     type => 'int'
7667     }
7668     ],
7669     [
7670     'resist_chaos',
7671     {
7672     name => 'resist chaos %',
7673     type => 'int'
7674     }
7675     ],
7676     [
7677     'resist_blind',
7678     {
7679     name => 'resist blinding %',
7680     type => 'int'
7681     }
7682     ],
7683     [
7684     'resist_holyword',
7685     {
7686     name => 'resist holy power %',
7687     type => 'int'
7688     }
7689     ],
7690     [
7691     'resist_godpower',
7692     {
7693     name => 'resist godpower %',
7694     type => 'int'
7695     }
7696     ]
7697     ]
7698 root 1.4 ]
7699     ],
7700 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.'
7701     },
7702     Weapon => {
7703 root 1.7 attr => [
7704     [
7705     'attacktype',
7706     {
7707     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.',
7708     name => 'attacktype',
7709     type => 'bitmask',
7710     value => $BITMASK{attacktype}
7711     }
7712     ],
7713     [
7714     'weapontype',
7715     {
7716     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.',
7717     name => 'weapontype',
7718     type => 'list',
7719     value => $LIST{weapon_type}
7720     }
7721     ],
7722     [
7723     'skill',
7724     {
7725     desc => 'Matching <skill name> of the skill that is required to use this weapon.',
7726     name => 'skill name',
7727     type => 'string'
7728     }
7729     ],
7730     [
7731     'dam',
7732     {
7733     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.',
7734     name => 'damage',
7735     type => 'int'
7736     }
7737     ],
7738     [
7739     'slaying',
7740     {
7741     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.',
7742     name => 'slaying race',
7743     type => 'string'
7744     }
7745     ],
7746     [
7747     'last_sp',
7748     {
7749     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.',
7750     name => 'weapon speed',
7751     type => 'int'
7752     }
7753     ],
7754     [
7755     'wc',
7756     {
7757     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.',
7758     name => 'weapon class',
7759     type => 'int'
7760     }
7761     ],
7762     [
7763     'magic',
7764     {
7765     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.',
7766     name => 'magic bonus',
7767     type => 'int'
7768     }
7769     ],
7770     [
7771     'item_power',
7772     {
7773 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>.',
7774 root 1.7 name => 'item power',
7775     type => 'int'
7776     }
7777     ],
7778     [
7779     'damned',
7780     {
7781     desc => 'A damned weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
7782     name => 'damnation',
7783     type => 'bool'
7784     }
7785     ],
7786     [
7787     'cursed',
7788     {
7789     desc => 'A cursed weapon cannot be unwielded unless the curse is removed.',
7790     name => 'curse',
7791     type => 'bool'
7792     }
7793     ],
7794     [
7795     'lifesave',
7796     {
7797 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!',
7798 root 1.7 name => 'save life',
7799     type => 'bool'
7800     }
7801     ],
7802     [
7803     'unique',
7804     {
7805     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
7806     name => 'unique item',
7807     type => 'bool'
7808     }
7809     ],
7810     [
7811     'startequip',
7812     {
7813     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
7814     name => 'godgiven item',
7815     type => 'bool'
7816     }
7817     ],
7818     [
7819     'msg',
7820     {
7821     desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
7822     end => 'endmsg',
7823     name => 'description',
7824     type => 'text'
7825     }
7826     ]
7827     ],
7828 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.',
7829 root 1.5 name => 'Weapon',
7830 root 1.4 section => [
7831     [
7832 elmex 1.33 'stats',
7833     [
7834     [
7835     'Str',
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 => 'strength',
7839     type => 'int'
7840     }
7841     ],
7842     [
7843     'Dex',
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 => 'dexterity',
7847     type => 'int'
7848     }
7849     ],
7850     [
7851     'Con',
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 => 'constitution',
7855     type => 'int'
7856     }
7857     ],
7858     [
7859     'Int',
7860     {
7861     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.',
7862     name => 'intelligence',
7863     type => 'int'
7864     }
7865     ],
7866     [
7867     'Pow',
7868     {
7869     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.',
7870     name => 'power',
7871     type => 'int'
7872     }
7873     ],
7874     [
7875     'Wis',
7876     {
7877     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.',
7878     name => 'wisdom',
7879     type => 'int'
7880     }
7881     ],
7882     [
7883     'Cha',
7884     {
7885     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.',
7886     name => 'charisma',
7887     type => 'int'
7888     }
7889     ]
7890     ]
7891     ],
7892     [
7893 root 1.4 'resistance',
7894 root 1.7 [
7895     [
7896     'resist_physical',
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 physical %',
7900     type => 'int'
7901     }
7902     ],
7903     [
7904     'resist_magic',
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 magic %',
7908     type => 'int'
7909     }
7910     ],
7911     [
7912     'resist_fire',
7913     {
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 root 1.7 name => 'resist fire %',
7916     type => 'int'
7917     }
7918     ],
7919     [
7920     'resist_electricity',
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 electricity %',
7924     type => 'int'
7925     }
7926     ],
7927     [
7928     'resist_cold',
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 cold %',
7932     type => 'int'
7933     }
7934     ],
7935     [
7936     'resist_acid',
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 acid %',
7940     type => 'int'
7941     }
7942     ],
7943     [
7944 elmex 1.33 'resist_confusion',
7945 root 1.7 {
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     name => 'resist confusion %',
7948 root 1.7 type => 'int'
7949     }
7950     ],
7951     [
7952     'resist_weaponmagic',
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 weaponmagic %',
7956     type => 'int'
7957     }
7958     ],
7959     [
7960     'resist_ghosthit',
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 ghosthit %',
7964     type => 'int'
7965     }
7966     ],
7967     [
7968     'resist_slow',
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 slow %',
7972     type => 'int'
7973     }
7974     ],
7975     [
7976     'resist_fear',
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 fear %',
7980     type => 'int'
7981     }
7982     ],
7983     [
7984     'resist_death',
7985     {
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 root 1.7 name => 'resist death-attack %',
7988     type => 'int'
7989     }
7990     ],
7991     [
7992     'resist_chaos',
7993     {
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 root 1.7 name => 'resist chaos %',
7996     type => 'int'
7997     }
7998     ],
7999     [
8000     'resist_blind',
8001     {
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 root 1.7 name => 'resist blinding %',
8004     type => 'int'
8005     }
8006     ],
8007     [
8008     'resist_holyword',
8009     {
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 root 1.7 name => 'resist holy power %',
8012     type => 'int'
8013     }
8014     ],
8015     [
8016 elmex 1.33 'resist_godpower',
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 godpower %',
8020 root 1.7 type => 'int'
8021     }
8022     ],
8023     [
8024 elmex 1.33 'resist_paralyze',
8025 root 1.7 {
8026 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!',
8027     name => 'resist paralyze %',
8028 root 1.7 type => 'int'
8029     }
8030     ],
8031     [
8032 elmex 1.33 'resist_drain',
8033 root 1.7 {
8034 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!',
8035     name => 'resist draining %',
8036 root 1.7 type => 'int'
8037     }
8038     ],
8039     [
8040 elmex 1.33 'resist_deplete',
8041 root 1.7 {
8042 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!',
8043     name => 'resist depletion %',
8044 root 1.7 type => 'int'
8045     }
8046     ],
8047     [
8048 elmex 1.33 'resist_poison',
8049 root 1.7 {
8050 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!',
8051     name => 'resist poison %',
8052 root 1.7 type => 'int'
8053     }
8054     ]
8055     ]
8056 root 1.4 ],
8057     [
8058     'misc',
8059 root 1.7 [
8060     [
8061     'luck',
8062     {
8063     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.',
8064     name => 'luck bonus',
8065     type => 'int'
8066     }
8067     ],
8068     [
8069     'hp',
8070     {
8071     desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
8072     name => 'health regen.',
8073     type => 'int'
8074     }
8075     ],
8076     [
8077     'sp',
8078     {
8079     desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
8080     name => 'mana regen.',
8081     type => 'int'
8082     }
8083     ],
8084     [
8085     'grace',
8086     {
8087     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!!',
8088     name => 'grace regen.',
8089     type => 'int'
8090     }
8091     ],
8092     [
8093     'food',
8094     {
8095     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.',
8096     name => 'food bonus',
8097     type => 'int'
8098     }
8099     ],
8100     [
8101     'xrays',
8102     {
8103 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.',
8104 root 1.7 name => 'xray vision',
8105     type => 'bool'
8106     }
8107     ],
8108     [
8109     'stealth',
8110     {
8111     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)',
8112     name => 'stealth',
8113     type => 'bool'
8114     }
8115     ],
8116     [
8117     'reflect_spell',
8118     {
8119     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!',
8120     name => 'reflect spells',
8121     type => 'bool'
8122     }
8123     ],
8124     [
8125     'reflect_missile',
8126     {
8127     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.',
8128     name => 'reflect missiles',
8129     type => 'bool'
8130     }
8131     ],
8132     [
8133     'path_attuned',
8134     {
8135     desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this weapon.',
8136     name => 'attuned paths',
8137     type => 'bitmask',
8138     value => $BITMASK{spellpath}
8139     }
8140     ],
8141     [
8142     'path_repelled',
8143     {
8144     desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this weapon.',
8145     name => 'repelled paths',
8146     type => 'bitmask',
8147     value => $BITMASK{spellpath}
8148     }
8149     ],
8150     [
8151     'path_denied',
8152     {
8153     desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this weapon.',
8154     name => 'denied paths',
8155     type => 'bitmask',
8156     value => $BITMASK{spellpath}
8157     }
8158     ]
8159     ]
8160 root 1.4 ]
8161     ],
8162 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.'
8163 root 1.1 }
8164     );
8165    
8166 root 1.3 our %ATTR = (
8167     3 => $TYPE{Rod},
8168     4 => $TYPE{Treasure},
8169     5 => $TYPE{Potion},
8170     6 => $TYPE{Food},
8171     7 => $TYPE{'Poison Food'},
8172     8 => $TYPE{Book},
8173     9 => $TYPE{Clock},
8174     13 => $TYPE{Projectile},
8175     14 => $TYPE{'Shooting Weapon'},
8176     15 => $TYPE{Weapon},
8177     16 => $TYPE{'Brestplate Armour'},
8178     17 => $TYPE{Pedestal},
8179     18 => $TYPE{Altar},
8180 root 1.57 19 => $TYPE{'Item Match'},
8181 root 1.3 20 => $TYPE{'Locked Door'},
8182     21 => $TYPE{'Special Key'},
8183 root 1.9 23 => $TYPE{Door},
8184     24 => $TYPE{Key},
8185 root 1.8 26 => $TYPE{'Timed Gate'},
8186 root 1.3 27 => $TYPE{'Handle Trigger'},
8187 root 1.9 28 => $TYPE{'Monster (Grimreaper)'},
8188 root 1.3 29 => $TYPE{'Magic Ear'},
8189 root 1.9 30 => $TYPE{'Button Trigger'},
8190 root 1.3 31 => $TYPE{'Altar Trigger'},
8191 root 1.60 32 => $TYPE{'Pedestal Trigger'},
8192 root 1.3 33 => $TYPE{Shield},
8193     34 => $TYPE{Helmet},
8194     35 => $TYPE{Horn},
8195     36 => $TYPE{Money},
8196 root 1.9 37 => $TYPE{'Class Changer'},
8197 root 1.3 39 => $TYPE{Amulet},
8198     40 => $TYPE{Mover},
8199     41 => $TYPE{Teleporter},
8200     42 => $TYPE{Creator},
8201     43 => $TYPE{Skill},
8202     51 => $TYPE{Detector},
8203     52 => $TYPE{'Trigger Marker'},
8204     55 => $TYPE{Marker},
8205     56 => $TYPE{'Holy Altar'},
8206     58 => $TYPE{Battleground},
8207     60 => $TYPE{Jewel},
8208     62 => $TYPE{'Magic Wall'},
8209     64 => $TYPE{'Inventory Checker'},
8210     65 => $TYPE{'Mood Floor'},
8211     66 => $TYPE{Exit},
8212     67 => $TYPE{'Floor (Encounter)'},
8213     68 => $TYPE{'Shop Floor'},
8214     69 => $TYPE{'Shop Mat'},
8215     70 => $TYPE{Ring},
8216     72 => $TYPE{Flesh},
8217     73 => $TYPE{Inorganic},
8218 elmex 1.33 74 => $TYPE{'Skill Tool'},
8219 elmex 1.51 81 => $TYPE{Torch},
8220     82 => $TYPE{Lamp},
8221 root 1.3 83 => $TYPE{Duplicator},
8222     85 => $TYPE{Spellbook},
8223     87 => $TYPE{Cloak},
8224     88 => $TYPE{'Hazard Floor'},
8225     90 => $TYPE{Spinner},
8226     91 => $TYPE{Gate},
8227     92 => $TYPE{Button},
8228     93 => $TYPE{Handle},
8229     94 => $TYPE{Pit},
8230     95 => $TYPE{Trapdoor},
8231     98 => $TYPE{'Sign & MagicMouth'},
8232     99 => $TYPE{Boots},
8233     100 => $TYPE{Gloves},
8234     101 => $TYPE{Spell},
8235     103 => $TYPE{Converter},
8236     104 => $TYPE{Bracers},
8237     106 => $TYPE{Savebed},
8238     109 => $TYPE{'Wand & Staff'},
8239 root 1.54 110 => $TYPE{Inscribable},
8240 root 1.3 111 => $TYPE{Scroll},
8241     112 => $TYPE{Director},
8242     113 => $TYPE{Girdle},
8243 root 1.10 116 => $TYPE{'Event Connector'},
8244 root 1.3 122 => $TYPE{Container},
8245     130 => $TYPE{'Skill Scroll'},
8246     138 => $TYPE{Swamp},
8247 elmex 1.27 150 => $TYPE{'Shop Inventory'},
8248 root 1.3 154 => $TYPE{Rune},
8249     155 => $TYPE{Trap},
8250     156 => $TYPE{'Power Crystal'},
8251 root 1.8 158 => $TYPE{Disease},
8252 elmex 1.23 163 => $TYPE{'Item Transformer'},
8253 root 1.49 164 => $TYPE{'Map Script'},
8254 root 1.45 165 => $TYPE{'Safe ground'},
8255     999 => $TYPE{Ability}
8256 root 1.1 );
8257    
8258 root 1.3 our %TYPENAME = (
8259     0 => '*NONE*',
8260     1 => 'PLAYER',
8261 root 1.9 2 => 'TRANSPORT',
8262 root 1.3 3 => 'ROD',
8263     4 => 'TREASURE',
8264     5 => 'POTION',
8265     6 => 'FOOD',
8266     7 => 'POISON',
8267     8 => 'BOOK',
8268     9 => 'CLOCK',
8269     12 => 'LIGHTNING',
8270     13 => 'ARROW',
8271     14 => 'BOW',
8272     15 => 'WEAPON',
8273     16 => 'ARMOUR',
8274     17 => 'PEDESTAL',
8275     18 => 'ALTAR',
8276     20 => 'LOCKED_DOOR',
8277     21 => 'SPECIAL_KEY',
8278     22 => 'MAP',
8279     23 => 'DOOR',
8280     24 => 'KEY',
8281     26 => 'TIMED_GATE',
8282     27 => 'TRIGGER',
8283     28 => 'GRIMREAPER',
8284     29 => 'MAGIC_EAR',
8285     30 => 'TRIGGER_BUTTON',
8286     31 => 'TRIGGER_ALTAR',
8287     32 => 'TRIGGER_PEDESTAL',
8288     33 => 'SHIELD',
8289     34 => 'HELMET',
8290     35 => 'HORN',
8291     36 => 'MONEY',
8292     37 => 'CLASS',
8293     38 => 'GRAVESTONE',
8294     39 => 'AMULET',
8295     40 => 'PLAYERMOVER',
8296     41 => 'TELEPORTER',
8297     42 => 'CREATOR',
8298     43 => 'SKILL',
8299     44 => 'EXPERIENCE',
8300     45 => 'EARTHWALL',
8301     46 => 'GOLEM',
8302     48 => 'THROWN_OBJ',
8303     49 => 'BLINDNESS',
8304     50 => 'GOD',
8305     51 => 'DETECTOR',
8306     52 => 'TRIGGER_MARKER',
8307     53 => 'DEAD_OBJECT',
8308     54 => 'DRINK',
8309     55 => 'MARKER',
8310     56 => 'HOLY_ALTAR',
8311     57 => 'PLAYER_CHANGER',
8312     58 => 'BATTLEGROUND',
8313     59 => 'PEACEMAKER',
8314     60 => 'GEM',
8315     62 => 'FIREWALL',
8316     63 => 'ANVIL',
8317     64 => 'CHECK_INV',
8318     65 => 'MOOD_FLOOR',
8319     66 => 'EXIT',
8320     67 => 'ENCOUNTER',
8321     68 => 'SHOP_FLOOR',
8322     69 => 'SHOP_MAT',
8323     70 => 'RING',
8324     71 => 'FLOOR',
8325     72 => 'FLESH',
8326     73 => 'INORGANIC',
8327     74 => 'SKILL_TOOL',
8328     75 => 'LIGHTER',
8329     76 => 'TRAP_PART',
8330     77 => 'WALL',
8331     78 => 'LIGHT_SOURCE',
8332     79 => 'MISC_OBJECT',
8333     80 => 'MONSTER',
8334     81 => 'SPAWN_GENERATOR',
8335     82 => 'LAMP',
8336     83 => 'DUPLICATOR',
8337     84 => 'TOOL',
8338     85 => 'SPELLBOOK',
8339     86 => 'BUILDFAC',
8340     87 => 'CLOAK',
8341     90 => 'SPINNER',
8342     91 => 'GATE',
8343     92 => 'BUTTON',
8344     93 => 'CF_HANDLE',
8345     94 => 'HOLE',
8346     95 => 'TRAPDOOR',
8347     98 => 'SIGN',
8348     99 => 'BOOTS',
8349     100 => 'GLOVES',
8350     101 => 'SPELL',
8351     102 => 'SPELL_EFFECT',
8352     103 => 'CONVERTER',
8353     104 => 'BRACERS',
8354     105 => 'POISONING',
8355     106 => 'SAVEBED',
8356     107 => 'POISONCLOUD',
8357     108 => 'FIREHOLES',
8358     109 => 'WAND',
8359 root 1.54 110 => 'INSCRIBABLE',
8360 root 1.3 111 => 'SCROLL',
8361     112 => 'DIRECTOR',
8362     113 => 'GIRDLE',
8363     114 => 'FORCE',
8364     115 => 'POTION_EFFECT',
8365 root 1.11 116 => 'EVENT_CONNECTOR',
8366 root 1.3 121 => 'CLOSE_CON',
8367     122 => 'CONTAINER',
8368     123 => 'ARMOUR_IMPROVER',
8369     124 => 'WEAPON_IMPROVER',
8370     130 => 'SKILLSCROLL',
8371     138 => 'DEEP_SWAMP',
8372     139 => 'IDENTIFY_ALTAR',
8373     150 => 'MENU',
8374     154 => 'RUNE',
8375     155 => 'TRAP',
8376     156 => 'POWER_CRYSTAL',
8377     157 => 'CORPSE',
8378     158 => 'DISEASE',
8379     159 => 'SYMPTOM',
8380     160 => 'BUILDER',
8381 root 1.9 161 => 'MATERIAL',
8382     162 => 'GPS',
8383     163 => 'ITEM_TRANSFORMER',
8384     164 => 'QUEST'
8385 root 1.1 );
8386    
8387     our %SPELL = (
8388 root 1.3 0 => 'magic bullet',
8389     1 => 'small fireball',
8390     2 => 'medium fireball',
8391     3 => 'large fireball',
8392     4 => 'burning hands',
8393     5 => 'small lightning',
8394     6 => 'large lightning',
8395     7 => 'magic missile',
8396     8 => 'create bomb',
8397     9 => 'summon golem',
8398     10 => 'summon fire elemental',
8399     11 => 'summon earth elemental',
8400     12 => 'summon water elemental',
8401     13 => 'summon air elemental',
8402     14 => 'dimension door',
8403     15 => 'create earth wall',
8404     16 => 'paralyze',
8405     17 => 'icestorm',
8406     18 => 'magic mapping',
8407     19 => 'turn undead',
8408     20 => 'fear',
8409     21 => 'poison cloud',
8410     22 => 'wonder',
8411     23 => 'destruction',
8412     24 => 'perceive self',
8413     25 => 'word of recall',
8414     26 => 'invisible',
8415     27 => 'invisible to undead',
8416     28 => 'probe',
8417     29 => 'large bullet',
8418     30 => 'improved invisibility',
8419     31 => 'holy word',
8420     32 => 'minor healing',
8421     33 => 'medium healing',
8422     34 => 'major healing',
8423     35 => 'heal',
8424     36 => 'create food',
8425     37 => 'earth to dust',
8426     38 => 'armour',
8427     39 => 'strength',
8428     40 => 'dexterity',
8429     41 => 'constitution',
8430     42 => 'charisma',
8431     43 => 'create fire wall',
8432     44 => 'create frost wall',
8433     45 => 'protection from cold',
8434     46 => 'protection from electricity',
8435     47 => 'protection from fire',
8436     48 => 'protection from poison',
8437     49 => 'protection from slow',
8438     50 => 'protection from paralysis',
8439     51 => 'protection from draining',
8440     52 => 'protection from magic',
8441     53 => 'protection from attack',
8442     54 => 'levitate',
8443     55 => 'small speedball',
8444     56 => 'large speedball',
8445     57 => 'hellfire',
8446     58 => 'dragonbreath',
8447     59 => 'large icestorm',
8448     60 => 'charging',
8449     61 => 'polymorph',
8450     62 => 'cancellation',
8451     63 => 'confusion',
8452     64 => 'mass confusion',
8453     65 => 'summon pet monster',
8454     66 => 'slow',
8455     67 => 'regenerate spellpoints',
8456     68 => 'cure poison',
8457     69 => 'protection from confusion',
8458     70 => 'protection from cancellation',
8459     71 => 'protection from depletion',
8460     72 => 'alchemy',
8461     73 => 'remove curse',
8462     74 => 'remove damnation',
8463     75 => 'identify',
8464     76 => 'detect magic',
8465     77 => 'detect monster',
8466     78 => 'detect evil',
8467     79 => 'detect curse',
8468     80 => 'heroism',
8469     81 => 'aggravation',
8470     82 => 'firebolt',
8471     83 => 'frostbolt',
8472     84 => 'shockwave',
8473     85 => 'color spray',
8474     86 => 'haste',
8475     87 => 'face of death',
8476     88 => 'ball lightning',
8477     89 => 'meteor swarm',
8478     90 => 'comet',
8479     91 => 'mystic fist',
8480     92 => 'raise dead',
8481     93 => 'resurrection',
8482     94 => 'reincarnation',
8483     95 => 'immunity to cold',
8484     96 => 'immunity to electricity',
8485     97 => 'immunity to fire',
8486     98 => 'immunity to poison',
8487     99 => 'immunity to slow',
8488     100 => 'immunity to paralysis',
8489     101 => 'immunity to draining',
8490     102 => 'immunity to magic',
8491     103 => 'immunity to attack',
8492     104 => 'invulnerability',
8493     105 => 'defense',
8494     106 => 'rune of fire',
8495     107 => 'rune of frost',
8496     108 => 'rune of shocking',
8497     109 => 'rune of blasting',
8498     110 => 'rune of death',
8499     111 => 'marking rune',
8500     112 => 'build director',
8501     113 => 'create pool of chaos',
8502     114 => 'build bullet wall',
8503     115 => 'build lightning wall',
8504     116 => 'build fireball wall',
8505     117 => 'magic rune',
8506     118 => 'rune of magic drain',
8507     119 => 'antimagic rune',
8508     120 => 'rune of transferrence',
8509     121 => 'transferrence',
8510     122 => 'magic drain',
8511     123 => 'counterspell',
8512     124 => 'disarm',
8513     125 => 'cure confusion',
8514     126 => 'restoration',
8515     127 => 'summon evil monster',
8516     128 => 'counterwall',
8517     129 => 'cause light wounds',
8518     130 => 'cause medium wounds',
8519     131 => 'cause serious wounds',
8520     132 => 'charm monsters',
8521     133 => 'banishment',
8522     134 => 'create missile',
8523     135 => 'show invisible',
8524     136 => 'xray',
8525     137 => 'pacify',
8526     138 => 'summon fog',
8527     139 => 'steambolt',
8528     140 => 'command undead',
8529     141 => 'holy orb',
8530     142 => 'summon avatar',
8531     143 => 'holy possession',
8532     144 => 'bless',
8533     145 => 'curse',
8534     146 => 'regeneration',
8535     147 => 'consecrate',
8536     148 => 'summon cult monsters',
8537     149 => 'cause critical wounds',
8538     150 => 'holy wrath',
8539     151 => 'retributive strike',
8540     152 => 'finger of death',
8541     153 => 'insect plague',
8542     154 => 'call holy servant',
8543     155 => 'wall of thorns',
8544     156 => 'staff to snake',
8545     157 => 'light',
8546     158 => 'darkness',
8547     159 => 'nightfall',
8548     160 => 'daylight',
8549     161 => 'sunspear',
8550     162 => 'faery fire',
8551     163 => 'cure blindness',
8552     164 => 'dark vision',
8553     165 => 'bullet swarm',
8554     166 => 'bullet storm',
8555     167 => 'cause many wounds',
8556     168 => 'small snowstorm',
8557     169 => 'medium snowstorm',
8558     170 => 'large snowstorm',
8559     171 => 'cure disease',
8560     172 => 'cause red death',
8561     173 => 'cause flu',
8562     174 => 'cause black death',
8563     175 => 'cause leprosy',
8564     176 => 'cause smallpox',
8565     177 => 'cause white death',
8566     178 => 'cause anthrax',
8567     179 => 'cause typhoid',
8568     180 => 'mana blast',
8569     181 => 'small manaball',
8570     182 => 'medium manaball',
8571     183 => 'large manaball',
8572     184 => 'mana bolt',
8573     185 => 'dancing sword',
8574     186 => 'animate weapon',
8575     187 => 'cause cold',
8576     188 => 'divine shock',
8577     189 => 'windstorm',
8578     190 => 'sanctuary',
8579     191 => 'peace',
8580     192 => 'spiderweb',
8581     193 => 'conflict',
8582     194 => 'rage',
8583     195 => 'forked lightning',
8584     196 => 'poison fog',
8585     197 => 'flaming aura',
8586     198 => 'vitriol',
8587     199 => 'vitriol splash',
8588     200 => 'ironwood skin',
8589     201 => 'wrathful eye',
8590     202 => 'town portal',
8591     203 => 'missile swarm',
8592     204 => 'cause rabies',
8593     205 => 'glyph'
8594 root 1.1 );
8595    
8596    
8597     =head1 AUTHOR
8598    
8599     Marc Lehmann <schmorp.de>
8600     http://home.schmorp.de/
8601    
8602     The source files are part of the CFJavaEditor.
8603    
8604     =cut
8605    
8606     1