ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/Deliantra/Deliantra/Data.pm
Revision: 1.8
Committed: Mon Mar 13 03:47:36 2006 UTC (18 years, 2 months ago) by root
Branch: MAIN
Changes since 1.7: +113 -6 lines
Log Message:
*** empty log message ***

File Contents

# User Rev Content
1 root 1.1 =head1 NAME
2    
3     Crossfire::Data - various data structures useful for understanding archs and objects
4    
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 1.4 package Crossfire::Data;
20    
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     8 => 'Adamantite'
57     },
58     pick_up => {
59     0 => 'Nothing',
60     1 => 'Wealth',
61     2 => 'Food',
62     3 => 'Weapons',
63     4 => 'Armour',
64     5 => 'Inverse',
65     6 => 'All'
66     },
67     spellpath => {
68     0 => 'Protection',
69     1 => 'Fire',
70     2 => 'Frost',
71     3 => 'Electricity',
72     4 => 'Missiles',
73     5 => 'Self',
74     6 => 'Summoning',
75     7 => 'Abjuration',
76     8 => 'Restoration',
77     9 => 'Detonation',
78     10 => 'Mind',
79     11 => 'Creation',
80     12 => 'Teleportation',
81     13 => 'Information',
82     14 => 'Transmutation',
83     15 => 'Transferrence',
84     16 => 'Turning',
85     17 => 'Wounding',
86     18 => 'Death',
87     19 => 'Light'
88     },
89     will_apply => {
90     0 => 'Apply Handles',
91     1 => 'Open Chests',
92     2 => 'Break Walls',
93     3 => 'Open Doors'
94     }
95     );
96    
97     our %LIST = (
98     direction => {
99     0 => '<none>',
100     1 => 'north',
101     2 => 'northeast',
102     3 => 'east',
103     4 => 'southeast',
104     5 => 'south',
105     6 => 'southwest',
106     7 => 'west',
107     8 => 'northwest'
108     },
109     mood => {
110     0 => 'furious',
111     1 => 'angry',
112     2 => 'calm',
113     3 => 'sleep',
114     4 => 'charm'
115 root 1.1 },
116 root 1.3 potion_effect => {
117     0 => '<none>',
118     65536 => 'life restoration',
119     1048576 => 'improvement'
120 root 1.1 },
121 root 1.3 skill_type => {
122     1 => 'lockpicking',
123     2 => 'hiding',
124     3 => 'smithery',
125     4 => 'bowyer',
126     5 => 'jeweler',
127     6 => 'alchemy',
128     7 => 'stealing',
129     8 => 'literacy',
130     9 => 'bargaining',
131     10 => 'jumping',
132     11 => 'detect magic',
133     12 => 'oratory',
134     13 => 'singing',
135     14 => 'detect curse',
136     15 => 'find traps',
137     16 => 'mediatation',
138     17 => 'punching',
139     18 => 'flame touch',
140     19 => 'karate',
141     20 => 'climbing',
142     21 => 'woodsman',
143     22 => 'inscription',
144     23 => 'one handed weapons',
145     24 => 'missile weapons',
146     25 => 'throwing',
147     26 => 'use magic item',
148     27 => 'disarm traps',
149     28 => 'set traps',
150     29 => 'thaumaturgy',
151     30 => 'praying',
152     31 => 'clawing',
153     32 => 'levitation',
154     33 => 'summoning',
155     34 => 'pyromancy',
156     35 => 'evocation',
157     36 => 'sorcery',
158     37 => 'two handed weapons'
159 root 1.1 },
160 root 1.3 spell_type => {
161     1 => 'raise dead',
162     2 => 'rune',
163     3 => 'make mark',
164     4 => 'bolt',
165     5 => 'bullet',
166     6 => 'explosion',
167     7 => 'cone',
168     8 => 'bomb',
169     9 => 'wonder',
170     10 => 'smite',
171     11 => 'magic missile',
172     12 => 'summon golem',
173     13 => 'dimension door',
174     14 => 'magic mapping',
175     15 => 'magic wall',
176     16 => 'destruction',
177     17 => 'perceive self',
178     18 => 'word of recall',
179     19 => 'invisible',
180     20 => 'probe',
181     21 => 'healing',
182     22 => 'create food',
183     23 => 'earth to dust',
184     24 => 'change ability',
185     25 => 'bless',
186     26 => 'curse',
187     27 => 'summon monster',
188     28 => 'recharge',
189     29 => 'polymorph',
190     30 => 'alchemy',
191     31 => 'remove curse',
192     32 => 'identify',
193     33 => 'detection',
194     34 => 'mood change',
195     35 => 'moving ball',
196     36 => 'swarm',
197     37 => 'charge mana',
198     38 => 'dispel rune',
199     39 => 'create missile',
200     40 => 'consecrate',
201     41 => 'animate weapon',
202     42 => 'light',
203     43 => 'change map light',
204     44 => 'faery fire',
205     45 => 'disease',
206     46 => 'aura',
207     47 => 'town portal'
208 root 1.1 },
209 root 1.3 weapon_type => {
210     0 => '<unknown>',
211     1 => 'sword',
212     2 => 'arrows',
213     3 => 'axe',
214     4 => 'katana',
215     5 => 'knife, dagger',
216     6 => 'whip, chain',
217     7 => 'hammer, flail',
218     8 => 'club, stick'
219     }
220     );
221    
222     our %IGNORE_LIST = (
223     non_pickable => [
224     'value',
225     'nrof',
226     'weight',
227     'name_pl',
228     'material',
229     'no_pick',
230     'unpaid',
231     'title',
232     'identified'
233     ],
234     system_object => [
235     'value',
236     'nrof',
237     'weight',
238     'name_pl',
239     'material',
240     'no_pick',
241     'unpaid',
242     'title',
243     'glow_radius',
244     'identified',
245     'blocksview',
246     'invisible'
247     ]
248     );
249    
250     our %DEFAULT_ATTR = (
251 root 1.7 attr => [
252     [
253     'name',
254     {
255     desc => 'This is the name of the object, displayed to the player.',
256     name => 'name',
257     type => 'string'
258     }
259     ],
260     [
261     'name_pl',
262     {
263     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.',
264     name => 'plural name',
265     type => 'string'
266     }
267     ],
268     [
269     'title',
270     {
271     desc => 'This is the object\'s title. Once an object is identified the title is attached to the name. Typical titels are "of mostrai", "of xray vision" etc.',
272     name => 'title',
273     type => 'string'
274     }
275     ],
276     [
277     'face',
278     {
279     desc => 'The image-name defines what image is displayed for this object in-game.',
280     name => 'image',
281     type => 'string'
282     }
283     ],
284     [
285     'nrof',
286     {
287     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.',
288     name => 'number',
289     type => 'int'
290     }
291     ],
292     [
293     'weight',
294     {
295     desc => 'This value defines the object\'s weight in gramm (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 ;) ).',
296     name => 'weight',
297     type => 'int'
298     }
299     ],
300     [
301     'value',
302     {
303     desc => 'Adds a certain value to the object: It will be worth that many times the default value from it\'s archetype (E.g. "value = 3" means three times worth the default value). Value for buying/selling will be further modified by various factors. Hence, testing values in-game is usually inevitable.',
304     name => 'value',
305     type => 'int'
306     }
307     ],
308     [
309     'glow_radius',
310     {
311     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 4, the higher, the more light does the object emmit.',
312     name => 'glow radius',
313     type => 'int'
314     }
315     ],
316     [
317     'material',
318     {
319     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.',
320     name => 'material',
321     type => 'bitmask',
322     value => $BITMASK{material}
323     }
324     ],
325     [
326     'no_pick',
327     {
328     desc => 'If set, the object cannot be picked up (Neither by players nor monsters).',
329     name => 'non-pickable',
330     type => 'bool'
331     }
332     ],
333     [
334     'invisible',
335     {
336     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.',
337     name => 'invisible',
338     type => 'bool'
339     }
340     ],
341     [
342     'blocksview',
343     {
344     desc => 'If an item is set to block view, players (and monsters) cannot see byond it unless they cross it or manage to stand ontop.',
345     name => 'block view',
346     type => 'bool'
347     }
348     ],
349     [
350     'identified',
351     {
352     desc => 'If an item is identified, the player has full knowledge about it.',
353     name => 'identified',
354     type => 'bool'
355     }
356     ],
357     [
358     'unpaid',
359     {
360     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.',
361     name => 'unpaid',
362     type => 'bool'
363     }
364     ]
365     ]
366 root 1.3 );
367    
368     our %TYPE = (
369     Ability => {
370 root 1.7 attr => [
371     [
372     'invisible',
373     {
374     type => 'fixed',
375     value => 1
376     }
377     ],
378     [
379     'no_drop',
380     {
381     type => 'fixed',
382     value => 1
383     }
384     ],
385     [
386     'sp',
387     {
388     desc => 'The monster will use the specified <short range spell> when the player is within 6-square radius (of the monster\'s head).',
389     name => 'short range spell',
390     type => 'spell'
391     }
392     ],
393     [
394     'hp',
395     {
396     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.',
397     name => 'long range spell',
398     type => 'nz_spell'
399     }
400     ],
401     [
402     'maxsp',
403     {
404     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".',
405     name => 'importance',
406     type => 'int'
407     }
408     ],
409     [
410     'attacktype',
411     {
412     desc => 'This flag specifies wether 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.',
413     name => 'is magical',
414     type => 'bool',
415     value => [
416     0,
417     2
418     ]
419     }
420     ]
421     ],
422 root 1.3 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;.',
423     ignore => [
424     $IGNORE_LIST{system_object}
425     ],
426 root 1.5 name => 'Ability',
427 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?'
428     },
429     Altar => {
430 root 1.7 attr => [
431     [
432     'no_pick',
433     {
434     type => 'fixed',
435     value => 1
436     }
437     ],
438     [
439     'walk_on',
440     {
441     type => 'fixed',
442     value => 1
443     }
444     ],
445     [
446     'slaying',
447     {
448     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. Remember to put a note somewhere, telling the player what he is expected to drop on the altar. (Often this is put in the altar\'s name: E.g. "drop 100 platinums")',
449     name => 'match item name',
450     type => 'string'
451     }
452     ],
453     [
454     'food',
455     {
456     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.',
457     name => 'drop amount',
458     type => 'int'
459     }
460     ],
461     [
462     'connected',
463     {
464     desc => 'If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.',
465     name => 'connection',
466     type => 'int'
467     }
468     ],
469     [
470     'sp',
471     {
472     desc => 'When activated, the selected <spell> will be casted (once, on the player). This should work for any given spell. The altar will work infinitly in this way. Don\'t set both <spell> and <connection> for one altar.',
473     name => 'spell',
474     type => 'spell'
475     }
476     ],
477     [
478     'msg',
479     {
480     desc => 'This text will be displayed to the player in the exact moment when the altar is activated.',
481     end => 'endmsg',
482     name => 'message',
483     type => 'text'
484     }
485     ]
486     ],
487 root 1.3 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 dissapears.',
488     ignore => [
489     $IGNORE_LIST{non_pickable}
490 root 1.5 ],
491     name => 'Altar'
492 root 1.3 },
493     'Altar Trigger' => {
494 root 1.7 attr => [
495     [
496     'no_pick',
497     {
498     type => 'fixed',
499     value => 1
500     }
501     ],
502     [
503     'slaying',
504     {
505     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. Remember to put a note somewhere, telling the player what he is expected to drop on the altar. (Often this is put in the altar\'s name: E.g. "drop 100 platinums")',
506     name => 'match item name',
507     type => 'string'
508     }
509     ],
510     [
511     'food',
512     {
513     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.',
514     name => 'drop amount',
515     type => 'int'
516     }
517     ],
518     [
519     'connected',
520     {
521     desc => 'If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.',
522     name => 'connection',
523     type => 'int'
524     }
525     ],
526     [
527     'sp',
528     {
529     desc => 'When activated, this <spell> will be casted (once, on the player). This should work for any given spell. The altar will work infinitly in this way. Don\'t set both <spell> and <connection> for one altar.',
530     name => 'spell',
531     type => 'spell'
532     }
533     ],
534     [
535     'exp',
536     {
537     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.',
538     name => 'reset time',
539     type => 'int'
540     }
541     ],
542     [
543     'last_sp',
544     {
545     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.',
546     name => 'ignore reset',
547     type => 'bool'
548     }
549     ],
550     [
551     'walk_on',
552     {
553     type => 'fixed',
554     value => 1
555     }
556     ],
557     [
558     'msg',
559     {
560     desc => 'This text will be displayed to the player in the exact moment when the altar is activated.',
561     end => 'endmsg',
562     name => 'message',
563     type => 'text'
564     }
565     ]
566     ],
567 root 1.3 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 infinitly.',
568     ignore => [
569     $IGNORE_LIST{non_pickable}
570     ],
571 root 1.5 name => 'Altar Trigger',
572 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. =)'
573     },
574     Amulet => {
575 root 1.7 attr => [
576     [
577     'ac',
578     {
579     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.',
580     name => 'armour class',
581     type => 'int'
582     }
583     ],
584     [
585     'wc',
586     {
587     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.',
588     name => 'weapon class',
589     type => 'int'
590     }
591     ],
592     [
593     'item_power',
594     {
595     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 CF server will calculate a provisional value at runtime, but this is never going to be an accurate measurement of <item power>.',
596     name => 'item power',
597     type => 'int'
598     }
599     ],
600     [
601     'damned',
602     {
603     desc => 'A damned piece of equipment cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
604     name => 'damnation',
605     type => 'bool'
606     }
607     ],
608     [
609     'cursed',
610     {
611     desc => 'A cursed piece of equipment cannot be unwielded unless the curse is removed.',
612     name => 'curse',
613     type => 'bool'
614     }
615     ],
616     [
617     'lifesave',
618     {
619     desc => 'An item with this flag enabled will save the players life for one time: When the player is wearing this item and his healthpoints reach zero, the item dissapears, replenishing half of the player\'s health. An item with <save life> should not have any decent additional bonuses!',
620     name => 'save life',
621     type => 'bool'
622     }
623     ],
624     [
625     'unique',
626     {
627     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
628     name => 'unique item',
629     type => 'bool'
630     }
631     ],
632     [
633     'startequip',
634     {
635     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
636     name => 'godgiven item',
637     type => 'bool'
638     }
639     ],
640     [
641     'applied',
642     {
643     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.',
644     name => 'is applied',
645     type => 'bool'
646     }
647     ],
648     [
649     'msg',
650     {
651     desc => 'This text describes the item\'s "story". Every decent artifact should have such a description.',
652     end => 'endmsg',
653     name => 'description',
654     type => 'text'
655     }
656     ]
657     ],
658 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.',
659 root 1.5 name => 'Amulet',
660 root 1.4 section => [
661     [
662     'resistance',
663 root 1.7 [
664     [
665     'resist_physical',
666     {
667     desc => 'This adds physical resistance to the item (= armour value). The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
668     name => 'resist physical %',
669     type => 'int'
670     }
671     ],
672     [
673     'resist_magic',
674     {
675     desc => 'This adds magic resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
676     name => 'resist magic %',
677     type => 'int'
678     }
679     ],
680     [
681     'resist_fire',
682     {
683     desc => 'This adds fire resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
684     name => 'resist fire %',
685     type => 'int'
686     }
687     ],
688     [
689     'resist_electricity',
690     {
691     desc => 'This adds electricity resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
692     name => 'resist electricity %',
693     type => 'int'
694     }
695     ],
696     [
697     'resist_cold',
698     {
699     desc => 'This adds fire resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
700     name => 'resist cold %',
701     type => 'int'
702     }
703     ],
704     [
705     'resist_confusion',
706     {
707     desc => 'This adds confusion resistance to the item. The number is a percent-value in the range 0-100. Confusion resistance is not very effective unless the value comes close to 100 (= perfect immunity).',
708     name => 'resist confusion %',
709     type => 'int'
710     }
711     ],
712     [
713     'resist_acid',
714     {
715     desc => 'This adds acid resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
716     name => 'resist acid %',
717     type => 'int'
718     }
719     ],
720     [
721     'resist_drain',
722     {
723     desc => 'This adds draining resistance to the item. The number is a percent-value in the range 0-100. Draining resistance is little effective unless the value is 100 (= perfect immunity).',
724     name => 'resist draining %',
725     type => 'int'
726     }
727     ],
728     [
729     'resist_weaponmagic',
730     {
731     desc => 'This adds weaponmagic resistance to the item. The number is a percent-value in the range 0-100. Weaponmagic resistance generally should not exist on equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell) are not meant to be easily resisted.',
732     name => 'resist weaponmagic %',
733     type => 'int'
734     }
735     ],
736     [
737     'resist_ghosthit',
738     {
739     desc => 'This adds ghosthit resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
740     name => 'resist ghosthit %',
741     type => 'int'
742     }
743     ],
744     [
745     'resist_poison',
746     {
747     desc => 'This adds poison resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
748     name => 'resist poison %',
749     type => 'int'
750     }
751     ],
752     [
753     'resist_slow',
754     {
755     desc => 'This adds fear resistance to the item. The number is a percent-value in the range 0-100. Resistance to fear is pretty useless.',
756     name => 'resist slow %',
757     type => 'int'
758     }
759     ],
760     [
761     'resist_paralyze',
762     {
763     desc => 'This adds paralyze resistance to the item. The number is a percent-value in the range 0-100. Paralyze resistance is little effective unless the value is 100 (= perfect immunity).',
764     name => 'resist paralyze %',
765     type => 'int'
766     }
767     ],
768     [
769     'resist_fear',
770     {
771     desc => 'This adds fear resistance to the item. The number is a percent-value in the range 0-100. Resistance to fear is pretty useless.',
772     name => 'resist fear %',
773     type => 'int'
774     }
775     ],
776     [
777     'resist_deplete',
778     {
779     desc => 'This adds depletion resistance to the item. The number is a percent-value in the range 0-100. Depletion resistance is little effective unless the value is 100 (= perfect immunity).',
780     name => 'resist depletion %',
781     type => 'int'
782     }
783     ],
784     [
785     'resist_death',
786     {
787     desc => 'This adds death-attack resistance to the item. The number is a percent-value in the range 0-100. Death-attack resistance is little effective unless the value is 100 (= perfect immunity). Generally, resistance to death-attack is not supposed to be available to players!',
788     name => 'resist death-attack %',
789     type => 'int'
790     }
791     ],
792     [
793     'resist_chaos',
794     {
795     desc => 'This adds chaos resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact. Note that chaos is not a stand-alone attacktype. Chaos "contains" a combination of other attacktypes.',
796     name => 'resist chaos %',
797     type => 'int'
798     }
799     ],
800     [
801     'resist_blind',
802     {
803     desc => 'This adds blinding resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
804     name => 'resist blinding %',
805     type => 'int'
806     }
807     ],
808     [
809     'resist_holyword',
810     {
811     desc => 'This adds holy power resistance to the item. The number is a percent-value in the range 0-100. Holy power is the attacktype that holyword-type spells use to hurt undead creatures. This kind of resistance is only reasonable for undead players (wraith or devourer cult). Generally, resistance to holy word should not be available for players.',
812     name => 'resist holy power %',
813     type => 'int'
814     }
815     ]
816     ]
817     ],
818     [
819     'stats',
820     [
821     [
822     'Str',
823     {
824     desc => 'The player\'s strentgh will rise/fall by the given value while wearing this piece of equipment.',
825     name => 'strength',
826     type => 'int'
827     }
828     ],
829     [
830     'Dex',
831     {
832     desc => 'The player\'s dexterity will rise/fall by the given value while wearing this piece of equipment.',
833     name => 'dexterity',
834     type => 'int'
835     }
836     ],
837     [
838     'Con',
839     {
840     desc => 'The player\'s constitution will rise/fall by the given value while wearing this piece of equipment.',
841     name => 'constitution',
842     type => 'int'
843     }
844     ],
845     [
846     'Int',
847     {
848     desc => 'The player\'s intelligence will rise/fall by the given value while wearing this piece of equipment.',
849     name => 'intelligence',
850     type => 'int'
851     }
852     ],
853     [
854     'Pow',
855     {
856     desc => 'The player\'s power will rise/fall by the given value while wearing this piece of equipment.',
857     name => 'power',
858     type => 'int'
859     }
860     ],
861     [
862     'Wis',
863     {
864     desc => 'The player\'s wisdom will rise/fall by the given value while wearing this piece of equipment.',
865     name => 'wisdom',
866     type => 'int'
867     }
868     ],
869     [
870     'Cha',
871     {
872     desc => 'The player\'s charisma will rise/fall by the given value while wearing this piece of equipment.',
873     name => 'charisma',
874     type => 'int'
875     }
876     ]
877     ]
878     ],
879     [
880     'misc',
881     [
882     [
883     'luck',
884     {
885     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.',
886     name => 'luck bonus',
887     type => 'int'
888     }
889     ],
890     [
891     'hp',
892     {
893     desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
894     name => 'health regen.',
895     type => 'int'
896     }
897     ],
898     [
899     'sp',
900     {
901     desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
902     name => 'mana regen.',
903     type => 'int'
904     }
905     ],
906     [
907     'grace',
908     {
909     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!!',
910     name => 'grace regen.',
911     type => 'int'
912     }
913     ],
914     [
915     'food',
916     {
917     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.',
918     name => 'food bonus',
919     type => 'int'
920     }
921     ],
922     [
923     'xrays',
924     {
925     desc => 'Xray vision allows the player to see through obstacles in a two-square-wide radius. This is extremely helpful and desireable, so don\'t give it away for cheap on equipment.',
926     name => 'xray vision',
927     type => 'bool'
928     }
929     ],
930     [
931     'stealth',
932     {
933     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)',
934     name => 'stealth',
935     type => 'bool'
936     }
937     ],
938     [
939     'reflect_spell',
940     {
941     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!',
942     name => 'reflect spells',
943     type => 'bool'
944     }
945     ],
946     [
947     'reflect_missile',
948     {
949     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.',
950     name => 'reflect missiles',
951     type => 'bool'
952     }
953     ],
954     [
955     'flying',
956     {
957     desc => 'As soon as the player applies a piece of equipment with <levitate> set, the player will start to float in the air.',
958     name => 'levitate',
959     type => 'bool'
960     }
961     ],
962     [
963     'path_attuned',
964     {
965     desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this item.',
966     name => 'attuned paths',
967     type => 'bitmask',
968     value => $BITMASK{spellpath}
969     }
970     ],
971     [
972     'path_repelled',
973     {
974     desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this item.',
975     name => 'repelled paths',
976     type => 'bitmask',
977     value => $BITMASK{spellpath}
978     }
979     ],
980     [
981     'path_denied',
982     {
983     desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this item.',
984     name => 'denied paths',
985     type => 'bitmask',
986     value => $BITMASK{spellpath}
987     }
988     ]
989     ]
990     ]
991     ],
992     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
993     },
994     Battleground => {
995     attr => [
996     [
997     'no_pick',
998     {
999     type => 'fixed',
1000     value => 1
1001     }
1002     ],
1003     [
1004     'is_floor',
1005 root 1.4 {
1006 root 1.7 type => 'fixed',
1007     value => 1
1008 root 1.4 }
1009     ],
1010     [
1011 root 1.7 'hp',
1012 root 1.4 {
1013 root 1.7 desc => 'The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.',
1014     name => 'destination X',
1015     type => 'int'
1016 root 1.4 }
1017     ],
1018     [
1019 root 1.7 'sp',
1020 root 1.4 {
1021 root 1.7 desc => 'The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.',
1022     name => 'destination Y',
1023     type => 'int'
1024 root 1.4 }
1025     ]
1026     ],
1027 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.',
1028     ignore => [
1029     $IGNORE_LIST{non_pickable}
1030     ],
1031 root 1.5 name => 'Battleground',
1032 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.)'
1033     },
1034     Book => {
1035 root 1.7 attr => [
1036     [
1037     'level',
1038     {
1039     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.',
1040     name => 'literacy level',
1041     type => 'int'
1042     }
1043     ],
1044     [
1045     'startequip',
1046     {
1047     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1048     name => 'godgiven item',
1049     type => 'bool'
1050     }
1051     ],
1052     [
1053     'unique',
1054     {
1055     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
1056     name => 'unique item',
1057     type => 'bool'
1058     }
1059     ],
1060     [
1061     'msg',
1062     {
1063     desc => 'This is the text that appears "written" in the book.',
1064     end => 'endmsg',
1065     name => 'book content',
1066     type => 'text'
1067     }
1068     ]
1069     ],
1070 root 1.5 desc => 'Applying a book, the containing message is displayed to the player.',
1071     name => 'Book'
1072 root 1.1 },
1073 root 1.3 Boots => {
1074 root 1.7 attr => [
1075     [
1076     'exp',
1077     {
1078     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.',
1079     name => 'speed bonus',
1080     type => 'int'
1081     }
1082     ],
1083     [
1084     'magic',
1085     {
1086     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>.',
1087     name => 'magic bonus',
1088     type => 'int'
1089     }
1090     ]
1091     ],
1092 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.',
1093     import => [
1094     $TYPE{Amulet}
1095     ],
1096 root 1.5 name => 'Boots',
1097 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.'
1098     },
1099     Bracers => {
1100 root 1.7 attr => [
1101     [
1102     'magic',
1103     {
1104     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.',
1105     name => 'magic bonus',
1106     type => 'int'
1107     }
1108     ]
1109     ],
1110 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.',
1111     import => [
1112     $TYPE{Amulet}
1113     ],
1114 root 1.5 name => 'Bracers',
1115 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.'
1116     },
1117     'Brestplate Armour' => {
1118 root 1.7 attr => [
1119     [
1120     'last_heal',
1121     {
1122     desc => 'This poses a penalty to spell regeneration speed, for wearing the armour. The bigger the spellpoint penalty, the worse.',
1123     name => 'spellpoint penalty',
1124     type => 'int'
1125     }
1126     ],
1127     [
1128     'last_sp',
1129     {
1130     desc => 'Slowdown penalty reduces the player\'s walking speed when wearing the armour. Bigger values are worse - zero is best.',
1131     name => 'slowdown penalty',
1132     type => 'int'
1133     }
1134     ],
1135     [
1136     'magic',
1137     {
1138     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.',
1139     name => 'magic bonus',
1140     type => 'int'
1141     }
1142     ]
1143     ],
1144 root 1.3 desc => 'Wearing an armour, the object\'s stats will directly be inherited to the player. Usually enhancing his defense.',
1145 root 1.7 import => [
1146     $TYPE{Amulet}
1147     ],
1148     name => 'Brestplate Armour',
1149     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1150     },
1151     Button => {
1152     attr => [
1153     [
1154     'walk_on',
1155     {
1156     type => 'fixed',
1157     value => 1
1158     }
1159     ],
1160     [
1161     'walk_off',
1162     {
1163     type => 'fixed',
1164     value => 1
1165     }
1166     ],
1167     [
1168     'no_pick',
1169     {
1170     type => 'fixed',
1171     value => 1
1172     }
1173     ],
1174     [
1175     'weight',
1176     {
1177     desc => 'The button is pressed (triggered), as soon as <press weigh> gram are placed ontop of it.',
1178     name => 'press weight',
1179     type => 'string'
1180     }
1181     ],
1182     [
1183     'connected',
1184     {
1185     desc => 'Every time the button is pressed or released, all objects with the same <connection> value are activated.',
1186     name => 'connection',
1187     type => 'int'
1188     }
1189     ],
1190     [
1191     'msg',
1192     {
1193     desc => 'This text may describe the item. You can use this message to explain the button\'s purpose to the player.',
1194     end => 'endmsg',
1195     name => 'description',
1196     type => 'text'
1197     }
1198     ]
1199 root 1.3 ],
1200     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.',
1201     ignore => [
1202     $IGNORE_LIST{non_pickable}
1203 root 1.5 ],
1204     name => 'Button'
1205 root 1.3 },
1206     Cloak => {
1207 root 1.7 attr => [
1208     [
1209     'magic',
1210     {
1211     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>.',
1212     name => 'magic bonus',
1213     type => 'int'
1214     }
1215     ]
1216     ],
1217 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.',
1218     import => [
1219     $TYPE{Amulet}
1220     ],
1221 root 1.5 name => 'Cloak',
1222 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.'
1223     },
1224     Clock => {
1225 root 1.7 attr => [
1226     [
1227     'msg',
1228     {
1229     desc => 'This text may describe the item',
1230     end => 'endmsg',
1231     name => 'description',
1232     type => 'text'
1233     }
1234     ]
1235     ],
1236 root 1.5 desc => 'Applying a clock, the time is displayed to the player.',
1237     name => 'Clock'
1238 root 1.1 },
1239 root 1.3 Container => {
1240 root 1.7 attr => [
1241     [
1242     'race',
1243     {
1244     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.',
1245     name => 'container class',
1246     type => 'string'
1247     }
1248     ],
1249     [
1250     'slaying',
1251     {
1252     desc => 'If <key string> is set, only players with a special key of matching <key string> are able to open the container.',
1253     name => 'key string',
1254     type => 'string'
1255     }
1256     ],
1257     [
1258     'container',
1259     {
1260     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.',
1261     name => 'maximum weight',
1262     type => 'int'
1263     }
1264     ],
1265     [
1266     'Str',
1267     {
1268     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.',
1269     name => 'reduce weight %',
1270     type => 'int'
1271     }
1272     ],
1273     [
1274     'is_cauldron',
1275     {
1276     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.',
1277     name => 'alchemy cauldron',
1278     type => 'bool'
1279     }
1280     ],
1281     [
1282     'unique',
1283     {
1284     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.',
1285     name => 'unique item',
1286     type => 'bool'
1287     }
1288     ],
1289     [
1290     'startequip',
1291     {
1292     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1293     name => 'godgiven item',
1294     type => 'bool'
1295     }
1296     ],
1297     [
1298     'other_arch',
1299     {
1300     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.',
1301     name => 'animation arch',
1302     type => 'string'
1303     }
1304     ],
1305     [
1306     'msg',
1307     {
1308     desc => 'This text may contain a description of the container.',
1309     end => 'endmsg',
1310     name => 'description',
1311     type => 'text'
1312     }
1313     ]
1314     ],
1315 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.',
1316 root 1.5 name => 'Container',
1317 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>'
1318     },
1319     Converter => {
1320 root 1.7 attr => [
1321     [
1322     'no_pick',
1323     {
1324     type => 'fixed',
1325     value => 1
1326     }
1327     ],
1328     [
1329     'slaying',
1330     {
1331     desc => '<cost arch> is the name of the archetype the player has to put on the converter, as payment.',
1332     name => 'cost arch',
1333     type => 'string'
1334     }
1335     ],
1336     [
1337     'food',
1338     {
1339     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>.',
1340     name => 'cost number',
1341     type => 'int'
1342     }
1343     ],
1344     [
1345     'other_arch',
1346     {
1347 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.',
1348 root 1.7 name => 'receive arch',
1349     type => 'string'
1350     }
1351     ],
1352     [
1353     'sp',
1354     {
1355     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>.',
1356     name => 'receive number',
1357     type => 'int'
1358     }
1359     ],
1360     [
1361     'msg',
1362     {
1363     desc => 'This text may contain a description of the converter.',
1364     end => 'endmsg',
1365     name => 'description',
1366     type => 'text'
1367     }
1368     ]
1369     ],
1370 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.',
1371     ignore => [
1372     'value',
1373     'nrof',
1374     'name_pl',
1375     'no_pick',
1376     'unpaid',
1377     'title'
1378     ],
1379 root 1.5 name => 'Converter',
1380 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.'
1381     },
1382     Creator => {
1383 root 1.7 attr => [
1384     [
1385     'no_pick',
1386     {
1387     type => 'fixed',
1388     value => 1
1389     }
1390     ],
1391     [
1392     'other_arch',
1393     {
1394 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.',
1395 root 1.7 name => 'create arch',
1396     type => 'string'
1397     }
1398     ],
1399     [
1400     'connected',
1401     {
1402     desc => 'Whenever the connection value is activated, the creator gets triggered.',
1403     name => 'connection',
1404     type => 'int'
1405     }
1406     ],
1407     [
1408     'lifesave',
1409     {
1410     desc => 'If <infinit uses> is set, the creator will work infinitly, regardless of the value in <number of uses>.',
1411     name => 'infinit uses',
1412     type => 'bool'
1413     }
1414     ],
1415     [
1416     'hp',
1417     {
1418     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).',
1419     name => 'number of uses',
1420     type => 'int'
1421     }
1422     ],
1423     [
1424     'slaying',
1425     {
1426 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.',
1427 root 1.7 name => 'name of creation',
1428     type => 'string'
1429     }
1430     ],
1431     [
1432     'level',
1433     {
1434     desc => 'The created object will be of that level. If zero/unset, the standard level of the archetype is used.',
1435     name => 'level of creation',
1436     type => 'int'
1437     }
1438     ]
1439     ],
1440 root 1.3 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.',
1441     ignore => [
1442     $IGNORE_LIST{system_object}
1443     ],
1444 root 1.5 name => 'Creator',
1445 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.'
1446     },
1447     Detector => {
1448 root 1.7 attr => [
1449     [
1450     'no_pick',
1451     {
1452     type => 'fixed',
1453     value => 1
1454     }
1455     ],
1456     [
1457     'slaying',
1458     {
1459     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.',
1460     name => 'match name',
1461     type => 'string'
1462     }
1463     ],
1464     [
1465     'connected',
1466     {
1467     desc => 'When the detector is triggered, all objects with the same connection value get activated.',
1468     name => 'connection',
1469     type => 'int'
1470     }
1471     ],
1472     [
1473     'speed',
1474     {
1475     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.',
1476     name => 'detection speed',
1477     type => 'float'
1478     }
1479     ]
1480     ],
1481 root 1.3 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. Second, detectors check directly for object names. Third, detectors do not check the inventory of players/monsters.',
1482     ignore => [
1483     $IGNORE_LIST{system_object}
1484     ],
1485 root 1.5 name => 'Detector',
1486 root 1.3 use => 'There is one major speciality about detectors: You can detect spells blown over a detector! To detect a lighting bolt for example, set "slaying ligthing" and "speed 1.0". In combination with spellcasting walls, this can be very useful for map-mechanisms.'
1487     },
1488     Director => {
1489 root 1.7 attr => [
1490     [
1491     'sp',
1492     {
1493     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).',
1494     name => 'direction',
1495     type => 'list',
1496     value => $LIST{direction}
1497     }
1498     ],
1499     [
1500     'walk_on',
1501     {
1502     type => 'fixed',
1503     value => 1
1504     }
1505     ],
1506     [
1507     'fly_on',
1508     {
1509     type => 'fixed',
1510     value => 1
1511     }
1512     ]
1513     ],
1514 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.',
1515     ignore => [
1516     $IGNORE_LIST{non_pickable}
1517     ],
1518 root 1.5 name => 'Director',
1519 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.'
1520     },
1521     Disease => {
1522 root 1.7 attr => [
1523     [
1524     'invisible',
1525     {
1526     type => 'fixed',
1527     value => 1
1528     }
1529     ],
1530     [
1531     'level',
1532     {
1533     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.',
1534     name => 'plaque level',
1535     type => 'int'
1536     }
1537     ],
1538     [
1539     'race',
1540     {
1541     desc => 'The disease will only infect creatures of the specified <race>. "<race> *" means every creature can be infected.',
1542     name => 'infect race',
1543     type => 'string'
1544     }
1545     ],
1546     [
1547     'ac',
1548     {
1549     desc => 'Every time the disease "moves" the severity of the symptoms are increased by <progressiveness>/100. (severity = 1 + (accumlated progression)/100)',
1550     name => 'progressiveness',
1551     type => 'int'
1552     }
1553     ],
1554     [
1555     'msg',
1556     {
1557     desc => 'This text is displayed to the player every time the symptoms strike.',
1558     end => 'endmsg',
1559     name => 'message',
1560     type => 'text'
1561     }
1562     ]
1563     ],
1564 root 1.3 desc => 'Diseases are an intersting form of spellcraft in Crossfire. 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.',
1565     ignore => [
1566     $IGNORE_LIST{system_object}
1567     ],
1568 root 1.5 name => 'Disease',
1569 root 1.4 section => [
1570     [
1571     'spreading',
1572 root 1.7 [
1573     [
1574     'wc',
1575     {
1576     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.',
1577     name => 'infectiosness',
1578     type => 'int'
1579     }
1580     ],
1581     [
1582     'last_grace',
1583     {
1584     desc => 'The <attenuation> value reduces the diseases\' <infectiosness> everytime it infects someone new. This limits how many generations a disease can propagate.',
1585     name => 'attenuation',
1586     type => 'int'
1587     }
1588     ],
1589     [
1590     'magic',
1591     {
1592     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.',
1593     name => 'infection range',
1594     type => 'int'
1595     }
1596     ],
1597     [
1598     'maxhp',
1599     {
1600     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).',
1601     name => 'persistence',
1602     type => 'int'
1603     }
1604     ],
1605     [
1606     'maxgrace',
1607     {
1608     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.',
1609     name => 'curing duration',
1610     type => 'int'
1611     }
1612     ],
1613     [
1614     'speed',
1615     {
1616     desc => 'The <speed> of the disease determines how fast the disease will "move", thus how fast the symptoms strike the host.',
1617     name => 'moving speed',
1618     type => 'float'
1619     }
1620     ]
1621     ]
1622     ],
1623     [
1624     'symptoms',
1625     [
1626     [
1627     'attacktype',
1628     {
1629     desc => 'The disease will attack the host with the given <attacktype>. Godpower attacktype is commonly used for "unresistable" diseases.',
1630     name => 'attacktype',
1631     type => 'bitmask',
1632     value => $BITMASK{attacktype}
1633     }
1634     ],
1635     [
1636     'dam',
1637     {
1638     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.',
1639     name => 'damage',
1640     type => 'int'
1641     }
1642     ],
1643     [
1644     'other_arch',
1645     {
1646     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.',
1647     name => 'create arch',
1648     type => 'string'
1649     }
1650     ],
1651     [
1652     'last_sp',
1653     {
1654     desc => 'If set, the disease imposes a <slowdown penalty> while being infected. The player\'s speed is reduced by <slowdown penalty> % of normal value.',
1655     name => 'slowdown penalty',
1656     type => 'int'
1657     }
1658     ],
1659     [
1660     'exp',
1661     {
1662     desc => 'When the player manages to cure this disease (with a curing spell), he is awarded with <exp. for curing> experience.',
1663     name => 'exp. for curing',
1664     type => 'int'
1665     }
1666     ],
1667     [
1668     'maxsp',
1669     {
1670     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.',
1671     name => 'mana depletion',
1672     type => 'int'
1673     }
1674     ],
1675     [
1676     'last_eat',
1677     {
1678     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.',
1679     name => 'food depletion',
1680     type => 'int'
1681     }
1682     ],
1683     [
1684     'hp',
1685     {
1686     desc => 'This value increases the player\'s healing rate. Negative values decrease it.',
1687     name => 'health regen.',
1688     type => 'int'
1689     }
1690     ],
1691     [
1692     'sp',
1693     {
1694     desc => 'This value increases the player\'s rate of mana regeneration. Negative values decrease it.',
1695     name => 'mana regen.',
1696     type => 'int'
1697     }
1698     ]
1699     ]
1700     ],
1701     [
1702     'disability',
1703     [
1704     [
1705     'Str',
1706     {
1707     desc => 'The player\'s strength will rise by the given value while being infected. (Negative values make strength fall)',
1708     name => 'strength',
1709     type => 'int'
1710     }
1711     ],
1712     [
1713     'Dex',
1714     {
1715     desc => 'The player\'s dexterity will rise by the given value while being infected. (Negative values make dexterity fall)',
1716     name => 'dexterity',
1717     type => 'int'
1718     }
1719     ],
1720     [
1721     'Con',
1722     {
1723     desc => 'The player\'s constitution will rise by the given value while being infected. (Negative values make constitution fall)',
1724     name => 'constitution',
1725     type => 'int'
1726     }
1727     ],
1728     [
1729     'Int',
1730     {
1731     desc => 'The player\'s intelligence will rise by the given value while being infected. (Negative values make intelligence fall)',
1732     name => 'intelligence',
1733     type => 'int'
1734     }
1735     ],
1736     [
1737     'Pow',
1738     {
1739     desc => 'The player\'s power will rise by the given value while being infected. (Negative values make power fall)',
1740     name => 'power',
1741     type => 'int'
1742     }
1743     ],
1744     [
1745     'Wis',
1746     {
1747     desc => 'The player\'s wisdom will rise by the given value while being infected. (Negative values make wisdom fall)',
1748     name => 'wisdom',
1749     type => 'int'
1750     }
1751     ],
1752     [
1753     'Cha',
1754     {
1755     desc => 'The player\'s charisma will rise by the given value while being infected. (Negative values make charisma fall)',
1756     name => 'charisma',
1757     type => 'int'
1758     }
1759     ]
1760     ]
1761     ]
1762     ],
1763     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.'
1764     },
1765     Duplicator => {
1766     attr => [
1767     [
1768     'other_arch',
1769 root 1.4 {
1770 root 1.7 desc => 'Only objects of matching archtype, lying ontop of the dublicator will be dublicated, multiplied or removed. All other objects will be ignored.',
1771     name => 'target arch',
1772     type => 'string'
1773 root 1.4 }
1774     ],
1775     [
1776 root 1.7 'level',
1777 root 1.4 {
1778 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.',
1779     name => 'multiply factor',
1780     type => 'int'
1781 root 1.4 }
1782     ],
1783     [
1784 root 1.7 'connected',
1785 root 1.4 {
1786 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!',
1787     name => 'connection',
1788     type => 'int'
1789 root 1.4 }
1790     ]
1791     ],
1792 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.',
1793     ignore => [
1794     $IGNORE_LIST{system_object}
1795     ],
1796 root 1.5 name => 'Duplicator',
1797 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%.'
1798     },
1799     Exit => {
1800 root 1.7 attr => [
1801     [
1802     'slaying',
1803     {
1804     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".',
1805     name => 'exit path',
1806     type => 'string'
1807     }
1808     ],
1809     [
1810     'hp',
1811     {
1812     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.',
1813     name => 'destination X',
1814     type => 'int'
1815     }
1816     ],
1817     [
1818     'sp',
1819     {
1820     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.',
1821     name => 'destination Y',
1822     type => 'int'
1823     }
1824     ],
1825     [
1826     'walk_on',
1827     {
1828     desc => 'If set, the player will apply the exit by just walking into it. This must be set for the invisible exits for example. If unset, the player has to step onto the exit and press \'a\' to get transferred.',
1829     name => 'apply by walking',
1830     type => 'bool'
1831     }
1832     ],
1833     [
1834     'fly_on',
1835     {
1836     desc => 'If set, the player will apply the exit by "flying into it". Flying means the player is levitating. E.g. wearing levitation boots.',
1837     name => 'apply by flying',
1838     type => 'bool'
1839     }
1840     ],
1841     [
1842     'msg',
1843     {
1844     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. =)',
1845     end => 'endmsg',
1846     name => 'exit message',
1847     type => 'text'
1848     }
1849     ],
1850     [
1851     'unique',
1852     {
1853     desc => 'This flag defines the destined map as "personal unique map". If set, there will be a seperate version of that map for every player out there. This feature is used for the permanent apartments (in Scorn/Nuernberg/Caterham...). It should not be used for anything else than apartments, since Crossfire is a *multi*player game. In such a permanent apartment don\'t forget to set the unique-flag for all floor tiles too (see floors). An exit pointing outside of a personal unique map must have the "unique destination"-flag unset.',
1854     name => 'unique destination',
1855     type => 'bool'
1856     }
1857     ]
1858     ],
1859 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.',
1860     ignore => [
1861     $IGNORE_LIST{non_pickable}
1862     ],
1863 root 1.5 name => 'Exit',
1864 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.'
1865     },
1866     Flesh => {
1867 root 1.7 attr => [
1868     [
1869     'food',
1870     {
1871     desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
1872     name => 'foodpoints',
1873     type => 'int'
1874     }
1875     ],
1876     [
1877     'level',
1878     {
1879     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.',
1880     name => 'flesh level',
1881     type => 'int'
1882     }
1883     ],
1884     [
1885     'startequip',
1886     {
1887     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1888     name => 'godgiven item',
1889     type => 'bool'
1890     }
1891     ],
1892     [
1893     'msg',
1894     {
1895     desc => 'This text may describe the item.',
1896     end => 'endmsg',
1897     name => 'description',
1898     type => 'text'
1899     }
1900     ]
1901     ],
1902 root 1.3 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 cathegories. 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.',
1903 root 1.5 name => 'Flesh',
1904 root 1.4 section => [
1905     [
1906     'resistance',
1907 root 1.7 [
1908     [
1909     'resist_physical',
1910     {
1911     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.',
1912     name => 'resist physical %',
1913     type => 'int'
1914     }
1915     ],
1916     [
1917     'resist_magic',
1918     {
1919     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.',
1920     name => 'resist magic %',
1921     type => 'int'
1922     }
1923     ],
1924     [
1925     'resist_fire',
1926     {
1927     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.',
1928     name => 'resist fire %',
1929     type => 'int'
1930     }
1931     ],
1932     [
1933     'resist_electricity',
1934     {
1935     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.',
1936     name => 'resist electricity %',
1937     type => 'int'
1938     }
1939     ],
1940     [
1941     'resist_cold',
1942     {
1943     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.',
1944     name => 'resist cold %',
1945     type => 'int'
1946     }
1947     ],
1948     [
1949     'resist_confusion',
1950     {
1951     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.',
1952     name => 'resist confusion %',
1953     type => 'int'
1954     }
1955     ],
1956     [
1957     'resist_acid',
1958     {
1959     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.',
1960     name => 'resist acid %',
1961     type => 'int'
1962     }
1963     ],
1964     [
1965     'resist_drain',
1966     {
1967     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.',
1968     name => 'resist draining %',
1969     type => 'int'
1970     }
1971     ],
1972     [
1973     'resist_weaponmagic',
1974     {
1975     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.',
1976     name => 'resist weaponmagic %',
1977     type => 'int'
1978     }
1979     ],
1980     [
1981     'resist_ghosthit',
1982     {
1983     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.',
1984     name => 'resist ghosthit %',
1985     type => 'int'
1986     }
1987     ],
1988     [
1989     'resist_poison',
1990     {
1991     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.',
1992     name => 'resist poison %',
1993     type => 'int'
1994     }
1995     ],
1996     [
1997     'resist_slow',
1998     {
1999     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.',
2000     name => 'resist slow %',
2001     type => 'int'
2002     }
2003     ],
2004     [
2005     'resist_paralyze',
2006     {
2007     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.',
2008     name => 'resist paralyze %',
2009     type => 'int'
2010     }
2011     ],
2012     [
2013     'resist_fear',
2014     {
2015     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.',
2016     name => 'resist fear %',
2017     type => 'int'
2018     }
2019     ],
2020     [
2021     'resist_deplete',
2022     {
2023     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.',
2024     name => 'resist depletion %',
2025     type => 'int'
2026     }
2027     ],
2028     [
2029     'resist_death',
2030     {
2031     desc => 'RResistances 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.',
2032     name => 'resist death-attack %',
2033     type => 'int'
2034     }
2035     ],
2036     [
2037     'resist_chaos',
2038     {
2039     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.',
2040     name => 'resist chaos %',
2041     type => 'int'
2042     }
2043     ],
2044     [
2045     'resist_blind',
2046     {
2047     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.',
2048     name => 'resist blinding %',
2049     type => 'int'
2050     }
2051     ]
2052     ]
2053 root 1.4 ]
2054     ],
2055 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.'
2056     },
2057     Floor => {
2058 root 1.7 attr => [
2059     [
2060     'is_floor',
2061     {
2062     type => 'fixed',
2063     value => 1
2064     }
2065     ],
2066     [
2067     'no_pick',
2068     {
2069     type => 'fixed',
2070     value => 1
2071     }
2072     ],
2073     [
2074     'no_pass',
2075     {
2076     desc => 'If set, the object cannot be passed by players nor monsters.',
2077     name => 'blocking passage',
2078     type => 'bool'
2079     }
2080     ],
2081     [
2082     'no_magic',
2083     {
2084     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2085     name => 'no spells',
2086     type => 'bool'
2087     }
2088     ],
2089     [
2090     'damned',
2091     {
2092     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2093     name => 'no prayers',
2094     type => 'bool'
2095     }
2096     ],
2097     [
2098     'unique',
2099     {
2100     desc => 'Unique floor means that any items dropped on that spot will be saved byond map reset. For permanent apartments, all floor tiles must be set <unique map>.',
2101     name => 'unique map',
2102     type => 'bool'
2103     }
2104     ],
2105     [
2106     'msg',
2107     {
2108     desc => 'This text may describe the object.',
2109     end => 'endmsg',
2110     name => 'description',
2111     type => 'text'
2112     }
2113     ]
2114     ],
2115 root 1.3 desc => 'Floor is a very basic thing whithout too much functionality. It\'s a floor - you stand on it.',
2116     ignore => [
2117     $IGNORE_LIST{non_pickable}
2118     ],
2119 root 1.5 name => 'Floor',
2120 root 1.3 required => {
2121     alive => 0,
2122     is_floor => 1
2123 root 1.4 },
2124     section => [
2125     [
2126     'terrain',
2127 root 1.7 [
2128     [
2129     'slow_move',
2130     {
2131     desc => 'If <slow movement> is set to a value greater zero, all creatures moving over this spot will be slower than normal. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 7 - spider web (sticky as hell)',
2132     name => 'slow movement',
2133     type => 'int'
2134     }
2135     ],
2136     [
2137     'is_wooded',
2138     {
2139     desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2140     name => 'wooded terrain',
2141     type => 'bool'
2142     }
2143     ],
2144     [
2145     'is_hilly',
2146     {
2147     desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2148     name => 'hilly terrain',
2149     type => 'bool'
2150     }
2151     ]
2152     ]
2153 root 1.4 ]
2154     ]
2155 root 1.3 },
2156     'Floor (Encounter)' => {
2157 root 1.7 attr => [
2158     [
2159     'is_floor',
2160     {
2161     type => 'fixed',
2162     value => 1
2163     }
2164     ],
2165     [
2166     'no_pick',
2167     {
2168     type => 'fixed',
2169     value => 1
2170     }
2171     ],
2172     [
2173     'no_pass',
2174     {
2175     desc => 'If set, the object cannot be passed by players nor monsters.',
2176     name => 'blocking passage',
2177     type => 'bool'
2178     }
2179     ],
2180     [
2181     'no_magic',
2182     {
2183     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2184     name => 'no spells',
2185     type => 'bool'
2186     }
2187     ],
2188     [
2189     'damned',
2190     {
2191     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2192     name => 'no prayers',
2193     type => 'bool'
2194     }
2195     ],
2196     [
2197     'unique',
2198     {
2199     desc => 'Unique floor means that any items dropped on that spot will be saved byond map reset. For permanent apartments, all floor tiles must be set <unique map>.',
2200     name => 'unique map',
2201     type => 'bool'
2202     }
2203     ],
2204     [
2205     'msg',
2206     {
2207     desc => 'This text may describe the object.',
2208     end => 'endmsg',
2209     name => 'description',
2210     type => 'text'
2211     }
2212     ]
2213     ],
2214 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.',
2215     ignore => [
2216     $IGNORE_LIST{non_pickable}
2217 root 1.4 ],
2218 root 1.5 name => 'Floor (Encounter)',
2219 root 1.4 section => [
2220     [
2221     'terrain',
2222 root 1.7 [
2223     [
2224     'slow_move',
2225     {
2226     desc => 'If <slow movement> is set to a value greater zero, all creatures moving over this spot will be slower than normal. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 7 - spider web (sticky as hell)',
2227     name => 'slow movement',
2228     type => 'int'
2229     }
2230     ],
2231     [
2232     'is_wooded',
2233     {
2234     desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2235     name => 'wooded terrain',
2236     type => 'bool'
2237     }
2238     ],
2239     [
2240     'is_hilly',
2241     {
2242     desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2243     name => 'hilly terrain',
2244     type => 'bool'
2245     }
2246     ]
2247     ]
2248 root 1.4 ]
2249 root 1.3 ]
2250     },
2251     Food => {
2252 root 1.7 attr => [
2253     [
2254     'food',
2255     {
2256     desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2257     name => 'foodpoints',
2258     type => 'int'
2259     }
2260     ],
2261     [
2262     'startequip',
2263     {
2264     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2265     name => 'godgiven item',
2266     type => 'bool'
2267     }
2268     ]
2269     ],
2270 root 1.5 desc => 'By eating/drinking food-objects, the player can fill his stomache and gain a little health.',
2271     name => 'Food'
2272 root 1.1 },
2273 root 1.3 Gate => {
2274 root 1.7 attr => [
2275     [
2276     'no_pick',
2277     {
2278     type => 'fixed',
2279     value => 1
2280     }
2281     ],
2282     [
2283     'connected',
2284     {
2285     desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
2286     name => 'connection',
2287     type => 'int'
2288     }
2289     ],
2290     [
2291     'wc',
2292     {
2293     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.',
2294     name => 'position state',
2295     type => 'int'
2296     }
2297     ],
2298     [
2299     'no_pass',
2300     {
2301     desc => 'For open gates, <blocking passage> should be unset. For closed gates it must be set.',
2302     name => 'blocking passage',
2303     type => 'bool'
2304     }
2305     ],
2306     [
2307     'no_magic',
2308     {
2309     desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
2310     name => 'restrict spells',
2311     type => 'bool'
2312     }
2313     ],
2314     [
2315     'damned',
2316     {
2317     desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
2318     name => 'restrict prayers',
2319     type => 'bool'
2320     }
2321     ]
2322     ],
2323 root 1.3 desc => 'Gates play an important role in Crossfire. 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.',
2324     ignore => [
2325     $IGNORE_LIST{non_pickable}
2326     ],
2327 root 1.5 name => 'Gate',
2328 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".'
2329     },
2330     Girdle => {
2331 root 1.7 attr => [
2332     [
2333     'magic',
2334     {
2335     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.',
2336     name => 'magic bonus',
2337     type => 'int'
2338     }
2339     ]
2340     ],
2341     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.',
2342     import => [
2343     $TYPE{Amulet}
2344     ],
2345     name => 'Girdle',
2346     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2347     },
2348     Gloves => {
2349     attr => [
2350     [
2351     'magic',
2352     {
2353     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.',
2354     name => 'magic bonus',
2355     type => 'int'
2356     }
2357     ]
2358     ],
2359     desc => 'Wearing gloves, the object\'s stats will directly be inherited to the player. Gloves can add defense or damage bonuses.',
2360     import => [
2361     $TYPE{Amulet}
2362     ],
2363     name => 'Gloves',
2364     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2365     },
2366     Handle => {
2367     attr => [
2368     [
2369     'no_pick',
2370     {
2371     type => 'fixed',
2372     value => 1
2373     }
2374     ],
2375     [
2376     'connected',
2377     {
2378     desc => 'Every time the handle is applied, all objects with the same <connection> value are activated.',
2379     name => 'connection',
2380     type => 'int'
2381     }
2382     ],
2383     [
2384     'msg',
2385     {
2386     desc => 'This text may describe the item. You can use this message to explain the handle\'s purpose to the player.',
2387     end => 'endmsg',
2388     name => 'description',
2389     type => 'text'
2390     }
2391     ]
2392     ],
2393     desc => 'A handle can be applied by players and (certain) monsters. Every time it is applied, the &lt;connection&gt; value is triggered.',
2394     ignore => [
2395     $IGNORE_LIST{non_pickable}
2396     ],
2397     name => 'Handle',
2398     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.'
2399     },
2400     'Handle Trigger' => {
2401     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.',
2402     ignore => [
2403     $IGNORE_LIST{non_pickable}
2404     ],
2405     import => [
2406     $TYPE{Handle}
2407     ],
2408     name => 'Handle Trigger',
2409     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.'
2410     },
2411     'Hazard Floor' => {
2412     attr => [
2413     [
2414     'is_floor',
2415     {
2416     type => 'fixed',
2417     value => 1
2418     }
2419     ],
2420     [
2421     'lifesave',
2422     {
2423     type => 'fixed',
2424     value => 1
2425     }
2426     ],
2427     [
2428     'walk_on',
2429     {
2430     type => 'fixed',
2431     value => 1
2432     }
2433     ],
2434     [
2435     'no_pick',
2436     {
2437     type => 'fixed',
2438     value => 1
2439     }
2440     ],
2441     [
2442     'attacktype',
2443     {
2444     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.',
2445     name => 'attacktype',
2446     type => 'bitmask',
2447     value => $BITMASK{attacktype}
2448     }
2449     ],
2450     [
2451     'dam',
2452     {
2453     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.',
2454     name => 'base damage',
2455     type => 'int'
2456     }
2457     ],
2458     [
2459     'wc',
2460     {
2461     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.',
2462     name => 'weaponclass',
2463     type => 'int'
2464     }
2465     ],
2466     [
2467     'level',
2468     {
2469     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.',
2470     name => 'attack level',
2471     type => 'int'
2472     }
2473     ],
2474     [
2475     'no_magic',
2476     {
2477     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2478     name => 'no spells',
2479     type => 'bool'
2480     }
2481     ],
2482     [
2483     'damned',
2484     {
2485     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2486     name => 'no prayers',
2487     type => 'bool'
2488     }
2489     ],
2490     [
2491     'unique',
2492     {
2493     desc => 'Unique floor means that any items dropped on that spot will be saved byond map reset. For permanent apartments, all floor tiles must be set <unique map>.',
2494     name => 'unique map',
2495     type => 'bool'
2496     }
2497     ]
2498 root 1.3 ],
2499     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.',
2500     ignore => [
2501     $IGNORE_LIST{non_pickable}
2502     ],
2503 root 1.5 name => 'Hazard Floor',
2504 root 1.3 required => {
2505     is_floor => 1
2506     },
2507 root 1.4 section => [
2508     [
2509     'terrain',
2510 root 1.7 [
2511     [
2512     'slow_move',
2513     {
2514     desc => 'If <slow movement> is set to a value greater zero, all creatures moving over this spot will be slower than normal. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 7 - spider web (sticky as hell)',
2515     name => 'slow movement',
2516     type => 'int'
2517     }
2518     ],
2519     [
2520     'is_wooded',
2521     {
2522     desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2523     name => 'wooded terrain',
2524     type => 'bool'
2525     }
2526     ],
2527     [
2528     'is_hilly',
2529     {
2530     desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2531     name => 'hilly terrain',
2532     type => 'bool'
2533     }
2534     ]
2535     ]
2536 root 1.4 ]
2537     ],
2538 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.'
2539     },
2540     Helmet => {
2541 root 1.7 attr => [
2542     [
2543     'magic',
2544     {
2545     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>.',
2546     name => 'magic bonus',
2547     type => 'int'
2548     }
2549     ]
2550     ],
2551 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.',
2552     import => [
2553     $TYPE{Amulet}
2554     ],
2555 root 1.5 name => 'Helmet',
2556 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.'
2557     },
2558     'Holy Altar' => {
2559 root 1.7 attr => [
2560     [
2561     'no_pick',
2562     {
2563     type => 'fixed',
2564     value => 1
2565     }
2566     ],
2567     [
2568     'other_arch',
2569     {
2570     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.',
2571     name => 'god name',
2572     type => 'string'
2573     }
2574     ],
2575     [
2576     'level',
2577     {
2578     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> 100. Some characters might need those altars, they would be very unhappy to see them re-consecrated to another cult.',
2579     name => 'reconsecrate level',
2580     type => 'int'
2581     }
2582     ]
2583     ],
2584 root 1.3 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.',
2585     ignore => [
2586     $IGNORE_LIST{non_pickable}
2587 root 1.5 ],
2588     name => 'Holy Altar'
2589 root 1.3 },
2590     Horn => {
2591 root 1.7 attr => [
2592     [
2593     'sp',
2594     {
2595     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!',
2596     name => 'spell',
2597     type => 'spell'
2598     }
2599     ],
2600     [
2601     'level',
2602     {
2603     desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should not be set too high.',
2604     name => 'casting level',
2605     type => 'int'
2606     }
2607     ],
2608     [
2609     'hp',
2610     {
2611     desc => 'This value represents the initial amount of spellpoints in the horn. Naturally, this is quite unimportant.',
2612     name => 'initial spellpoints',
2613     type => 'int'
2614     }
2615     ],
2616     [
2617     'maxhp',
2618     {
2619     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.',
2620     name => 'max. spellpoints',
2621     type => 'int'
2622     }
2623     ],
2624     [
2625     'startequip',
2626     {
2627     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2628     name => 'godgiven item',
2629     type => 'bool'
2630     }
2631     ],
2632     [
2633     'msg',
2634     {
2635     desc => 'This text may contain a description of the horn.',
2636     end => 'endmsg',
2637     name => 'description',
2638     type => 'text'
2639     }
2640     ]
2641     ],
2642 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.',
2643     ignore => [
2644     'title'
2645     ],
2646 root 1.5 name => 'Horn',
2647 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.'
2648     },
2649     Inorganic => {
2650 root 1.7 attr => [
2651     [
2652     'is_dust',
2653     {
2654     name => 'is dust',
2655     type => 'bool'
2656     }
2657     ]
2658     ],
2659 root 1.4 desc => 'Inorganic materials are generally used as ingredients for alchemical receipes. By themselves, they have no special functionalities.',
2660 root 1.5 name => 'Inorganic',
2661 root 1.4 section => [
2662     [
2663     'resistance',
2664 root 1.7 [
2665     [
2666     'resist_physical',
2667     {
2668     name => 'resist physical %',
2669     type => 'int'
2670     }
2671     ],
2672     [
2673     'resist_magic',
2674     {
2675     name => 'resist magic %',
2676     type => 'int'
2677     }
2678     ],
2679     [
2680     'resist_fire',
2681     {
2682     name => 'resist fire %',
2683     type => 'int'
2684     }
2685     ],
2686     [
2687     'resist_electricity',
2688     {
2689     name => 'resist electricity %',
2690     type => 'int'
2691     }
2692     ],
2693     [
2694     'resist_cold',
2695     {
2696     name => 'resist cold %',
2697     type => 'int'
2698     }
2699     ],
2700     [
2701     'resist_acid',
2702     {
2703     name => 'resist acid %',
2704     type => 'int'
2705     }
2706     ],
2707     [
2708     'resist_weaponmagic',
2709     {
2710     name => 'resist weaponmagic %',
2711     type => 'int'
2712     }
2713     ],
2714     [
2715     'resist_ghosthit',
2716     {
2717     name => 'resist ghosthit %',
2718     type => 'int'
2719     }
2720     ],
2721     [
2722     'resist_poison',
2723     {
2724     name => 'resist poison %',
2725     type => 'int'
2726     }
2727     ],
2728     [
2729     'resist_death',
2730     {
2731     name => 'resist death-attack %',
2732     type => 'int'
2733     }
2734     ],
2735     [
2736     'resist_chaos',
2737     {
2738     name => 'resist chaos %',
2739     type => 'int'
2740     }
2741     ],
2742     [
2743     'resist_holyword',
2744     {
2745     name => 'resist holy power %',
2746     type => 'int'
2747     }
2748     ]
2749     ]
2750 root 1.4 ]
2751     ]
2752 root 1.1 },
2753 root 1.3 'Inventory Checker' => {
2754 root 1.7 attr => [
2755     [
2756     'no_pick',
2757     {
2758     type => 'fixed',
2759     value => 1
2760     }
2761     ],
2762     [
2763     'slaying',
2764     {
2765     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.',
2766     name => 'match key string',
2767     type => 'string'
2768     }
2769     ],
2770     [
2771     'race',
2772     {
2773     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>.',
2774     name => 'match arch name',
2775     type => 'string'
2776     }
2777     ],
2778     [
2779     'hp',
2780     {
2781     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. ;)',
2782     name => 'match type',
2783     type => 'int'
2784     }
2785     ],
2786     [
2787     'last_sp',
2788     {
2789     desc => 'Enabled means having that object is a match. Disabled means not having that object is a match.',
2790     name => 'match = having',
2791     type => 'bool'
2792     }
2793     ],
2794     [
2795     'connected',
2796     {
2797     desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
2798     name => 'connection',
2799     type => 'int'
2800     }
2801     ],
2802     [
2803     'no_pass',
2804     {
2805     desc => 'If set, only players meeting the match criteria can pass through that space. If unset (default), the inventory checker acts like a trigger/button.',
2806     name => 'blocking passage',
2807     type => 'bool'
2808     }
2809     ],
2810     [
2811     'last_heal',
2812     {
2813     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!',
2814     name => 'remove match',
2815     type => 'bool'
2816     }
2817     ]
2818     ],
2819 root 1.3 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 (-&gt; "no_pass"). <br><br> As you can see, inv. checkers are quite powerful, holding a great variety of possibilities.',
2820     ignore => [
2821     $IGNORE_LIST{system_object}
2822     ],
2823 root 1.5 name => 'Inventory Checker',
2824 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.'
2825     },
2826 root 1.8 'Item Transformer' => {
2827     attr => [
2828     [
2829     'food',
2830     {
2831     desc => '<number of uses> controls how many times the item transformer can be used. The value 0 means "unlimited"',
2832     name => 'number of uses',
2833     type => 'int'
2834     }
2835     ],
2836     [
2837     'slaying',
2838     {
2839     desc => 'Contains the verb that is used to construct a message to the player applying the item transformer.',
2840     name => 'verb',
2841     type => 'string'
2842     }
2843     ],
2844     [
2845     'startequip',
2846     {
2847     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2848     name => 'godgiven item',
2849     type => 'bool'
2850     }
2851     ],
2852     [
2853     'msg',
2854     {
2855     desc => 'This text may contain a description of the item transformer.',
2856     end => 'endmsg',
2857     name => 'description',
2858     type => 'text'
2859     }
2860     ]
2861     ],
2862     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.',
2863     name => 'Item Transformer',
2864     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\'.'
2865     },
2866 root 1.3 Jewel => {
2867 root 1.7 attr => [
2868     [
2869     'race',
2870     {
2871     type => 'fixed',
2872     value => 'gold and jewels'
2873     }
2874     ],
2875     [
2876     'msg',
2877     {
2878     desc => 'This text may describe the object.',
2879     end => 'endmsg',
2880     name => 'description',
2881     type => 'text'
2882     }
2883     ]
2884     ],
2885 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.',
2886     name => 'Jewel'
2887 root 1.1 },
2888 root 1.3 'Locked Door' => {
2889 root 1.7 attr => [
2890     [
2891     'no_pass',
2892     {
2893     type => 'fixed',
2894     value => 1
2895     }
2896     ],
2897     [
2898     'no_pick',
2899     {
2900     type => 'fixed',
2901     value => 1
2902     }
2903     ],
2904     [
2905     'slaying',
2906     {
2907     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 CF mapset. DONT EVER USE the default string "set_individual_value".',
2908     name => 'key string',
2909     type => 'string'
2910     }
2911     ],
2912     [
2913     'no_magic',
2914     {
2915     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).',
2916     name => 'restrict spells',
2917     type => 'bool'
2918     }
2919     ],
2920     [
2921     'damned',
2922     {
2923     desc => 'Restricting the use of prayers to pass this door. This should be set in most cases.',
2924     name => 'restrict prayers',
2925     type => 'bool'
2926     }
2927     ],
2928     [
2929     'msg',
2930     {
2931     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.',
2932     end => 'endmsg',
2933     name => 'lock message',
2934     type => 'text'
2935     }
2936     ]
2937     ],
2938     desc => 'A locked door can be opened only when carrying the appropriate special key.',
2939     ignore => [
2940     $IGNORE_LIST{non_pickable}
2941     ],
2942     name => 'Locked Door',
2943     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).'
2944     },
2945     'Magic Ear' => {
2946     attr => [
2947     [
2948     'no_pick',
2949     {
2950     type => 'fixed',
2951     value => 1
2952     }
2953     ],
2954     [
2955     'connected',
2956     {
2957     desc => 'The Magic_ear will trigger all objects with the same connection value, every time it is activated.',
2958     name => 'connection',
2959     type => 'int'
2960     }
2961     ],
2962     [
2963     'msg',
2964     {
2965     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!',
2966     end => 'endmsg',
2967     name => 'keyword-matching',
2968     type => 'text'
2969     }
2970     ]
2971     ],
2972     desc => 'Magic_ears trigger a connected value when the player speaks a specific keyword.',
2973     ignore => [
2974     $IGNORE_LIST{system_object}
2975     ],
2976     name => 'Magic Ear',
2977     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.'
2978     },
2979     'Magic Wall' => {
2980     attr => [
2981     [
2982     'dam',
2983     {
2984     desc => 'The magic wall will cast this <spell>.',
2985     name => 'spell',
2986     type => 'spell'
2987     }
2988     ],
2989     [
2990     'level',
2991     {
2992     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.',
2993     name => 'spell level',
2994     type => 'int'
2995     }
2996     ],
2997     [
2998     'connected',
2999     {
3000     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.',
3001     name => 'connection',
3002     type => 'int'
3003     }
3004     ],
3005     [
3006     'speed',
3007     {
3008     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".',
3009     name => 'casting speed',
3010     type => 'float'
3011     }
3012     ],
3013     [
3014     'sp',
3015     {
3016     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.',
3017     name => 'direction',
3018     type => 'list',
3019     value => $LIST{direction}
3020     }
3021     ],
3022     [
3023     'no_pass',
3024     {
3025     desc => 'If set, the object cannot be passed by players nor monsters.',
3026     name => 'blocking passage',
3027     type => 'bool'
3028     }
3029     ]
3030 root 1.3 ],
3031     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.',
3032     ignore => [
3033     $IGNORE_LIST{non_pickable}
3034     ],
3035 root 1.5 name => 'Magic Wall',
3036 root 1.4 section => [
3037     [
3038     'destroyable',
3039 root 1.7 [
3040     [
3041     'alive',
3042     {
3043     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.',
3044     name => 'is destroyable',
3045     type => 'bool'
3046     }
3047     ],
3048     [
3049     'hp',
3050     {
3051     desc => 'The more <hitpoints> the wall has, the longer it takes to be destroyed.',
3052     name => 'hitpoints',
3053     type => 'int'
3054     }
3055     ],
3056     [
3057     'maxhp',
3058     {
3059     desc => '<max hitpoints> are the maximum amount of hitpoints the wall can have. This only makes sense if the wall can regain health.',
3060     name => 'max hitpoints',
3061     type => 'int'
3062     }
3063     ],
3064     [
3065     'ac',
3066     {
3067     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>.',
3068     name => 'armour class',
3069     type => 'int'
3070     }
3071     ]
3072     ]
3073     ],
3074     [
3075     'resistance',
3076     [
3077     [
3078     'resist_physical',
3079     {
3080     name => 'resist physical %',
3081     type => 'int'
3082     }
3083     ],
3084     [
3085     'resist_magic',
3086     {
3087     name => 'resist magic %',
3088     type => 'int'
3089     }
3090     ],
3091     [
3092     'resist_fire',
3093     {
3094     name => 'resist fire %',
3095     type => 'int'
3096     }
3097     ],
3098     [
3099     'resist_electricity',
3100     {
3101     name => 'resist electricity %',
3102     type => 'int'
3103     }
3104     ],
3105     [
3106     'resist_cold',
3107     {
3108     name => 'resist cold %',
3109     type => 'int'
3110     }
3111     ],
3112     [
3113     'resist_confusion',
3114     {
3115     name => 'resist confusion %',
3116     type => 'int'
3117     }
3118     ],
3119     [
3120     'resist_acid',
3121     {
3122     name => 'resist acid %',
3123     type => 'int'
3124     }
3125     ],
3126     [
3127     'resist_drain',
3128     {
3129     name => 'resist draining %',
3130     type => 'int'
3131     }
3132     ],
3133     [
3134     'resist_weaponmagic',
3135     {
3136     name => 'resist weaponmagic %',
3137     type => 'int'
3138     }
3139     ],
3140     [
3141     'resist_ghosthit',
3142     {
3143     name => 'resist ghosthit %',
3144     type => 'int'
3145     }
3146     ],
3147     [
3148     'resist_poison',
3149     {
3150     name => 'resist poison %',
3151     type => 'int'
3152     }
3153     ],
3154     [
3155     'resist_slow',
3156     {
3157     name => 'resist slow %',
3158     type => 'int'
3159     }
3160     ],
3161     [
3162     'resist_paralyze',
3163     {
3164     name => 'resist paralyze %',
3165     type => 'int'
3166     }
3167     ],
3168     [
3169     'resist_fear',
3170     {
3171     name => 'resist fear %',
3172     type => 'int'
3173     }
3174     ],
3175     [
3176     'resist_deplete',
3177     {
3178     name => 'resist depletion %',
3179     type => 'int'
3180     }
3181     ],
3182     [
3183     'resist_turn_undead',
3184     {
3185     name => 'resist turn undead %',
3186     type => 'int'
3187     }
3188     ],
3189     [
3190     'resist_death',
3191     {
3192     name => 'resist death-attack %',
3193     type => 'int'
3194     }
3195     ],
3196     [
3197     'resist_chaos',
3198     {
3199     name => 'resist chaos %',
3200     type => 'int'
3201     }
3202     ],
3203     [
3204     'resist_blind',
3205     {
3206     name => 'resist blinding %',
3207     type => 'int'
3208     }
3209     ],
3210     [
3211     'resist_holyword',
3212     {
3213     name => 'resist holy power %',
3214     type => 'int'
3215     }
3216     ],
3217     [
3218     'resist_godpower',
3219     {
3220     name => 'resist godpower %',
3221     type => 'int'
3222     }
3223     ]
3224     ]
3225     ]
3226     ],
3227     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".'
3228     },
3229     Marker => {
3230     attr => [
3231     [
3232     'no_pick',
3233     {
3234     type => 'fixed',
3235     value => 1
3236     }
3237     ],
3238     [
3239     'slaying',
3240     {
3241     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.',
3242     name => 'key string',
3243     type => 'string'
3244     }
3245     ],
3246     [
3247     'connected',
3248     {
3249     desc => 'When the detector is triggered, all objects with the same connection value get activated.',
3250     name => 'connection',
3251     type => 'int'
3252     }
3253     ],
3254     [
3255     'speed',
3256 root 1.4 {
3257 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.',
3258     name => 'marking speed',
3259     type => 'float'
3260 root 1.4 }
3261     ],
3262     [
3263 root 1.7 'food',
3264     {
3265     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.',
3266     name => 'mark duration',
3267     type => 'int'
3268     }
3269     ],
3270     [
3271     'name',
3272     {
3273     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.',
3274     name => 'delete mark',
3275     type => 'string'
3276     }
3277     ],
3278     [
3279     'msg',
3280 root 1.4 {
3281 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.',
3282     end => 'endmsg',
3283     name => 'marking message',
3284     type => 'text'
3285 root 1.4 }
3286     ]
3287     ],
3288 root 1.3 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. <br><br> Note that the player has no possibility to "see" his own marks, except by the effect that they cause on the maps.',
3289     ignore => [
3290     $IGNORE_LIST{system_object}
3291     ],
3292 root 1.5 name => 'Marker',
3293 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.'
3294     },
3295     Misc => {
3296 root 1.7 attr => [
3297     [
3298     'no_pass',
3299     {
3300     desc => 'If set, the object cannot be passed by players nor monsters.',
3301     name => 'blocking passage',
3302     type => 'bool'
3303     }
3304     ],
3305     [
3306     'cursed',
3307     {
3308     desc => 'Curses can have various effects: On equipment and food, they generally harm the player in some way.',
3309     name => 'cursed',
3310     type => 'bool'
3311     }
3312     ],
3313     [
3314     'damned',
3315     {
3316     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.',
3317     name => 'damned',
3318     type => 'bool'
3319     }
3320     ],
3321     [
3322     'unique',
3323     {
3324     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
3325     name => 'unique item',
3326     type => 'bool'
3327     }
3328     ],
3329     [
3330     'startequip',
3331     {
3332     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3333     name => 'godgiven item',
3334     type => 'bool'
3335     }
3336     ],
3337     [
3338     'msg',
3339     {
3340     desc => 'This text may describe the object.',
3341     end => 'endmsg',
3342     name => 'description',
3343     type => 'text'
3344     }
3345     ]
3346     ],
3347 root 1.5 name => 'Misc'
3348 root 1.1 },
3349 root 1.3 Money => {
3350 root 1.7 attr => [
3351     [
3352     'race',
3353     {
3354     type => 'fixed',
3355     value => 'gold and jewels'
3356     }
3357     ]
3358     ],
3359 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.',
3360     ignore => [
3361     'unpaid'
3362 root 1.5 ],
3363     name => 'Money'
3364 root 1.3 },
3365     'Monster & NPC' => {
3366 root 1.7 attr => [
3367     [
3368     'alive',
3369     {
3370     type => 'fixed',
3371     value => 1
3372     }
3373     ],
3374     [
3375     'randomitems',
3376     {
3377     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>.',
3378     name => 'treasurelist',
3379     type => 'treasurelist'
3380     }
3381     ],
3382     [
3383     'level',
3384     {
3385     desc => 'A monster\'s <level> is the most important attribute. <level> affects the power of a monster in various ways.',
3386     name => 'level',
3387     type => 'int'
3388     }
3389     ],
3390     [
3391     'race',
3392     {
3393     desc => 'Every monster should have a race set to cathegorize 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.',
3394     name => 'race',
3395     type => 'string'
3396     }
3397     ],
3398     [
3399     'exp',
3400     {
3401     desc => 'When a player kills this monster, he will get exactly this amount of <experience>. The experience will flow into the skill-cathegory 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!',
3402     name => 'experience',
3403     type => 'int'
3404     }
3405     ],
3406     [
3407     'speed',
3408     {
3409     desc => 'The <speed> determines how fast a monster will both move and fight. High <speed> makes a monster considerably stronger.',
3410     name => 'speed',
3411     type => 'float'
3412     }
3413     ],
3414     [
3415     'other_arch',
3416     {
3417     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.',
3418     name => 'breed monster',
3419     type => 'string'
3420     }
3421     ],
3422     [
3423     'generator',
3424     {
3425     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.',
3426     name => 'multiply',
3427     type => 'bool'
3428     }
3429     ],
3430     [
3431     'use_content_on_gen',
3432     {
3433     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.',
3434     name => 'template generation',
3435     type => 'bool'
3436     }
3437     ],
3438     [
3439     'flying',
3440     {
3441     desc => 'Flying monsters won\'t get slowed down in rough terrain and they won\'t be affected by movers.',
3442     name => 'flying',
3443     type => 'bool'
3444     }
3445     ],
3446     [
3447     'undead',
3448     {
3449     desc => 'Several spells only affect undead monsters: turn undead, banish undead, holy word, etc.',
3450     name => 'undead',
3451     type => 'bool'
3452     }
3453     ],
3454     [
3455     'carrying',
3456     {
3457     desc => 'If a monster has something in the inventory, this value can be set to reflect the slowdown due to the carried weight.',
3458     name => 'carries weight',
3459     type => 'int'
3460     }
3461     ],
3462     [
3463     'msg',
3464     {
3465     end => 'endmsg',
3466     name => 'npc message',
3467     type => 'text'
3468     }
3469     ]
3470     ],
3471 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.',
3472     ignore => [
3473     'material',
3474     'name_pl',
3475     'nrof',
3476     'value',
3477     'unpaid'
3478     ],
3479 root 1.5 name => 'Monster & NPC',
3480 root 1.3 required => {
3481     alive => 1,
3482     is_floor => 0,
3483     tear_down => 0
3484     },
3485 root 1.4 section => [
3486     [
3487     'melee',
3488 root 1.7 [
3489     [
3490     'attacktype',
3491     {
3492     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.',
3493     name => 'attacktype',
3494     type => 'bitmask',
3495     value => $BITMASK{attacktype}
3496     }
3497     ],
3498     [
3499     'dam',
3500     {
3501     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.',
3502     name => 'damage',
3503     type => 'int'
3504     }
3505     ],
3506     [
3507     'wc',
3508     {
3509     desc => 'Monsters of high <weapon class> are more likely to really hit their opponent. <weapon class> can be considered the "counterpiece" to <armour class>.',
3510     name => 'weapon class',
3511     type => 'int'
3512     }
3513     ],
3514     [
3515     'hp',
3516     {
3517     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>.',
3518     name => 'health points',
3519     type => 'int'
3520     }
3521     ],
3522     [
3523     'maxhp',
3524     {
3525     desc => '<max health> is the maximum amount of <health points> this monster can have.',
3526     name => 'max health',
3527     type => 'int'
3528     }
3529     ],
3530     [
3531     'ac',
3532     {
3533     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).',
3534     name => 'armour class',
3535     type => 'int'
3536     }
3537     ],
3538     [
3539     'Con',
3540     {
3541 root 1.8 desc => 'Monsters regenerate this many health points each 4 ticks. Hence, the healing rate is independent of <speed>.',
3542 root 1.7 name => 'healing rate',
3543     type => 'int'
3544     }
3545     ],
3546     [
3547     'reflect_missile',
3548     {
3549     desc => 'A monster with this flag has the ability to <reflect missiles>, all kinds of projectiles (e.g. arrows, bolts, boulders) will bounce off.',
3550     name => 'reflect missiles',
3551     type => 'bool'
3552     }
3553     ],
3554     [
3555     'hitback',
3556     {
3557     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.',
3558     name => 'hitback',
3559     type => 'bool'
3560     }
3561     ],
3562     [
3563     'one_hit',
3564     {
3565     desc => 'Monsters with <one hit only> dissapear after one successful hit to a player.',
3566     name => 'one hit only',
3567     type => 'bool'
3568     }
3569     ]
3570     ]
3571     ],
3572     [
3573     'spellcraft',
3574     [
3575     [
3576     'can_cast_spell',
3577     {
3578     desc => 'If <can cast spell> is disabled, the monster cannot cast any spell. Only wands/rods/etc can be used, given the appropriate abilities.',
3579     name => 'can cast spell',
3580     type => 'bool'
3581     }
3582     ],
3583     [
3584     'reflect_spell',
3585     {
3586     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.',
3587     name => 'reflect spells',
3588     type => 'bool'
3589     }
3590     ],
3591     [
3592     'sp',
3593     {
3594     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>.',
3595     name => 'spellpoints',
3596     type => 'int'
3597     }
3598     ],
3599     [
3600     'maxsp',
3601     {
3602     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.',
3603     name => 'max spellpoints',
3604     type => 'int'
3605     }
3606     ],
3607     [
3608     'Pow',
3609     {
3610 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.',
3611 root 1.7 name => 'spellpoint regen.',
3612     type => 'int'
3613     }
3614     ],
3615     [
3616     'path_attuned',
3617     {
3618     desc => 'Click on the <attuned paths> button to select spellpaths. The creature will get attuned to the specified spellpaths.',
3619     name => 'attuned paths',
3620     type => 'bitmask',
3621     value => $BITMASK{spellpath}
3622     }
3623     ],
3624     [
3625     'path_repelled',
3626     {
3627     desc => 'Click on the <repelled paths> button to select spellpaths. The creature will get repelled to the specified spellpaths.',
3628     name => 'repelled paths',
3629     type => 'bitmask',
3630     value => $BITMASK{spellpath}
3631     }
3632     ],
3633     [
3634     'path_denied',
3635     {
3636     desc => 'Click on the <denied paths> button to select spellpaths. The creature won\'t be able to cast spells of the specified paths.',
3637     name => 'denied paths',
3638     type => 'bitmask',
3639     value => $BITMASK{spellpath}
3640     }
3641     ]
3642     ]
3643     ],
3644     [
3645     'ability',
3646     [
3647     [
3648     'Int',
3649     {
3650     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.',
3651     name => 'detect hidden',
3652     type => 'int'
3653     }
3654     ],
3655     [
3656     'see_invisible',
3657     {
3658     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.',
3659     name => 'see invisible',
3660     type => 'bool'
3661     }
3662     ],
3663     [
3664     'can_see_in_dark',
3665     {
3666     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.',
3667     name => 'see in darkness',
3668     type => 'bool'
3669     }
3670     ],
3671     [
3672     'can_use_weapon',
3673     {
3674     desc => 'Monster is able to wield weapon type objects.',
3675     name => 'can use weapons',
3676     type => 'bool'
3677     }
3678     ],
3679     [
3680     'can_use_bow',
3681     {
3682     desc => 'Monster is able to use missile-weapon type objects.',
3683     name => 'can use bows',
3684     type => 'bool'
3685     }
3686     ],
3687     [
3688     'can_use_armour',
3689     {
3690     desc => 'Monster is able to wear protective equipment like brestplate armour, shields, helmets etc.',
3691     name => 'can use armour',
3692     type => 'bool'
3693     }
3694     ],
3695     [
3696     'can_use_ring',
3697     {
3698     desc => 'Monster is able to wear rings.',
3699     name => 'can use rings',
3700     type => 'bool'
3701     }
3702     ],
3703     [
3704     'can_use_wand',
3705     {
3706     desc => 'Monster is able to use wands and staves.',
3707     name => 'can use wands',
3708     type => 'bool'
3709     }
3710     ],
3711     [
3712     'can_use_rod',
3713     {
3714     desc => 'Monster is able to use rods.',
3715     name => 'can use rods',
3716     type => 'bool'
3717     }
3718     ],
3719     [
3720     'can_use_scroll',
3721     {
3722     desc => 'Monster is able to read scrolls.',
3723     name => 'can use scrolls',
3724     type => 'bool'
3725     }
3726     ],
3727     [
3728     'can_use_skill',
3729     {
3730     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>.',
3731     name => 'can use skills',
3732     type => 'bool'
3733     }
3734     ]
3735     ]
3736     ],
3737     [
3738     'behave',
3739     [
3740     [
3741     'monster',
3742     {
3743     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.',
3744     name => 'monster behaviour',
3745     type => 'bool'
3746     }
3747     ],
3748     [
3749     'unaggressive',
3750     {
3751     desc => '<unaggressive> monsters do not attack players unless attacked first.',
3752     name => 'unaggressive',
3753     type => 'bool'
3754     }
3755     ],
3756     [
3757     'friendly',
3758     {
3759     desc => '<friendly> monsters help the player, attacking any non-friendly monsters in range.',
3760     name => 'friendly',
3761     type => 'bool'
3762     }
3763     ],
3764     [
3765     'stand_still',
3766     {
3767     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 Crossfire 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.',
3768     name => 'stand still',
3769     type => 'bool'
3770     }
3771     ],
3772     [
3773     'sleep',
3774     {
3775     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.',
3776     name => 'asleep',
3777     type => 'bool'
3778     }
3779     ],
3780     [
3781     'will_apply',
3782     {
3783     desc => 'This entry defines which kinds of environment actions the creature is able to perform.',
3784     name => 'misc. actions',
3785     type => 'bitmask',
3786     value => $BITMASK{will_apply}
3787     }
3788     ],
3789     [
3790     'pick_up',
3791     {
3792     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.',
3793     name => 'pick up',
3794     type => 'bitmask',
3795     value => $BITMASK{pick_up}
3796     }
3797     ],
3798     [
3799     'Wis',
3800     {
3801     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.',
3802     name => 'sensing range',
3803     type => 'int'
3804     }
3805     ],
3806     [
3807     'attack_movement',
3808     {
3809     name => 'attack movement',
3810     type => 'int'
3811     }
3812     ],
3813     [
3814     'run_away',
3815     {
3816     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.',
3817     name => 'run at % health',
3818     type => 'int'
3819     }
3820     ]
3821     ]
3822     ],
3823     [
3824     'resistance',
3825     [
3826     [
3827     'resist_physical',
3828     {
3829     name => 'resist physical %',
3830     type => 'int'
3831     }
3832     ],
3833     [
3834     'resist_magic',
3835     {
3836     name => 'resist magic %',
3837     type => 'int'
3838     }
3839     ],
3840     [
3841     'resist_fire',
3842     {
3843     name => 'resist fire %',
3844     type => 'int'
3845     }
3846     ],
3847     [
3848     'resist_electricity',
3849     {
3850     name => 'resist electricity %',
3851     type => 'int'
3852     }
3853     ],
3854     [
3855     'resist_cold',
3856     {
3857     name => 'resist cold %',
3858     type => 'int'
3859     }
3860     ],
3861     [
3862     'resist_confusion',
3863     {
3864     name => 'resist confusion %',
3865     type => 'int'
3866     }
3867     ],
3868     [
3869     'resist_acid',
3870     {
3871     name => 'resist acid %',
3872     type => 'int'
3873     }
3874     ],
3875     [
3876     'resist_drain',
3877     {
3878     name => 'resist draining %',
3879     type => 'int'
3880     }
3881     ],
3882     [
3883     'resist_weaponmagic',
3884     {
3885     name => 'resist weaponmagic %',
3886     type => 'int'
3887     }
3888     ],
3889     [
3890     'resist_ghosthit',
3891     {
3892     name => 'resist ghosthit %',
3893     type => 'int'
3894     }
3895     ],
3896     [
3897     'resist_poison',
3898     {
3899     name => 'resist poison %',
3900     type => 'int'
3901     }
3902     ],
3903     [
3904     'resist_slow',
3905     {
3906     name => 'resist slow %',
3907     type => 'int'
3908     }
3909     ],
3910     [
3911     'resist_paralyze',
3912     {
3913     name => 'resist paralyze %',
3914     type => 'int'
3915     }
3916     ],
3917     [
3918     'resist_fear',
3919     {
3920     name => 'resist fear %',
3921     type => 'int'
3922     }
3923     ],
3924     [
3925     'resist_deplete',
3926     {
3927     name => 'resist depletion %',
3928     type => 'int'
3929     }
3930     ],
3931     [
3932     'resist_turn_undead',
3933     {
3934     name => 'resist turn undead %',
3935     type => 'int'
3936     }
3937     ],
3938     [
3939     'resist_death',
3940     {
3941     name => 'resist death-attack %',
3942     type => 'int'
3943     }
3944     ],
3945     [
3946     'resist_chaos',
3947     {
3948     name => 'resist chaos %',
3949     type => 'int'
3950     }
3951     ],
3952     [
3953     'resist_blind',
3954     {
3955     name => 'resist blinding %',
3956     type => 'int'
3957     }
3958     ],
3959     [
3960     'resist_holyword',
3961     {
3962     name => 'resist holy power %',
3963     type => 'int'
3964     }
3965     ],
3966     [
3967     'resist_godpower',
3968     {
3969     name => 'resist godpower %',
3970     type => 'int'
3971     }
3972     ]
3973     ]
3974     ]
3975     ],
3976     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. :-)'
3977     },
3978     'Mood Floor' => {
3979     attr => [
3980     [
3981     'no_pick',
3982 root 1.4 {
3983 root 1.7 type => 'fixed',
3984     value => 1
3985 root 1.4 }
3986     ],
3987     [
3988 root 1.7 'last_sp',
3989     {
3990     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!',
3991     name => 'mood',
3992     type => 'list',
3993     value => $LIST{mood}
3994     }
3995     ],
3996     [
3997     'connected',
3998     {
3999     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!',
4000     name => 'connection',
4001     type => 'int'
4002     }
4003     ],
4004     [
4005     'no_magic',
4006     {
4007     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
4008     name => 'no spells',
4009     type => 'bool'
4010     }
4011     ],
4012     [
4013     'damned',
4014     {
4015     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
4016     name => 'no prayers',
4017     type => 'bool'
4018     }
4019     ]
4020     ],
4021     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.',
4022     ignore => [
4023     $IGNORE_LIST{system_object}
4024     ],
4025     name => 'Mood Floor',
4026     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.)'
4027     },
4028     Mover => {
4029     attr => [
4030     [
4031     'attacktype',
4032     {
4033     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.',
4034     name => 'forced movement',
4035     type => 'bool'
4036     }
4037     ],
4038     [
4039     'maxsp',
4040     {
4041     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.',
4042     name => 'freeze duration',
4043     type => 'int'
4044     }
4045     ],
4046     [
4047     'speed',
4048     {
4049     desc => 'The movement speed value determines how fast a chain of these movers will push a player along (default is -0.2).',
4050     name => 'movement speed',
4051     type => 'float'
4052     }
4053     ],
4054     [
4055     'sp',
4056     {
4057     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.',
4058     name => 'direction',
4059     type => 'list',
4060     value => $LIST{direction}
4061     }
4062     ],
4063     [
4064     'lifesave',
4065     {
4066     desc => 'If enabled, the mover gets "used up" after a certain number of moves (specified by <number of uses>). If disabled, the mover works infinitly.',
4067     name => 'gets used up',
4068     type => 'bool'
4069     }
4070     ],
4071     [
4072     'hp',
4073     {
4074     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).',
4075     name => 'number of uses',
4076     type => 'int'
4077     }
4078     ]
4079     ],
4080     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.',
4081     ignore => [
4082     $IGNORE_LIST{non_pickable}
4083     ],
4084     name => 'Mover',
4085     section => [
4086     [
4087     'targets',
4088     [
4089     [
4090     'level',
4091     {
4092     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.',
4093     name => 'move players',
4094     type => 'bool'
4095     }
4096     ],
4097     [
4098     'walk_on',
4099     {
4100     desc => 'This should always be set.',
4101     name => 'move walking creatures',
4102     type => 'bool'
4103     }
4104     ],
4105     [
4106     'fly_on',
4107     {
4108     desc => 'Move flying creatures enabled means all flying (living) objects will get moved too. If disabled, only walking (non-flying) creatures will get moved.',
4109     name => 'move flying creatures',
4110     type => 'bool'
4111     }
4112     ]
4113     ]
4114     ]
4115     ],
4116     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).'
4117     },
4118     Pedestal => {
4119     attr => [
4120     [
4121     'no_pick',
4122 root 1.4 {
4123 root 1.7 type => 'fixed',
4124     value => 1
4125 root 1.4 }
4126     ],
4127     [
4128 root 1.7 'slaying',
4129 root 1.4 {
4130 root 1.7 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.',
4131     name => 'match race',
4132     type => 'string'
4133 root 1.4 }
4134     ],
4135     [
4136 root 1.7 'connected',
4137 root 1.4 {
4138 root 1.7 desc => 'When the pedestal is triggered, all objects with the same connection value get activated.',
4139     name => 'connection',
4140     type => 'int'
4141 root 1.4 }
4142     ],
4143     [
4144 root 1.7 'walk_on',
4145 root 1.4 {
4146 root 1.7 type => 'fixed',
4147     value => 1
4148 root 1.4 }
4149 root 1.7 ],
4150 root 1.4 [
4151 root 1.7 'walk_off',
4152 root 1.4 {
4153 root 1.7 type => 'fixed',
4154     value => 1
4155 root 1.4 }
4156     ]
4157     ],
4158 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.',
4159     ignore => [
4160     $IGNORE_LIST{non_pickable}
4161     ],
4162 root 1.5 name => 'Pedestal',
4163 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.'
4164     },
4165     Pit => {
4166 root 1.7 attr => [
4167     [
4168     'no_pick',
4169     {
4170     type => 'fixed',
4171     value => 1
4172     }
4173     ],
4174     [
4175     'connected',
4176     {
4177     desc => 'When a <connection> value is set, the pit can be opened/closed by activating the connection.',
4178     name => 'connection',
4179     type => 'int'
4180     }
4181     ],
4182     [
4183     'hp',
4184     {
4185     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!',
4186     name => 'destination X',
4187     type => 'int'
4188     }
4189     ],
4190     [
4191     'sp',
4192     {
4193     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!',
4194     name => 'destination Y',
4195     type => 'int'
4196     }
4197     ],
4198     [
4199     'wc',
4200     {
4201     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.',
4202     name => 'position state',
4203     type => 'int'
4204     }
4205     ],
4206     [
4207     'walk_on',
4208     {
4209     desc => 'If set, all walking creatures will fall into the pit. This does NOT need to be set for closed pits!',
4210     name => 'swallow walking',
4211     type => 'bool'
4212     }
4213     ],
4214     [
4215     'fly_on',
4216     {
4217     desc => 'If set, all flying creatures will fall into the pit as well. This is not the behaviour expected from a pit, and it should only be used for map-mechanisms (e.g. for transporting flying monsters). An interesting side-effect: If this flag is enabled, spell effects like fire/snow also make their way through the pit.',
4218     name => 'swallow flying',
4219     type => 'bool'
4220     }
4221     ]
4222     ],
4223 root 1.3 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 two-square 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.',
4224     ignore => [
4225     $IGNORE_LIST{non_pickable}
4226     ],
4227 root 1.5 name => 'Pit',
4228 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.'
4229     },
4230     'Poison Food' => {
4231 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.',
4232     name => 'Poison Food'
4233 root 1.3 },
4234     Potion => {
4235 root 1.7 attr => [
4236     [
4237     'level',
4238     {
4239     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.',
4240     name => 'potion level',
4241     type => 'int'
4242     }
4243     ],
4244     [
4245     'sp',
4246     {
4247     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".',
4248     name => 'spell',
4249     type => 'spell'
4250     }
4251     ],
4252     [
4253     'attacktype',
4254     {
4255     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.',
4256     name => 'special effect',
4257     type => 'list',
4258     value => $LIST{potion_effect}
4259     }
4260     ],
4261     [
4262     'cursed',
4263     {
4264     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 >:)',
4265     name => 'cursed',
4266     type => 'bool'
4267     }
4268     ],
4269     [
4270     'startequip',
4271     {
4272     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4273     name => 'godgiven item',
4274     type => 'bool'
4275     }
4276     ]
4277     ],
4278 root 1.3 desc => 'The player can drink these and gain various kinds of benefits (/penalties) by doing so.',
4279 root 1.5 name => 'Potion',
4280 root 1.4 section => [
4281     [
4282     'stats',
4283 root 1.7 [
4284     [
4285     'Str',
4286     {
4287     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.',
4288     name => 'strength',
4289     type => 'int'
4290     }
4291     ],
4292     [
4293     'Dex',
4294     {
4295     desc => 'The player\'s dexterity 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.',
4296     name => 'dexterity',
4297     type => 'int'
4298     }
4299     ],
4300     [
4301     'Con',
4302     {
4303     desc => 'The player\'s constitution 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.',
4304     name => 'constitution',
4305     type => 'int'
4306     }
4307     ],
4308     [
4309     'Int',
4310     {
4311     desc => 'The player\'s intelligence 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.',
4312     name => 'intelligence',
4313     type => 'int'
4314     }
4315     ],
4316     [
4317     'Pow',
4318     {
4319     desc => 'The player\'s power 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.',
4320     name => 'power',
4321     type => 'int'
4322     }
4323     ],
4324     [
4325     'Wis',
4326     {
4327     desc => 'The player\'s wisdom 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.',
4328     name => 'wisdom',
4329     type => 'int'
4330     }
4331     ],
4332     [
4333     'Cha',
4334     {
4335     desc => 'The player\'s charisma 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.',
4336     name => 'charisma',
4337     type => 'int'
4338     }
4339     ]
4340     ]
4341     ],
4342     [
4343     'resistance',
4344     [
4345     [
4346     'resist_physical',
4347     {
4348     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
4349     name => 'resist physical %',
4350     type => 'int'
4351     }
4352     ],
4353     [
4354     'resist_magic',
4355     {
4356     desc => 'The player\'s resistance to magic will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
4357     name => 'resist magic %',
4358     type => 'int'
4359     }
4360     ],
4361     [
4362     'resist_fire',
4363     {
4364     desc => 'The player\'s resistance to fire will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
4365     name => 'resist fire %',
4366     type => 'int'
4367     }
4368     ],
4369     [
4370     'resist_electricity',
4371     {
4372     desc => 'The player\'s resistance to electricity will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
4373     name => 'resist electricity %',
4374     type => 'int'
4375     }
4376     ],
4377     [
4378     'resist_cold',
4379     {
4380     desc => 'The player\'s resistance to cold will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
4381     name => 'resist cold %',
4382     type => 'int'
4383     }
4384     ],
4385     [
4386     'resist_acid',
4387     {
4388     desc => 'The player\'s resistance to acid will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
4389     name => 'resist acid %',
4390     type => 'int'
4391     }
4392     ],
4393     [
4394     'resist_confusion',
4395     {
4396     desc => 'The player\'s resistance to confusion will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
4397     name => 'resist confusion %',
4398     type => 'int'
4399     }
4400     ],
4401     [
4402     'resist_weaponmagic',
4403     {
4404     desc => 'The player\'s resistance to weaponmagic will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
4405     name => 'resist weaponmagic %',
4406     type => 'int'
4407     }
4408     ],
4409     [
4410     'resist_paralyze',
4411     {
4412     desc => 'The player\'s resistance to paralyze will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
4413     name => 'resist paralyze %',
4414     type => 'int'
4415     }
4416     ],
4417     [
4418     'resist_drain',
4419     {
4420     desc => 'The player\'s resistance to draining will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
4421     name => 'resist draining %',
4422     type => 'int'
4423     }
4424     ],
4425     [
4426     'resist_deplete',
4427     {
4428     desc => 'The player\'s resistance to depletion will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
4429     name => 'resist depletion %',
4430     type => 'int'
4431     }
4432     ],
4433     [
4434     'resist_poison',
4435     {
4436     desc => 'The player\'s resistance to poison will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
4437     name => 'resist poison %',
4438     type => 'int'
4439     }
4440     ]
4441     ]
4442     ]
4443     ],
4444     use => 'One potion should never give multiple benefits at once.'
4445     },
4446     'Power Crystal' => {
4447     attr => [
4448     [
4449     'sp',
4450 root 1.4 {
4451 root 1.7 desc => '<initial mana> is the amount of spellpoints that the crystal holds when the map is loaded.',
4452     name => 'initial mana',
4453     type => 'int'
4454 root 1.4 }
4455     ],
4456     [
4457 root 1.7 'maxsp',
4458 root 1.4 {
4459 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.',
4460     name => 'mana capacity',
4461     type => 'int'
4462 root 1.4 }
4463     ]
4464     ],
4465 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.',
4466     name => 'Power Crystal'
4467 root 1.1 },
4468 root 1.3 Projectile => {
4469 root 1.7 attr => [
4470     [
4471     'attacktype',
4472     {
4473     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.',
4474     name => 'attacktype',
4475     type => 'bitmask',
4476     value => $BITMASK{attacktype}
4477     }
4478     ],
4479     [
4480     'race',
4481     {
4482     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>.',
4483     name => 'ammunition class',
4484     type => 'string'
4485     }
4486     ],
4487     [
4488     'slaying',
4489     {
4490     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.',
4491     name => 'slaying race',
4492     type => 'string'
4493     }
4494     ],
4495     [
4496     'dam',
4497     {
4498     desc => 'The projectile <damage> significantly affects the damage done. Damage can be further increased by the shooting weapon\'s attributes.',
4499     name => 'damage',
4500     type => 'int'
4501     }
4502     ],
4503     [
4504     'wc',
4505     {
4506     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.',
4507     name => 'weaponclass',
4508     type => 'int'
4509     }
4510     ],
4511     [
4512     'food',
4513     {
4514     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).',
4515     name => 'chance to break',
4516     type => 'int'
4517     }
4518     ],
4519     [
4520     'magic',
4521     {
4522     desc => 'Magic bonus increases chance to hit and damage a little bit.',
4523     name => 'magic bonus',
4524     type => 'int'
4525     }
4526     ],
4527     [
4528     'unique',
4529     {
4530     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
4531     name => 'unique item',
4532     type => 'bool'
4533     }
4534     ],
4535     [
4536     'startequip',
4537     {
4538     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4539     name => 'godgiven item',
4540     type => 'bool'
4541     }
4542     ],
4543     [
4544     'no_drop',
4545     {
4546     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.',
4547     name => 'don\'t drop',
4548     type => 'bool'
4549     }
4550     ],
4551     [
4552     'msg',
4553     {
4554     desc => 'This text may describe the projectile. This could be nice for very special ones.',
4555     end => 'endmsg',
4556     name => 'description',
4557     type => 'text'
4558     }
4559     ]
4560     ],
4561     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.',
4562     name => 'Projectile',
4563     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.'
4564     },
4565     Ring => {
4566     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.',
4567     import => [
4568     $TYPE{Amulet}
4569     ],
4570     name => 'Ring',
4571     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.'
4572     },
4573     Rod => {
4574     attr => [
4575     [
4576     'sp',
4577     {
4578     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!',
4579     name => 'spell',
4580     type => 'spell'
4581     }
4582     ],
4583     [
4584     'level',
4585     {
4586     desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should be set to something reasonable.',
4587     name => 'casting level',
4588     type => 'int'
4589     }
4590     ],
4591     [
4592     'hp',
4593     {
4594     desc => 'This value represents the initial amount of spellpoints in the rod. Naturally, this is quite unimportant.',
4595     name => 'initial spellpoints',
4596     type => 'int'
4597     }
4598     ],
4599     [
4600     'maxhp',
4601     {
4602     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.',
4603     name => 'max. spellpoints',
4604     type => 'int'
4605     }
4606     ],
4607     [
4608     'startequip',
4609     {
4610     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4611     name => 'godgiven item',
4612     type => 'bool'
4613     }
4614     ],
4615     [
4616     'msg',
4617     {
4618     desc => 'This text may contain a description of the rod.',
4619     end => 'endmsg',
4620     name => 'description',
4621     type => 'text'
4622     }
4623     ]
4624     ],
4625     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.',
4626     ignore => [
4627     'title'
4628     ],
4629     name => 'Rod',
4630     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>'
4631     },
4632     Rune => {
4633     attr => [
4634     [
4635     'no_pick',
4636     {
4637     type => 'fixed',
4638     value => 1
4639     }
4640     ],
4641     [
4642     'walk_on',
4643     {
4644     type => 'fixed',
4645     value => 1
4646     }
4647     ],
4648     [
4649     'level',
4650     {
4651     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.',
4652     name => 'rune level',
4653     type => 'int'
4654     }
4655     ],
4656     [
4657     'Cha',
4658     {
4659     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.',
4660     name => 'visibility',
4661     type => 'int'
4662     }
4663     ],
4664     [
4665     'hp',
4666     {
4667     desc => 'The rune will detonate <number of charges> times before disappearing.',
4668     name => 'number of charges',
4669     type => 'int'
4670     }
4671     ],
4672     [
4673     'dam',
4674     {
4675     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.',
4676     name => 'direct damage',
4677     type => 'int'
4678     }
4679     ],
4680     [
4681     'attacktype',
4682     {
4683     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.',
4684     name => 'attacktype',
4685     type => 'bitmask',
4686     value => $BITMASK{attacktype}
4687     }
4688     ],
4689     [
4690     'msg',
4691     {
4692     desc => 'When the rune detonates, this text is displayed to the victim. For especially powerful runes, create an appropriate thrilling description. ;)',
4693     end => 'endmsg',
4694     name => 'detonation text',
4695     type => 'text'
4696     }
4697     ]
4698 root 1.3 ],
4699     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.',
4700     ignore => [
4701     'no_pick',
4702     'title',
4703     'name_pl',
4704     'weight',
4705     'value',
4706     'material',
4707     'unpaid'
4708     ],
4709 root 1.5 name => 'Rune',
4710 root 1.4 section => [
4711     [
4712     'spellcraft',
4713 root 1.7 [
4714     [
4715     'sp',
4716     {
4717     desc => 'The selected <spell> defines the spell in the rune, if any. (Many runes do direct damage).',
4718     name => 'spell',
4719     type => 'spell'
4720     }
4721     ],
4722     [
4723     'slaying',
4724     {
4725     desc => 'Name of the spell in the rune, if any. <spell name> is optional, but if present, overrides the <spell> setting.',
4726     name => 'spell name',
4727     type => 'string'
4728     }
4729     ],
4730     [
4731     'other_arch',
4732     {
4733     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.',
4734     name => 'spell arch',
4735     type => 'string'
4736     }
4737     ],
4738     [
4739     'maxsp',
4740     {
4741     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.',
4742     name => 'direction',
4743     type => 'list',
4744     value => $LIST{direction}
4745     }
4746     ],
4747     [
4748     'race',
4749     {
4750     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.',
4751     name => 'summon monster',
4752     type => 'string'
4753     }
4754     ],
4755     [
4756     'maxhp',
4757     {
4758     desc => 'This should only be set to a summoning rune. It will then summon that many creatures of the kind <summon monster>.',
4759     name => 'summon amount',
4760     type => 'int'
4761     }
4762     ]
4763     ]
4764 root 1.4 ]
4765     ],
4766 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.'
4767     },
4768     Savebed => {
4769 root 1.7 attr => [
4770     [
4771     'no_pick',
4772     {
4773     type => 'fixed',
4774     value => 1
4775     }
4776     ],
4777     [
4778     'no_magic',
4779     {
4780     type => 'fixed',
4781     value => 1
4782     }
4783     ],
4784     [
4785     'damned',
4786     {
4787     type => 'fixed',
4788     value => 1
4789     }
4790     ]
4791     ],
4792 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.',
4793     ignore => [
4794     $IGNORE_LIST{non_pickable}
4795     ],
4796 root 1.5 name => 'Savebed',
4797 root 1.3 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 relyable 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>'
4798     },
4799     Scroll => {
4800 root 1.7 attr => [
4801     [
4802     'level',
4803     {
4804     desc => 'The spell of the scroll will be casted at this level. This value should always be set, at least to 1.',
4805     name => 'casting level',
4806     type => 'int'
4807     }
4808     ],
4809     [
4810     'sp',
4811     {
4812     desc => 'When a player/monster applies this scroll, the selected <spell> will be casted (once). This should work for any given spell.',
4813     name => 'spell',
4814     type => 'spell'
4815     }
4816     ],
4817     [
4818     'startequip',
4819     {
4820     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4821     name => 'godgiven item',
4822     type => 'bool'
4823     }
4824     ]
4825     ],
4826 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.',
4827     ignore => [
4828     'title'
4829     ],
4830 root 1.5 name => 'Scroll',
4831 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.'
4832     },
4833     Shield => {
4834 root 1.7 attr => [
4835     [
4836     'magic',
4837     {
4838     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.',
4839     name => 'magic bonus',
4840     type => 'int'
4841     }
4842     ]
4843     ],
4844 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.',
4845     import => [
4846     $TYPE{Amulet}
4847     ],
4848 root 1.5 name => 'Shield',
4849 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.'
4850     },
4851     'Shooting Weapon' => {
4852 root 1.7 attr => [
4853     [
4854     'race',
4855     {
4856     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.',
4857     name => 'ammunition class',
4858     type => 'string'
4859     }
4860     ],
4861     [
4862     'sp',
4863     {
4864     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).',
4865     name => 'shooting speed',
4866     type => 'int'
4867     }
4868     ],
4869     [
4870     'dam',
4871     {
4872     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.',
4873     name => 'base damage',
4874     type => 'int'
4875     }
4876     ],
4877     [
4878     'wc',
4879     {
4880     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.',
4881     name => 'weaponclass',
4882     type => 'int'
4883     }
4884     ],
4885     [
4886     'item_power',
4887     {
4888     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 CF server will calculate a provisional value at runtime, but this is never going to be an accurate measurement of <item power>.',
4889     name => 'item power',
4890     type => 'int'
4891     }
4892     ],
4893     [
4894     'no_strength',
4895     {
4896     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.',
4897     name => 'ignore strength',
4898     type => 'bool'
4899     }
4900     ],
4901     [
4902     'damned',
4903     {
4904     desc => 'A damned shooting weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
4905     name => 'damnation',
4906     type => 'bool'
4907     }
4908     ],
4909     [
4910     'cursed',
4911     {
4912     desc => 'A cursed shooting weapon cannot be unwielded unless the curse is removed.',
4913     name => 'curse',
4914     type => 'bool'
4915     }
4916     ],
4917     [
4918     'unique',
4919     {
4920     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
4921     name => 'unique item',
4922     type => 'bool'
4923     }
4924     ],
4925     [
4926     'startequip',
4927     {
4928     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4929     name => 'godgiven item',
4930     type => 'bool'
4931     }
4932     ],
4933     [
4934     'msg',
4935     {
4936     desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
4937     end => 'endmsg',
4938     name => 'description',
4939     type => 'text'
4940     }
4941     ]
4942     ],
4943 root 1.3 desc => 'Schooting 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.',
4944 root 1.5 name => 'Shooting Weapon',
4945 root 1.4 section => [
4946     [
4947     'stats',
4948 root 1.7 [
4949     [
4950     'Str',
4951     {
4952     desc => 'The player\'s strentgh will rise/fall by the given value while wearing this shooting weapon.',
4953     name => 'strength',
4954     type => 'int'
4955     }
4956     ],
4957     [
4958     'Dex',
4959     {
4960     desc => 'The player\'s dexterity will rise/fall by the given value while wearing this shooting weapon.',
4961     name => 'dexterity',
4962     type => 'int'
4963     }
4964     ],
4965     [
4966     'Con',
4967     {
4968     desc => 'The player\'s constitution will rise/fall by the given value while wearing this shooting weapon.',
4969     name => 'constitution',
4970     type => 'int'
4971     }
4972     ],
4973     [
4974     'Int',
4975     {
4976     desc => 'The player\'s intelligence will rise/fall by the given value while wearing this shooting weapon.',
4977     name => 'intelligence',
4978     type => 'int'
4979     }
4980     ],
4981     [
4982     'Pow',
4983     {
4984     desc => 'The player\'s power will rise/fall by the given value while wearing this shooting weapon.',
4985     name => 'power',
4986     type => 'int'
4987     }
4988     ],
4989     [
4990     'Wis',
4991     {
4992     desc => 'The player\'s wisdom will rise/fall by the given value while wearing this shooting weapon.',
4993     name => 'wisdom',
4994     type => 'int'
4995     }
4996     ],
4997     [
4998     'Cha',
4999     {
5000     desc => 'The player\'s charisma will rise/fall by the given value while wearing this shooting weapon.',
5001     name => 'charisma',
5002     type => 'int'
5003     }
5004     ]
5005     ]
5006     ],
5007     [
5008     'bonus',
5009     [
5010     [
5011     'luck',
5012     {
5013     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.',
5014     name => 'luck bonus',
5015     type => 'int'
5016     }
5017     ],
5018     [
5019     'magic',
5020     {
5021     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.',
5022     name => 'magic bonus',
5023     type => 'int'
5024     }
5025     ]
5026     ]
5027     ]
5028     ],
5029     use => 'Shooting weapons should not add bonuses in general. There\'s already enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. Schooting 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.'
5030     },
5031     'Shop Floor' => {
5032     attr => [
5033     [
5034     'is_floor',
5035     {
5036     type => 'fixed',
5037     value => 1
5038     }
5039     ],
5040     [
5041     'no_pick',
5042     {
5043     type => 'fixed',
5044     value => 1
5045     }
5046     ],
5047     [
5048     'no_magic',
5049     {
5050     type => 'fixed',
5051     value => 1
5052     }
5053     ],
5054     [
5055     'auto_apply',
5056 root 1.4 {
5057 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.',
5058     name => 'generate goods',
5059     type => 'bool'
5060 root 1.4 }
5061     ],
5062     [
5063 root 1.7 'randomitems',
5064     {
5065     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.',
5066     name => 'treasurelist',
5067     type => 'treasurelist'
5068     }
5069     ],
5070     [
5071     'exp',
5072     {
5073     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.',
5074     name => 'quality level',
5075     type => 'int'
5076     }
5077     ],
5078     [
5079     'damned',
5080 root 1.4 {
5081 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.)',
5082     name => 'no prayers',
5083     type => 'bool'
5084 root 1.4 }
5085     ]
5086     ],
5087 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).',
5088     ignore => [
5089     $IGNORE_LIST{non_pickable}
5090     ],
5091 root 1.5 name => 'Shop Floor',
5092 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.'
5093     },
5094     'Shop Mat' => {
5095 root 1.7 attr => [
5096     [
5097     'no_pick',
5098     {
5099     type => 'fixed',
5100     value => 1
5101     }
5102     ],
5103     [
5104     'walk_on',
5105     {
5106     desc => 'If set, the player can enter/leave the shop by just walking into the shop mat.',
5107     name => 'apply by walking',
5108     type => 'bool'
5109     }
5110     ],
5111     [
5112     'fly_on',
5113     {
5114     desc => 'If set, the player can enter/leave the shop by "flying" into the shop mat.',
5115     name => 'apply by flying',
5116     type => 'bool'
5117     }
5118     ]
5119     ],
5120 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).',
5121     ignore => [
5122     $IGNORE_LIST{non_pickable}
5123     ],
5124 root 1.5 name => 'Shop Mat',
5125 root 1.3 use => 'As stated above, always place TWO shop mats into your shop. Not more and not less than that.'
5126     },
5127     'Sign & MagicMouth' => {
5128 root 1.7 attr => [
5129     [
5130     'connected',
5131     {
5132     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.',
5133     name => 'connection',
5134     type => 'int'
5135     }
5136     ],
5137     [
5138     'walk_on',
5139     {
5140     desc => 'If set, the player gets the message when walking ontop of the object. "invisible 1" should be set in this case. This is the typical configuration for a "magic_mouth": The player walks through a dungeon and suddenly he gets a message. Use this to create some roleplay atmosphere, and to inform the player about possible dangers or secrets.',
5141     name => 'activate by walking',
5142     type => 'bool'
5143     }
5144     ],
5145     [
5146     'fly_on',
5147     {
5148     desc => 'If set, the player gets the message when flying (=levitating) ontop of the object. Usually this should be set together with walk_on.',
5149     name => 'activate by flying',
5150     type => 'bool'
5151     }
5152     ],
5153     [
5154     'food',
5155     {
5156     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).',
5157     name => 'counter',
5158     type => 'int'
5159     }
5160     ],
5161     [
5162     'msg',
5163     {
5164     desc => 'This text will be displayed to the player.',
5165     end => 'endmsg',
5166     name => 'message',
5167     type => 'text'
5168     }
5169     ]
5170     ],
5171     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).',
5172     ignore => [
5173     $IGNORE_LIST{non_pickable}
5174     ],
5175     name => 'Sign & MagicMouth',
5176     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.'
5177     },
5178     Skill => {
5179     attr => [
5180     [
5181     'invisible',
5182     {
5183     type => 'fixed',
5184     value => 1
5185     }
5186     ],
5187     [
5188     'no_drop',
5189     {
5190     type => 'fixed',
5191     value => 1
5192     }
5193     ],
5194     [
5195     'skill',
5196     {
5197     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.',
5198     name => 'skill name',
5199     type => 'string'
5200     }
5201     ],
5202     [
5203     'expmul',
5204     {
5205     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.',
5206     name => 'exp multiplier',
5207     type => 'float'
5208     }
5209     ],
5210     [
5211     'subtype',
5212     {
5213     desc => 'The <skill type> defines the base functionality of the skill. Skill types are hardcoded in the Crossfire server. It isn\'t hard to create new skill types, but it requires a bit of server-coding.',
5214     name => 'skill type',
5215     type => 'list',
5216     value => $LIST{skill_type}
5217     }
5218     ],
5219     [
5220     'level',
5221     {
5222     name => 'level',
5223     type => 'int'
5224     }
5225     ],
5226     [
5227     'exp',
5228     {
5229     name => 'experience',
5230     type => 'int'
5231     }
5232     ],
5233     [
5234     'can_use_skill',
5235     {
5236     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.',
5237     name => 'is native skill',
5238     type => 'bool'
5239     }
5240     ]
5241 root 1.3 ],
5242     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.',
5243     ignore => [
5244     $IGNORE_LIST{system_object}
5245     ],
5246 root 1.5 name => 'Skill',
5247 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>'
5248     },
5249     'Skill Scroll' => {
5250 root 1.7 attr => [
5251     [
5252     'race',
5253     {
5254     type => 'fixed',
5255     value => 'scrolls'
5256     }
5257     ],
5258     [
5259     'skill',
5260     {
5261     desc => 'The <skill name> matches the skill object that can be learned from this scroll.',
5262     name => 'skill name',
5263     type => 'string'
5264     }
5265     ]
5266     ],
5267 root 1.3 desc => 'By reading a skill scroll, a player has a chance to learn the contained skill.',
5268 root 1.5 name => 'Skill Scroll',
5269 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.'
5270     },
5271     'Special Key' => {
5272 root 1.7 attr => [
5273     [
5274     'slaying',
5275     {
5276     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.',
5277     name => 'key string',
5278     type => 'string'
5279     }
5280     ],
5281     [
5282     'material',
5283     {
5284     desc => 'For Special Keys, material should always be unset or set to Adamantite. This prevents the key from getting burned or otherwise destroyed.',
5285     name => 'material',
5286     type => 'bitmask',
5287     value => $BITMASK{material}
5288     }
5289     ],
5290     [
5291     'unique',
5292     {
5293     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.',
5294     name => 'unique item',
5295     type => 'bool'
5296     }
5297     ],
5298     [
5299     'startequip',
5300     {
5301     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5302     name => 'godgiven item',
5303     type => 'bool'
5304     }
5305     ],
5306     [
5307     'msg',
5308     {
5309     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.',
5310     end => 'endmsg',
5311     name => 'description',
5312     type => 'text'
5313     }
5314     ]
5315     ],
5316 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.',
5317     ignore => [
5318     'material'
5319     ],
5320 root 1.5 name => 'Special Key',
5321 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".'
5322     },
5323     Spell => {
5324 root 1.7 attr => [
5325     [
5326     'no_drop',
5327     {
5328     type => 'fixed',
5329     value => 1
5330     }
5331     ],
5332     [
5333     'invisible',
5334     {
5335     type => 'fixed',
5336     value => 1
5337     }
5338     ],
5339     [
5340     'skill',
5341     {
5342     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.',
5343     name => 'skill name',
5344     type => 'string'
5345     }
5346     ],
5347     [
5348     'subtype',
5349     {
5350     desc => 'The <spell type> defines the basic type of spell. Some of these types are of a more generic nature than others.',
5351     name => 'spell type',
5352     type => 'list',
5353     value => $LIST{spell_type}
5354     }
5355     ],
5356     [
5357     'level',
5358     {
5359     name => 'spell level',
5360     type => 'int'
5361     }
5362     ],
5363     [
5364     'casting_time',
5365     {
5366     name => 'casting time',
5367     type => 'int'
5368     }
5369     ],
5370     [
5371     'duration',
5372     {
5373     name => 'duration',
5374     type => 'int'
5375     }
5376     ],
5377     [
5378     'other_arch',
5379     {
5380     name => 'create object',
5381     type => 'string'
5382     }
5383     ],
5384     [
5385     'sp',
5386     {
5387     name => 'cost spellpoints',
5388     type => 'int'
5389     }
5390     ],
5391     [
5392     'grace',
5393     {
5394     name => 'cost grace',
5395     type => 'int'
5396     }
5397     ],
5398     [
5399     'maxsp',
5400     {
5401     name => 'double cost per level',
5402     type => 'int'
5403     }
5404     ]
5405     ],
5406 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.',
5407     ignore => [
5408     $IGNORE_LIST{system_object}
5409     ],
5410 root 1.5 name => 'Spell',
5411 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.'
5412     },
5413     Spellbook => {
5414 root 1.7 attr => [
5415     [
5416     'skill',
5417     {
5418     type => 'fixed',
5419     value => 'literacy'
5420     }
5421     ],
5422     [
5423     'randomitems',
5424     {
5425     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.',
5426     name => 'treasurelist',
5427     type => 'treasurelist'
5428     }
5429     ],
5430     [
5431     'startequip',
5432     {
5433     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5434     name => 'godgiven item',
5435     type => 'bool'
5436     }
5437     ],
5438     [
5439     'msg',
5440     {
5441     desc => 'This text may contain a nice description of the spellbook\'s cover or something.',
5442     end => 'endmsg',
5443     name => 'description',
5444     type => 'text'
5445     }
5446     ]
5447     ],
5448 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.',
5449 root 1.5 name => 'Spellbook',
5450 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.'
5451     },
5452     Spinner => {
5453 root 1.7 attr => [
5454     [
5455     'sp',
5456     {
5457     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.',
5458     name => 'direction number',
5459     type => 'int'
5460     }
5461     ],
5462     [
5463     'walk_on',
5464     {
5465     type => 'fixed',
5466     value => 1
5467     }
5468     ],
5469     [
5470     'fly_on',
5471     {
5472     type => 'fixed',
5473     value => 1
5474     }
5475     ]
5476     ],
5477 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.',
5478     ignore => [
5479     $IGNORE_LIST{non_pickable}
5480     ],
5481 root 1.5 name => 'Spinner',
5482 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.'
5483     },
5484     Swamp => {
5485 root 1.7 attr => [
5486     [
5487     'walk_on',
5488     {
5489     type => 'fixed',
5490     value => 1
5491     }
5492     ],
5493     [
5494     'is_floor',
5495     {
5496     type => 'fixed',
5497     value => 1
5498     }
5499     ],
5500     [
5501     'is_wooded',
5502     {
5503     type => 'fixed',
5504     value => 1
5505     }
5506     ],
5507     [
5508     'speed',
5509     {
5510     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.',
5511     name => 'drowning speed',
5512     type => 'float'
5513     }
5514     ],
5515     [
5516     'slow_move',
5517     {
5518     desc => 'If <slow movement> is set to a value greater zero, all creatures moving over this spot will be slower than normal. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp',
5519     name => 'slow movement',
5520     type => 'int'
5521     }
5522     ],
5523     [
5524     'no_magic',
5525     {
5526     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
5527     name => 'no spells',
5528     type => 'bool'
5529     }
5530     ],
5531     [
5532     'damned',
5533     {
5534     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
5535     name => 'no prayers',
5536     type => 'bool'
5537     }
5538     ]
5539     ],
5540 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.',
5541     ignore => [
5542     $IGNORE_LIST{non_pickable}
5543 root 1.5 ],
5544     name => 'Swamp'
5545 root 1.3 },
5546     Teleporter => {
5547 root 1.7 attr => [
5548     [
5549     'slaying',
5550     {
5551     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.',
5552     name => 'exit path',
5553     type => 'string'
5554     }
5555     ],
5556     [
5557     'hp',
5558     {
5559     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.',
5560     name => 'destination X',
5561     type => 'int'
5562     }
5563     ],
5564     [
5565     'sp',
5566     {
5567     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.',
5568     name => 'destination Y',
5569     type => 'int'
5570     }
5571     ],
5572     [
5573     'connected',
5574     {
5575     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.',
5576     name => 'connection',
5577     type => 'int'
5578     }
5579     ],
5580     [
5581     'speed',
5582     {
5583     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!',
5584     name => 'activation speed',
5585     type => 'float'
5586     }
5587     ]
5588     ],
5589 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.',
5590     ignore => [
5591     $IGNORE_LIST{non_pickable}
5592     ],
5593 root 1.5 name => 'Teleporter',
5594 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.'
5595     },
5596 root 1.8 'Timed Gate' => {
5597     attr => [
5598     [
5599     'no_pick',
5600     {
5601     type => 'fixed',
5602     value => 1
5603     }
5604     ],
5605     [
5606     'connected',
5607     {
5608     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.',
5609     name => 'connection',
5610     type => 'int'
5611     }
5612     ],
5613     [
5614     'wc',
5615     {
5616     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.',
5617     name => 'position state',
5618     type => 'int'
5619     }
5620     ],
5621     [
5622     'no_pass',
5623     {
5624     desc => 'For open gates, <blocking passage> should be unset. For closed gates it must be set.',
5625     name => 'blocking passage',
5626     type => 'bool'
5627     }
5628     ],
5629     [
5630     'no_magic',
5631     {
5632     desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
5633     name => 'restrict spells',
5634     type => 'bool'
5635     }
5636     ],
5637     [
5638     'damned',
5639     {
5640     desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
5641     name => 'restrict prayers',
5642     type => 'bool'
5643     }
5644     ],
5645     [
5646     'hp',
5647     {
5648     desc => 'Defines the duration the gate remains closed. This only takes effect if the gate is not connected.',
5649     name => 'open duration',
5650     type => 'int'
5651     }
5652     ]
5653     ],
5654     desc => 'Gates play an important role in Crossfire. 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.',
5655     ignore => [
5656     $IGNORE_LIST{non_pickable}
5657     ],
5658     name => 'Timed Gate',
5659     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".'
5660     },
5661 root 1.3 Trap => {
5662 root 1.7 attr => [
5663     [
5664     'no_pick',
5665     {
5666     type => 'fixed',
5667     value => 1
5668     }
5669     ],
5670     [
5671     'walk_on',
5672     {
5673     type => 'fixed',
5674     value => 1
5675     }
5676     ],
5677     [
5678     'level',
5679     {
5680     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.',
5681     name => 'trap level',
5682     type => 'int'
5683     }
5684     ],
5685     [
5686     'Cha',
5687     {
5688     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.',
5689     name => 'visibility',
5690     type => 'int'
5691     }
5692     ],
5693     [
5694     'hp',
5695     {
5696     desc => 'The trap will detonate <number of charges> times before disappearing.',
5697     name => 'number of charges',
5698     type => 'int'
5699     }
5700     ],
5701     [
5702     'dam',
5703     {
5704     desc => '<direct damage> specifies how much damage is done by the trap. This should be set in reasonable relation to the trap\'s level.',
5705     name => 'direct damage',
5706     type => 'int'
5707     }
5708     ],
5709     [
5710     'attacktype',
5711     {
5712     desc => 'This attribute defines what attacktype to use for direct damage when the trap detonates.',
5713     name => 'attacktype',
5714     type => 'bitmask',
5715     value => $BITMASK{attacktype}
5716     }
5717     ],
5718     [
5719     'connected',
5720     {
5721     desc => 'When the trap is detonated, all objects with the same connection value get activated.',
5722     name => 'connection',
5723     type => 'int'
5724     }
5725     ],
5726     [
5727     'msg',
5728     {
5729     desc => 'When the trap detonates, this text is displayed to the victim. For especially powerful or complex traps, create an appropriate and thrilling description. ;)',
5730     end => 'endmsg',
5731     name => 'detonation text',
5732     type => 'text'
5733     }
5734     ]
5735     ],
5736 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.',
5737     ignore => [
5738     'no_pick',
5739     'title',
5740     'name_pl',
5741     'weight',
5742     'value',
5743     'material',
5744     'unpaid'
5745     ],
5746 root 1.5 name => 'Trap',
5747 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.'
5748     },
5749     Trapdoor => {
5750 root 1.7 attr => [
5751     [
5752     'no_pick',
5753     {
5754     type => 'fixed',
5755     value => 1
5756     }
5757     ],
5758     [
5759     'walk_on',
5760     {
5761     type => 'fixed',
5762     value => 1
5763     }
5764     ],
5765     [
5766     'weight',
5767     {
5768     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.',
5769     name => 'hold weight',
5770     type => 'int'
5771     }
5772     ],
5773     [
5774     'hp',
5775     {
5776     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!',
5777     name => 'destination X',
5778     type => 'int'
5779     }
5780     ],
5781     [
5782     'sp',
5783     {
5784     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!',
5785     name => 'destination Y',
5786     type => 'int'
5787     }
5788     ]
5789     ],
5790 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.',
5791     ignore => [
5792     $IGNORE_LIST{non_pickable}
5793     ],
5794 root 1.5 name => 'Trapdoor',
5795 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.'
5796     },
5797     Treasure => {
5798 root 1.7 attr => [
5799     [
5800     'randomitems',
5801     {
5802     desc => 'This entry determines what kind of treasure will appear. Look into /crossfire/share/crossfire/treasures for details about existing treasurelists.',
5803     name => 'treasurelist',
5804     type => 'treasurelist'
5805     }
5806     ],
5807     [
5808     'auto_apply',
5809     {
5810     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.',
5811     name => 'auto-generate',
5812     type => 'bool'
5813     }
5814     ],
5815     [
5816     'hp',
5817     {
5818     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.',
5819     name => 'create number',
5820     type => 'int'
5821     }
5822     ],
5823     [
5824     'exp',
5825     {
5826     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).',
5827     name => 'quality level',
5828     type => 'int'
5829     }
5830     ]
5831     ],
5832 root 1.3 desc => 'A treasure-object turns into certain randomitems when the map is loaded into the game.',
5833     ignore => [
5834     'nrof',
5835     'title',
5836     'name_pl',
5837     'weight',
5838     'value',
5839     'material'
5840     ],
5841 root 1.5 name => 'Treasure',
5842 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.'
5843     },
5844     'Trigger Marker' => {
5845 root 1.7 attr => [
5846     [
5847     'no_pick',
5848     {
5849     type => 'fixed',
5850     value => 1
5851     }
5852     ],
5853     [
5854     'slaying',
5855     {
5856     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.',
5857     name => 'key string',
5858     type => 'string'
5859     }
5860     ],
5861     [
5862     'connected',
5863     {
5864     desc => 'Unlike a regular marker this is the connection that triggers this marker to activate.',
5865     name => 'connection',
5866     type => 'int'
5867     }
5868     ],
5869     [
5870     'food',
5871     {
5872     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.',
5873     name => 'mark duration',
5874     type => 'int'
5875     }
5876     ],
5877     [
5878     'name',
5879     {
5880     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.',
5881     name => 'delete mark',
5882     type => 'string'
5883     }
5884     ],
5885     [
5886     'msg',
5887     {
5888     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.',
5889     end => 'endmsg',
5890     name => 'marking message',
5891     type => 'text'
5892     }
5893     ]
5894     ],
5895 root 1.3 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. <br><br> Note that the player has no possibility to "see" his own marks, except by the effect that they cause on the maps.',
5896     ignore => [
5897     $IGNORE_LIST{system_object}
5898     ],
5899 root 1.5 name => 'Trigger Marker',
5900 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.'
5901     },
5902     Wall => {
5903 root 1.7 attr => [
5904     [
5905     'no_pass',
5906     {
5907     desc => 'If set, the object cannot be passed by players nor monsters.',
5908     name => 'blocking passage',
5909     type => 'bool'
5910     }
5911     ],
5912     [
5913     'can_roll',
5914     {
5915     desc => 'If set, the object is able to "roll", so it can be pushed around. This setting is used for boulders and barrels.',
5916     name => 'moveable',
5917     type => 'bool'
5918     }
5919     ],
5920     [
5921     'no_magic',
5922     {
5923     desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
5924     name => 'restrict spells',
5925     type => 'bool'
5926     }
5927     ],
5928     [
5929     'damned',
5930     {
5931     desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
5932     name => 'restrict prayers',
5933     type => 'bool'
5934     }
5935     ]
5936     ],
5937 root 1.3 desc => 'Walls usually block passage and sight.',
5938     ignore => [
5939     'nrof',
5940     'title',
5941     'name_pl',
5942     'value',
5943     'unpaid'
5944     ],
5945 root 1.5 name => 'Wall',
5946 root 1.3 required => {
5947     alive => 0,
5948     is_floor => 0,
5949     no_pass => 1
5950     }
5951     },
5952     'Wand & Staff' => {
5953 root 1.7 attr => [
5954     [
5955     'sp',
5956     {
5957     desc => 'The <spell> specifies the contained spell.',
5958     name => 'spell',
5959     type => 'spell'
5960     }
5961     ],
5962     [
5963     'level',
5964     {
5965     desc => 'The <casting level> of the wand determines it\'s power. An average level for wands in shops is about 10.',
5966     name => 'casting level',
5967     type => 'int'
5968     }
5969     ],
5970     [
5971     'food',
5972     {
5973     desc => 'The wand can be used <number of charges> times before it is used up. It can be recharged with scrolls of charging.',
5974     name => 'number of charges',
5975     type => 'int'
5976     }
5977     ],
5978     [
5979     'startequip',
5980     {
5981     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5982     name => 'godgiven item',
5983     type => 'bool'
5984     }
5985     ],
5986     [
5987     'msg',
5988     {
5989     desc => 'This text may contain a description of the wand.',
5990     end => 'endmsg',
5991     name => 'description',
5992     type => 'text'
5993     }
5994     ]
5995     ],
5996 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.',
5997 root 1.5 name => 'Wand & Staff',
5998 root 1.3 use => 'Wands are quite seldomly used. The reason prolly is that they\'re generally not cost-efficient. Handing out high-level wands with powerfull 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 desireable though. Ideal rewards for low level quests.'
5999     },
6000     'Weak Wall' => {
6001 root 1.7 attr => [
6002     [
6003     'alive',
6004     {
6005     type => 'fixed',
6006     value => 1
6007     }
6008     ],
6009     [
6010     'no_pick',
6011     {
6012     type => 'fixed',
6013     value => 1
6014     }
6015     ],
6016     [
6017     'tear_down',
6018     {
6019     type => 'fixed',
6020     value => 1
6021     }
6022     ],
6023     [
6024     'race',
6025     {
6026     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.',
6027     name => 'race',
6028     type => 'string'
6029     }
6030     ],
6031     [
6032     'level',
6033     {
6034     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.',
6035     name => 'level',
6036     type => 'int'
6037     }
6038     ],
6039     [
6040     'hp',
6041     {
6042     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.',
6043     name => 'health points',
6044     type => 'int'
6045     }
6046     ],
6047     [
6048     'maxhp',
6049     {
6050     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.',
6051     name => 'max health',
6052     type => 'int'
6053     }
6054     ],
6055     [
6056     'ac',
6057     {
6058     desc => 'Weak walls of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
6059     name => 'armour class',
6060     type => 'int'
6061     }
6062     ]
6063     ],
6064 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.',
6065     ignore => [
6066     $IGNORE_LIST{non_pickable}
6067     ],
6068 root 1.5 name => 'Weak Wall',
6069 root 1.3 required => {
6070     alive => 1,
6071     is_floor => 0,
6072     tear_down => 1
6073     },
6074 root 1.4 section => [
6075     [
6076     'resistance',
6077 root 1.7 [
6078     [
6079     'resist_physical',
6080     {
6081     name => 'resist physical %',
6082     type => 'int'
6083     }
6084     ],
6085     [
6086     'resist_magic',
6087     {
6088     name => 'resist magic %',
6089     type => 'int'
6090     }
6091     ],
6092     [
6093     'resist_fire',
6094     {
6095     name => 'resist fire %',
6096     type => 'int'
6097     }
6098     ],
6099     [
6100     'resist_electricity',
6101     {
6102     name => 'resist electricity %',
6103     type => 'int'
6104     }
6105     ],
6106     [
6107     'resist_cold',
6108     {
6109     name => 'resist cold %',
6110     type => 'int'
6111     }
6112     ],
6113     [
6114     'resist_confusion',
6115     {
6116     name => 'resist confusion %',
6117     type => 'int'
6118     }
6119     ],
6120     [
6121     'resist_acid',
6122     {
6123     name => 'resist acid %',
6124     type => 'int'
6125     }
6126     ],
6127     [
6128     'resist_drain',
6129     {
6130     name => 'resist draining %',
6131     type => 'int'
6132     }
6133     ],
6134     [
6135     'resist_weaponmagic',
6136     {
6137     name => 'resist weaponmagic %',
6138     type => 'int'
6139     }
6140     ],
6141     [
6142     'resist_ghosthit',
6143     {
6144     name => 'resist ghosthit %',
6145     type => 'int'
6146     }
6147     ],
6148     [
6149     'resist_poison',
6150     {
6151     name => 'resist poison %',
6152     type => 'int'
6153     }
6154     ],
6155     [
6156     'resist_slow',
6157     {
6158     name => 'resist slow %',
6159     type => 'int'
6160     }
6161     ],
6162     [
6163     'resist_paralyze',
6164     {
6165     name => 'resist paralyze %',
6166     type => 'int'
6167     }
6168     ],
6169     [
6170     'resist_fear',
6171     {
6172     name => 'resist fear %',
6173     type => 'int'
6174     }
6175     ],
6176     [
6177     'resist_deplete',
6178     {
6179     name => 'resist depletion %',
6180     type => 'int'
6181     }
6182     ],
6183     [
6184     'resist_turn_undead',
6185     {
6186     name => 'resist turn undead %',
6187     type => 'int'
6188     }
6189     ],
6190     [
6191     'resist_death',
6192     {
6193     name => 'resist death-attack %',
6194     type => 'int'
6195     }
6196     ],
6197     [
6198     'resist_chaos',
6199     {
6200     name => 'resist chaos %',
6201     type => 'int'
6202     }
6203     ],
6204     [
6205     'resist_blind',
6206     {
6207     name => 'resist blinding %',
6208     type => 'int'
6209     }
6210     ],
6211     [
6212     'resist_holyword',
6213     {
6214     name => 'resist holy power %',
6215     type => 'int'
6216     }
6217     ],
6218     [
6219     'resist_godpower',
6220     {
6221     name => 'resist godpower %',
6222     type => 'int'
6223     }
6224     ]
6225     ]
6226 root 1.4 ]
6227     ],
6228 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.'
6229     },
6230     Weapon => {
6231 root 1.7 attr => [
6232     [
6233     'attacktype',
6234     {
6235     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.',
6236     name => 'attacktype',
6237     type => 'bitmask',
6238     value => $BITMASK{attacktype}
6239     }
6240     ],
6241     [
6242     'weapontype',
6243     {
6244     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.',
6245     name => 'weapontype',
6246     type => 'list',
6247     value => $LIST{weapon_type}
6248     }
6249     ],
6250     [
6251     'skill',
6252     {
6253     desc => 'Matching <skill name> of the skill that is required to use this weapon.',
6254     name => 'skill name',
6255     type => 'string'
6256     }
6257     ],
6258     [
6259     'dam',
6260     {
6261     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.',
6262     name => 'damage',
6263     type => 'int'
6264     }
6265     ],
6266     [
6267     'slaying',
6268     {
6269     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.',
6270     name => 'slaying race',
6271     type => 'string'
6272     }
6273     ],
6274     [
6275     'last_sp',
6276     {
6277     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.',
6278     name => 'weapon speed',
6279     type => 'int'
6280     }
6281     ],
6282     [
6283     'wc',
6284     {
6285     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.',
6286     name => 'weapon class',
6287     type => 'int'
6288     }
6289     ],
6290     [
6291     'magic',
6292     {
6293     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.',
6294     name => 'magic bonus',
6295     type => 'int'
6296     }
6297     ],
6298     [
6299     'item_power',
6300     {
6301     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 CF server will calculate a provisional value at runtime, but this is never going to be an accurate measurement of <item power>.',
6302     name => 'item power',
6303     type => 'int'
6304     }
6305     ],
6306     [
6307     'damned',
6308     {
6309     desc => 'A damned weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
6310     name => 'damnation',
6311     type => 'bool'
6312     }
6313     ],
6314     [
6315     'cursed',
6316     {
6317     desc => 'A cursed weapon cannot be unwielded unless the curse is removed.',
6318     name => 'curse',
6319     type => 'bool'
6320     }
6321     ],
6322     [
6323     'lifesave',
6324     {
6325     desc => 'An item with this flag enabled will save the players life for one time: When the player is wearing this item and his healthpoints reach zero, the item dissapears, replenishing half of the player\'s health. An item with <save life> should not have any decent additional bonuses!',
6326     name => 'save life',
6327     type => 'bool'
6328     }
6329     ],
6330     [
6331     'unique',
6332     {
6333     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
6334     name => 'unique item',
6335     type => 'bool'
6336     }
6337     ],
6338     [
6339     'startequip',
6340     {
6341     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6342     name => 'godgiven item',
6343     type => 'bool'
6344     }
6345     ],
6346     [
6347     'msg',
6348     {
6349     desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
6350     end => 'endmsg',
6351     name => 'description',
6352     type => 'text'
6353     }
6354     ]
6355     ],
6356 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.',
6357 root 1.5 name => 'Weapon',
6358 root 1.4 section => [
6359     [
6360     'resistance',
6361 root 1.7 [
6362     [
6363     'resist_physical',
6364     {
6365     desc => 'This adds physical resistance to the weapon (= armour value). The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
6366     name => 'resist physical %',
6367     type => 'int'
6368     }
6369     ],
6370     [
6371     'resist_magic',
6372     {
6373     desc => 'This adds magic resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
6374     name => 'resist magic %',
6375     type => 'int'
6376     }
6377     ],
6378     [
6379     'resist_fire',
6380     {
6381     desc => 'This adds fire resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
6382     name => 'resist fire %',
6383     type => 'int'
6384     }
6385     ],
6386     [
6387     'resist_electricity',
6388     {
6389     desc => 'This adds electricity resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
6390     name => 'resist electricity %',
6391     type => 'int'
6392     }
6393     ],
6394     [
6395     'resist_cold',
6396     {
6397     desc => 'This adds fire resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
6398     name => 'resist cold %',
6399     type => 'int'
6400     }
6401     ],
6402     [
6403     'resist_confusion',
6404     {
6405     desc => 'This adds confusion resistance to the weapon. The number is a percent-value in the range 0-100. Confusion resistance is not very effective unless the value comes close to 100 (= perfect immunity).',
6406     name => 'resist confusion %',
6407     type => 'int'
6408     }
6409     ],
6410     [
6411     'resist_acid',
6412     {
6413     desc => 'This adds acid resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
6414     name => 'resist acid %',
6415     type => 'int'
6416     }
6417     ],
6418     [
6419     'resist_drain',
6420     {
6421     desc => 'This adds draining resistance to the weapon. The number is a percent-value in the range 0-100. Draining resistance is little effective unless the value is 100 (= perfect immunity).',
6422     name => 'resist draining %',
6423     type => 'int'
6424     }
6425     ],
6426     [
6427     'resist_weaponmagic',
6428     {
6429     desc => 'This adds weaponmagic resistance to the weapon. The number is a percent-value in the range 0-100. Weaponmagic resistance generally should not exist on equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell) are not meant to be easily resisted.',
6430     name => 'resist weaponmagic %',
6431     type => 'int'
6432     }
6433     ],
6434     [
6435     'resist_ghosthit',
6436     {
6437     desc => 'This adds ghosthit resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
6438     name => 'resist ghosthit %',
6439     type => 'int'
6440     }
6441     ],
6442     [
6443     'resist_poison',
6444     {
6445     desc => 'This adds poison resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
6446     name => 'resist poison %',
6447     type => 'int'
6448     }
6449     ],
6450     [
6451     'resist_slow',
6452     {
6453     desc => 'This adds fear resistance to the weapon. The number is a percent-value in the range 0-100. Resistance to fear is pretty useless.',
6454     name => 'resist slow %',
6455     type => 'int'
6456     }
6457     ],
6458     [
6459     'resist_paralyze',
6460     {
6461     desc => 'This adds paralyze resistance to the weapon. The number is a percent-value in the range 0-100. Paralyze resistance is little effective unless the value is 100 (= perfect immunity).',
6462     name => 'resist paralyze %',
6463     type => 'int'
6464     }
6465     ],
6466     [
6467     'resist_fear',
6468     {
6469     desc => 'This adds fear resistance to the weapon. The number is a percent-value in the range 0-100. Resistance to fear is pretty useless.',
6470     name => 'resist fear %',
6471     type => 'int'
6472     }
6473     ],
6474     [
6475     'resist_deplete',
6476     {
6477     desc => 'This adds depletion resistance to the weapon. The number is a percent-value in the range 0-100. Depletion resistance is little effective unless the value is 100 (= perfect immunity).',
6478     name => 'resist depletion %',
6479     type => 'int'
6480     }
6481     ],
6482     [
6483     'resist_death',
6484     {
6485     desc => 'This adds death-attack resistance to the weapon. The number is a percent-value in the range 0-100. Death-attack resistance is little effective unless the value is 100 (= perfect immunity). Generally, resistance to death-attack is not supposed to be available to players!',
6486     name => 'resist death-attack %',
6487     type => 'int'
6488     }
6489     ],
6490     [
6491     'resist_chaos',
6492     {
6493     desc => 'This adds chaos resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact. Note that chaos is not a stand-alone attacktype. Chaos "contains" a combination of other attacktypes.',
6494     name => 'resist chaos %',
6495     type => 'int'
6496     }
6497     ],
6498     [
6499     'resist_blind',
6500     {
6501     desc => 'This adds blinding resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
6502     name => 'resist blinding %',
6503     type => 'int'
6504     }
6505     ],
6506     [
6507     'resist_holyword',
6508     {
6509     desc => 'This adds holy power resistance to the weapon. The number is a percent-value in the range 0-100. Holy power is the attacktype that holyword-type spells use to hurt undead creatures. This kind of resistance is only reasonable for undead players (wraith or devourer cult). Generally, resistance to holy word should not be available for players.',
6510     name => 'resist holy power %',
6511     type => 'int'
6512     }
6513     ]
6514     ]
6515 root 1.4 ],
6516     [
6517     'stats',
6518 root 1.7 [
6519     [
6520     'Str',
6521     {
6522     desc => 'The player\'s strentgh will rise/fall by the given value while wearing this weapon.',
6523     name => 'strength',
6524     type => 'int'
6525     }
6526     ],
6527     [
6528     'Dex',
6529     {
6530     desc => 'The player\'s dexterity will rise/fall by the given value while wearing this weapon.',
6531     name => 'dexterity',
6532     type => 'int'
6533     }
6534     ],
6535     [
6536     'Con',
6537     {
6538     desc => 'The player\'s constitution will rise/fall by the given value while wearing this weapon.',
6539     name => 'constitution',
6540     type => 'int'
6541     }
6542     ],
6543     [
6544     'Int',
6545     {
6546     desc => 'The player\'s intelligence will rise/fall by the given value while wearing this weapon.',
6547     name => 'intelligence',
6548     type => 'int'
6549     }
6550     ],
6551     [
6552     'Pow',
6553     {
6554     desc => 'The player\'s power will rise/fall by the given value while wearing this weapon.',
6555     name => 'power',
6556     type => 'int'
6557     }
6558     ],
6559     [
6560     'Wis',
6561     {
6562     desc => 'The player\'s wisdom will rise/fall by the given value while wearing this weapon.',
6563     name => 'wisdom',
6564     type => 'int'
6565     }
6566     ],
6567     [
6568     'Cha',
6569     {
6570     desc => 'The player\'s charisma will rise/fall by the given value while wearing this weapon.',
6571     name => 'charisma',
6572     type => 'int'
6573     }
6574     ]
6575     ]
6576 root 1.4 ],
6577     [
6578     'misc',
6579 root 1.7 [
6580     [
6581     'luck',
6582     {
6583     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.',
6584     name => 'luck bonus',
6585     type => 'int'
6586     }
6587     ],
6588     [
6589     'hp',
6590     {
6591     desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
6592     name => 'health regen.',
6593     type => 'int'
6594     }
6595     ],
6596     [
6597     'sp',
6598     {
6599     desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
6600     name => 'mana regen.',
6601     type => 'int'
6602     }
6603     ],
6604     [
6605     'grace',
6606     {
6607     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!!',
6608     name => 'grace regen.',
6609     type => 'int'
6610     }
6611     ],
6612     [
6613     'food',
6614     {
6615     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.',
6616     name => 'food bonus',
6617     type => 'int'
6618     }
6619     ],
6620     [
6621     'xrays',
6622     {
6623     desc => 'Xray vision allows the player to see through obstacles in a two-square-wide radius. This is extremely helpful and desireable, so don\'t give it away for cheap on equipment.',
6624     name => 'xray vision',
6625     type => 'bool'
6626     }
6627     ],
6628     [
6629     'stealth',
6630     {
6631     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)',
6632     name => 'stealth',
6633     type => 'bool'
6634     }
6635     ],
6636     [
6637     'reflect_spell',
6638     {
6639     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!',
6640     name => 'reflect spells',
6641     type => 'bool'
6642     }
6643     ],
6644     [
6645     'reflect_missile',
6646     {
6647     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.',
6648     name => 'reflect missiles',
6649     type => 'bool'
6650     }
6651     ],
6652     [
6653     'path_attuned',
6654     {
6655     desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this weapon.',
6656     name => 'attuned paths',
6657     type => 'bitmask',
6658     value => $BITMASK{spellpath}
6659     }
6660     ],
6661     [
6662     'path_repelled',
6663     {
6664     desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this weapon.',
6665     name => 'repelled paths',
6666     type => 'bitmask',
6667     value => $BITMASK{spellpath}
6668     }
6669     ],
6670     [
6671     'path_denied',
6672     {
6673     desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this weapon.',
6674     name => 'denied paths',
6675     type => 'bitmask',
6676     value => $BITMASK{spellpath}
6677     }
6678     ]
6679     ]
6680 root 1.4 ]
6681     ],
6682 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.'
6683 root 1.1 }
6684     );
6685    
6686 root 1.3 our @ATTR0 = (
6687     $TYPE{Floor},
6688     $TYPE{'Monster & NPC'},
6689     $TYPE{Wall},
6690     $TYPE{'Weak Wall'}
6691     );
6692    
6693     our %ATTR = (
6694     3 => $TYPE{Rod},
6695     4 => $TYPE{Treasure},
6696     5 => $TYPE{Potion},
6697     6 => $TYPE{Food},
6698     7 => $TYPE{'Poison Food'},
6699     8 => $TYPE{Book},
6700     9 => $TYPE{Clock},
6701     13 => $TYPE{Projectile},
6702     14 => $TYPE{'Shooting Weapon'},
6703     15 => $TYPE{Weapon},
6704     16 => $TYPE{'Brestplate Armour'},
6705     17 => $TYPE{Pedestal},
6706     18 => $TYPE{Altar},
6707     20 => $TYPE{'Locked Door'},
6708     21 => $TYPE{'Special Key'},
6709 root 1.8 26 => $TYPE{'Timed Gate'},
6710 root 1.3 27 => $TYPE{'Handle Trigger'},
6711     29 => $TYPE{'Magic Ear'},
6712     31 => $TYPE{'Altar Trigger'},
6713     33 => $TYPE{Shield},
6714     34 => $TYPE{Helmet},
6715     35 => $TYPE{Horn},
6716     36 => $TYPE{Money},
6717     39 => $TYPE{Amulet},
6718     40 => $TYPE{Mover},
6719     41 => $TYPE{Teleporter},
6720     42 => $TYPE{Creator},
6721     43 => $TYPE{Skill},
6722     51 => $TYPE{Detector},
6723     52 => $TYPE{'Trigger Marker'},
6724     55 => $TYPE{Marker},
6725     56 => $TYPE{'Holy Altar'},
6726     58 => $TYPE{Battleground},
6727     60 => $TYPE{Jewel},
6728     62 => $TYPE{'Magic Wall'},
6729     64 => $TYPE{'Inventory Checker'},
6730     65 => $TYPE{'Mood Floor'},
6731     66 => $TYPE{Exit},
6732     67 => $TYPE{'Floor (Encounter)'},
6733     68 => $TYPE{'Shop Floor'},
6734     69 => $TYPE{'Shop Mat'},
6735     70 => $TYPE{Ring},
6736     72 => $TYPE{Flesh},
6737     73 => $TYPE{Inorganic},
6738     83 => $TYPE{Duplicator},
6739     85 => $TYPE{Spellbook},
6740     87 => $TYPE{Cloak},
6741     88 => $TYPE{'Hazard Floor'},
6742     90 => $TYPE{Spinner},
6743     91 => $TYPE{Gate},
6744     92 => $TYPE{Button},
6745     93 => $TYPE{Handle},
6746     94 => $TYPE{Pit},
6747     95 => $TYPE{Trapdoor},
6748     98 => $TYPE{'Sign & MagicMouth'},
6749     99 => $TYPE{Boots},
6750     100 => $TYPE{Gloves},
6751     101 => $TYPE{Spell},
6752     103 => $TYPE{Converter},
6753     104 => $TYPE{Bracers},
6754     106 => $TYPE{Savebed},
6755     109 => $TYPE{'Wand & Staff'},
6756     110 => $TYPE{Ability},
6757     111 => $TYPE{Scroll},
6758     112 => $TYPE{Director},
6759     113 => $TYPE{Girdle},
6760     122 => $TYPE{Container},
6761     130 => $TYPE{'Skill Scroll'},
6762     138 => $TYPE{Swamp},
6763     154 => $TYPE{Rune},
6764     155 => $TYPE{Trap},
6765     156 => $TYPE{'Power Crystal'},
6766 root 1.8 158 => $TYPE{Disease},
6767     163 => $TYPE{'Item Transformer'}
6768 root 1.1 );
6769    
6770 root 1.3 our %TYPENAME = (
6771     0 => '*NONE*',
6772     1 => 'PLAYER',
6773     2 => 'BULLET',
6774     3 => 'ROD',
6775     4 => 'TREASURE',
6776     5 => 'POTION',
6777     6 => 'FOOD',
6778     7 => 'POISON',
6779     8 => 'BOOK',
6780     9 => 'CLOCK',
6781     10 => 'FBULLET',
6782     11 => 'FBALL',
6783     12 => 'LIGHTNING',
6784     13 => 'ARROW',
6785     14 => 'BOW',
6786     15 => 'WEAPON',
6787     16 => 'ARMOUR',
6788     17 => 'PEDESTAL',
6789     18 => 'ALTAR',
6790     19 => 'CONFUSION',
6791     20 => 'LOCKED_DOOR',
6792     21 => 'SPECIAL_KEY',
6793     22 => 'MAP',
6794     23 => 'DOOR',
6795     24 => 'KEY',
6796     25 => 'MMISSILE',
6797     26 => 'TIMED_GATE',
6798     27 => 'TRIGGER',
6799     28 => 'GRIMREAPER',
6800     29 => 'MAGIC_EAR',
6801     30 => 'TRIGGER_BUTTON',
6802     31 => 'TRIGGER_ALTAR',
6803     32 => 'TRIGGER_PEDESTAL',
6804     33 => 'SHIELD',
6805     34 => 'HELMET',
6806     35 => 'HORN',
6807     36 => 'MONEY',
6808     37 => 'CLASS',
6809     38 => 'GRAVESTONE',
6810     39 => 'AMULET',
6811     40 => 'PLAYERMOVER',
6812     41 => 'TELEPORTER',
6813     42 => 'CREATOR',
6814     43 => 'SKILL',
6815     44 => 'EXPERIENCE',
6816     45 => 'EARTHWALL',
6817     46 => 'GOLEM',
6818     47 => 'BOMB',
6819     48 => 'THROWN_OBJ',
6820     49 => 'BLINDNESS',
6821     50 => 'GOD',
6822     51 => 'DETECTOR',
6823     52 => 'TRIGGER_MARKER',
6824     53 => 'DEAD_OBJECT',
6825     54 => 'DRINK',
6826     55 => 'MARKER',
6827     56 => 'HOLY_ALTAR',
6828     57 => 'PLAYER_CHANGER',
6829     58 => 'BATTLEGROUND',
6830     59 => 'PEACEMAKER',
6831     60 => 'GEM',
6832     61 => 'FIRECHEST',
6833     62 => 'FIREWALL',
6834     63 => 'ANVIL',
6835     64 => 'CHECK_INV',
6836     65 => 'MOOD_FLOOR',
6837     66 => 'EXIT',
6838     67 => 'ENCOUNTER',
6839     68 => 'SHOP_FLOOR',
6840     69 => 'SHOP_MAT',
6841     70 => 'RING',
6842     71 => 'FLOOR',
6843     72 => 'FLESH',
6844     73 => 'INORGANIC',
6845     74 => 'SKILL_TOOL',
6846     75 => 'LIGHTER',
6847     76 => 'TRAP_PART',
6848     77 => 'WALL',
6849     78 => 'LIGHT_SOURCE',
6850     79 => 'MISC_OBJECT',
6851     80 => 'MONSTER',
6852     81 => 'SPAWN_GENERATOR',
6853     82 => 'LAMP',
6854     83 => 'DUPLICATOR',
6855     84 => 'TOOL',
6856     85 => 'SPELLBOOK',
6857     86 => 'BUILDFAC',
6858     87 => 'CLOAK',
6859     88 => 'CONE',
6860     89 => 'AURA',
6861     90 => 'SPINNER',
6862     91 => 'GATE',
6863     92 => 'BUTTON',
6864     93 => 'CF_HANDLE',
6865     94 => 'HOLE',
6866     95 => 'TRAPDOOR',
6867     96 => 'WORD_OF_RECALL',
6868     97 => 'PARAIMAGE',
6869     98 => 'SIGN',
6870     99 => 'BOOTS',
6871     100 => 'GLOVES',
6872     101 => 'SPELL',
6873     102 => 'SPELL_EFFECT',
6874     103 => 'CONVERTER',
6875     104 => 'BRACERS',
6876     105 => 'POISONING',
6877     106 => 'SAVEBED',
6878     107 => 'POISONCLOUD',
6879     108 => 'FIREHOLES',
6880     109 => 'WAND',
6881     110 => 'ABILITY',
6882     111 => 'SCROLL',
6883     112 => 'DIRECTOR',
6884     113 => 'GIRDLE',
6885     114 => 'FORCE',
6886     115 => 'POTION_EFFECT',
6887     121 => 'CLOSE_CON',
6888     122 => 'CONTAINER',
6889     123 => 'ARMOUR_IMPROVER',
6890     124 => 'WEAPON_IMPROVER',
6891     130 => 'SKILLSCROLL',
6892     138 => 'DEEP_SWAMP',
6893     139 => 'IDENTIFY_ALTAR',
6894     141 => 'CANCELLATION',
6895     150 => 'MENU',
6896     151 => 'BALL_LIGHTNING',
6897     153 => 'SWARM_SPELL',
6898     154 => 'RUNE',
6899     155 => 'TRAP',
6900     156 => 'POWER_CRYSTAL',
6901     157 => 'CORPSE',
6902     158 => 'DISEASE',
6903     159 => 'SYMPTOM',
6904     160 => 'BUILDER',
6905     161 => 'BUILD_MATERIAL',
6906     162 => 'GPS'
6907 root 1.1 );
6908    
6909     our %SPELL = (
6910 root 1.3 0 => 'magic bullet',
6911     1 => 'small fireball',
6912     2 => 'medium fireball',
6913     3 => 'large fireball',
6914     4 => 'burning hands',
6915     5 => 'small lightning',
6916     6 => 'large lightning',
6917     7 => 'magic missile',
6918     8 => 'create bomb',
6919     9 => 'summon golem',
6920     10 => 'summon fire elemental',
6921     11 => 'summon earth elemental',
6922     12 => 'summon water elemental',
6923     13 => 'summon air elemental',
6924     14 => 'dimension door',
6925     15 => 'create earth wall',
6926     16 => 'paralyze',
6927     17 => 'icestorm',
6928     18 => 'magic mapping',
6929     19 => 'turn undead',
6930     20 => 'fear',
6931     21 => 'poison cloud',
6932     22 => 'wonder',
6933     23 => 'destruction',
6934     24 => 'perceive self',
6935     25 => 'word of recall',
6936     26 => 'invisible',
6937     27 => 'invisible to undead',
6938     28 => 'probe',
6939     29 => 'large bullet',
6940     30 => 'improved invisibility',
6941     31 => 'holy word',
6942     32 => 'minor healing',
6943     33 => 'medium healing',
6944     34 => 'major healing',
6945     35 => 'heal',
6946     36 => 'create food',
6947     37 => 'earth to dust',
6948     38 => 'armour',
6949     39 => 'strength',
6950     40 => 'dexterity',
6951     41 => 'constitution',
6952     42 => 'charisma',
6953     43 => 'create fire wall',
6954     44 => 'create frost wall',
6955     45 => 'protection from cold',
6956     46 => 'protection from electricity',
6957     47 => 'protection from fire',
6958     48 => 'protection from poison',
6959     49 => 'protection from slow',
6960     50 => 'protection from paralysis',
6961     51 => 'protection from draining',
6962     52 => 'protection from magic',
6963     53 => 'protection from attack',
6964     54 => 'levitate',
6965     55 => 'small speedball',
6966     56 => 'large speedball',
6967     57 => 'hellfire',
6968     58 => 'dragonbreath',
6969     59 => 'large icestorm',
6970     60 => 'charging',
6971     61 => 'polymorph',
6972     62 => 'cancellation',
6973     63 => 'confusion',
6974     64 => 'mass confusion',
6975     65 => 'summon pet monster',
6976     66 => 'slow',
6977     67 => 'regenerate spellpoints',
6978     68 => 'cure poison',
6979     69 => 'protection from confusion',
6980     70 => 'protection from cancellation',
6981     71 => 'protection from depletion',
6982     72 => 'alchemy',
6983     73 => 'remove curse',
6984     74 => 'remove damnation',
6985     75 => 'identify',
6986     76 => 'detect magic',
6987     77 => 'detect monster',
6988     78 => 'detect evil',
6989     79 => 'detect curse',
6990     80 => 'heroism',
6991     81 => 'aggravation',
6992     82 => 'firebolt',
6993     83 => 'frostbolt',
6994     84 => 'shockwave',
6995     85 => 'color spray',
6996     86 => 'haste',
6997     87 => 'face of death',
6998     88 => 'ball lightning',
6999     89 => 'meteor swarm',
7000     90 => 'comet',
7001     91 => 'mystic fist',
7002     92 => 'raise dead',
7003     93 => 'resurrection',
7004     94 => 'reincarnation',
7005     95 => 'immunity to cold',
7006     96 => 'immunity to electricity',
7007     97 => 'immunity to fire',
7008     98 => 'immunity to poison',
7009     99 => 'immunity to slow',
7010     100 => 'immunity to paralysis',
7011     101 => 'immunity to draining',
7012     102 => 'immunity to magic',
7013     103 => 'immunity to attack',
7014     104 => 'invulnerability',
7015     105 => 'defense',
7016     106 => 'rune of fire',
7017     107 => 'rune of frost',
7018     108 => 'rune of shocking',
7019     109 => 'rune of blasting',
7020     110 => 'rune of death',
7021     111 => 'marking rune',
7022     112 => 'build director',
7023     113 => 'create pool of chaos',
7024     114 => 'build bullet wall',
7025     115 => 'build lightning wall',
7026     116 => 'build fireball wall',
7027     117 => 'magic rune',
7028     118 => 'rune of magic drain',
7029     119 => 'antimagic rune',
7030     120 => 'rune of transferrence',
7031     121 => 'transferrence',
7032     122 => 'magic drain',
7033     123 => 'counterspell',
7034     124 => 'disarm',
7035     125 => 'cure confusion',
7036     126 => 'restoration',
7037     127 => 'summon evil monster',
7038     128 => 'counterwall',
7039     129 => 'cause light wounds',
7040     130 => 'cause medium wounds',
7041     131 => 'cause serious wounds',
7042     132 => 'charm monsters',
7043     133 => 'banishment',
7044     134 => 'create missile',
7045     135 => 'show invisible',
7046     136 => 'xray',
7047     137 => 'pacify',
7048     138 => 'summon fog',
7049     139 => 'steambolt',
7050     140 => 'command undead',
7051     141 => 'holy orb',
7052     142 => 'summon avatar',
7053     143 => 'holy possession',
7054     144 => 'bless',
7055     145 => 'curse',
7056     146 => 'regeneration',
7057     147 => 'consecrate',
7058     148 => 'summon cult monsters',
7059     149 => 'cause critical wounds',
7060     150 => 'holy wrath',
7061     151 => 'retributive strike',
7062     152 => 'finger of death',
7063     153 => 'insect plague',
7064     154 => 'call holy servant',
7065     155 => 'wall of thorns',
7066     156 => 'staff to snake',
7067     157 => 'light',
7068     158 => 'darkness',
7069     159 => 'nightfall',
7070     160 => 'daylight',
7071     161 => 'sunspear',
7072     162 => 'faery fire',
7073     163 => 'cure blindness',
7074     164 => 'dark vision',
7075     165 => 'bullet swarm',
7076     166 => 'bullet storm',
7077     167 => 'cause many wounds',
7078     168 => 'small snowstorm',
7079     169 => 'medium snowstorm',
7080     170 => 'large snowstorm',
7081     171 => 'cure disease',
7082     172 => 'cause red death',
7083     173 => 'cause flu',
7084     174 => 'cause black death',
7085     175 => 'cause leprosy',
7086     176 => 'cause smallpox',
7087     177 => 'cause white death',
7088     178 => 'cause anthrax',
7089     179 => 'cause typhoid',
7090     180 => 'mana blast',
7091     181 => 'small manaball',
7092     182 => 'medium manaball',
7093     183 => 'large manaball',
7094     184 => 'mana bolt',
7095     185 => 'dancing sword',
7096     186 => 'animate weapon',
7097     187 => 'cause cold',
7098     188 => 'divine shock',
7099     189 => 'windstorm',
7100     190 => 'sanctuary',
7101     191 => 'peace',
7102     192 => 'spiderweb',
7103     193 => 'conflict',
7104     194 => 'rage',
7105     195 => 'forked lightning',
7106     196 => 'poison fog',
7107     197 => 'flaming aura',
7108     198 => 'vitriol',
7109     199 => 'vitriol splash',
7110     200 => 'ironwood skin',
7111     201 => 'wrathful eye',
7112     202 => 'town portal',
7113     203 => 'missile swarm',
7114     204 => 'cause rabies',
7115     205 => 'glyph'
7116 root 1.1 );
7117    
7118    
7119     =head1 AUTHOR
7120    
7121     Marc Lehmann <schmorp.de>
7122     http://home.schmorp.de/
7123    
7124     The source files are part of the CFJavaEditor.
7125    
7126     =cut
7127    
7128     1