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Revision: 1.9
Committed: Mon Mar 13 04:38:46 2006 UTC (18 years, 2 months ago) by root
Branch: MAIN
Changes since 1.8: +222 -33 lines
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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 root 1.9 desc => 'This is the object\'s title. Once an object is identified the title is attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.',
272 root 1.7 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 root 1.9 desc => 'This value defines the object\'s weight in grams (1000g is 1kg). Objects with zero weight are not pickable for players. Still, set the "non-pickable"-flag for explicitly non-pickable objects (hey, this is opensource.. you never know ;) ).',
296 root 1.7 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 root 1.9 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 emit.',
312 root 1.7 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 root 1.9 desc => 'This flag specifies whether the ability <is magical> in nature. If enabled, all spells produced by this ability will have magic attacktype added to the usual attacktypes. This should always be set for spell-like abilities. "Natural" abilities like a dragon\'s firebreath are an exception. Note that non-magical abilities are more dangerous because magic resistance does not protect from those.',
413 root 1.7 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 root 1.9 desc => 'When activated, the selected <spell> will be casted (once, on the player). This should work for any given spell. The altar will work infinitely in this way. Don\'t set both <spell> and <connection> for one altar.',
473 root 1.7 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 1.9 desc => 'When a player puts a defined number of certain items on the altar, then either a spell is casted (on the player) or a connector is triggered. If the latter is the case, the altar works only once. Either way, the sacrificed item disappears.',
488 root 1.3 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 root 1.9 desc => 'When activated, this <spell> will be casted (once, on the player). This should work for any given spell. The altar will work infinitely in this way. Don\'t set both <spell> and <connection> for one altar.',
530 root 1.7 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 1.9 desc => 'Altar_triggers work pretty much like normal altars (drop sacrifice -> connection activated), except for the fact that they reset after usage. Hence, altar_triggers can be used infinitely.',
568 root 1.3 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 root 1.9 desc => 'An item with this flag enabled will save the players life for one time: When the player is wearing this item and his health points reach zero, the item disappears, replenishing half of the player\'s health. An item with <save life> should not have any decent additional bonuses!',
620 root 1.7 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 root 1.9 desc => 'Xray vision allows the player to see through obstacles in a two-square-wide radius. This is extremely helpful and desirable, so don\'t give it away for cheap on equipment.',
926 root 1.7 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 root 1.9 type => 'int'
1180 root 1.7 }
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 root 1.9 'Button Trigger' => {
1207     desc => 'Handle buttons are buttons which reset after a short period of time. Every time it is either applied or reset, the &lt;connection&gt; value is triggered.',
1208     ignore => [
1209     $IGNORE_LIST{non_pickable}
1210     ],
1211     import => [
1212     $TYPE{Button}
1213     ],
1214     name => 'Button Trigger'
1215     },
1216     'Class Changer' => {
1217     attr => [
1218     [
1219     'randomitems',
1220     {
1221     desc => 'This entry determines which initial items the character receives.',
1222     name => 'class items',
1223     type => 'treasurelist'
1224     }
1225     ]
1226     ],
1227     desc => 'Class changer are used while creating a character.',
1228     ignore => [
1229     $IGNORE_LIST{non_pickable}
1230     ],
1231     name => 'Class Changer',
1232     section => [
1233     [
1234     'stats',
1235     [
1236     [
1237     'Str',
1238     {
1239     desc => 'The player\'s strength will rise by the given value if he chooses this class. (Negative values make strength fall)',
1240     name => 'strength',
1241     type => 'int'
1242     }
1243     ],
1244     [
1245     'Dex',
1246     {
1247     desc => 'The player\'s dexterity will rise by the given value if he chooses this class. (Negative values make dexterity fall)',
1248     name => 'dexterity',
1249     type => 'int'
1250     }
1251     ],
1252     [
1253     'Con',
1254     {
1255     desc => 'The player\'s constitution will rise by the given value if he chooses this class. (Negative values make constitution fall)',
1256     name => 'constitution',
1257     type => 'int'
1258     }
1259     ],
1260     [
1261     'Int',
1262     {
1263     desc => 'The player\'s intelligence will rise by the given value if he chooses this class. (Negative values make intelligence fall)',
1264     name => 'intelligence',
1265     type => 'int'
1266     }
1267     ],
1268     [
1269     'Pow',
1270     {
1271     desc => 'The player\'s power will rise by the given value if he chooses this class. (Negative values make power fall)',
1272     name => 'power',
1273     type => 'int'
1274     }
1275     ],
1276     [
1277     'Wis',
1278     {
1279     desc => 'The player\'s wisdom will rise by the given value if he chooses this class. (Negative values make wisdom fall)',
1280     name => 'wisdom',
1281     type => 'int'
1282     }
1283     ],
1284     [
1285     'Cha',
1286     {
1287     desc => 'The player\'s charisma will rise by the given value if he chooses this class. (Negative values make charisma fall)',
1288     name => 'charisma',
1289     type => 'int'
1290     }
1291     ]
1292     ]
1293     ]
1294     ]
1295     },
1296 root 1.3 Cloak => {
1297 root 1.7 attr => [
1298     [
1299     'magic',
1300     {
1301     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>.',
1302     name => 'magic bonus',
1303     type => 'int'
1304     }
1305     ]
1306     ],
1307 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.',
1308     import => [
1309     $TYPE{Amulet}
1310     ],
1311 root 1.5 name => 'Cloak',
1312 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.'
1313     },
1314     Clock => {
1315 root 1.7 attr => [
1316     [
1317     'msg',
1318     {
1319     desc => 'This text may describe the item',
1320     end => 'endmsg',
1321     name => 'description',
1322     type => 'text'
1323     }
1324     ]
1325     ],
1326 root 1.5 desc => 'Applying a clock, the time is displayed to the player.',
1327     name => 'Clock'
1328 root 1.1 },
1329 root 1.3 Container => {
1330 root 1.7 attr => [
1331     [
1332     'race',
1333     {
1334     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.',
1335     name => 'container class',
1336     type => 'string'
1337     }
1338     ],
1339     [
1340     'slaying',
1341     {
1342     desc => 'If <key string> is set, only players with a special key of matching <key string> are able to open the container.',
1343     name => 'key string',
1344     type => 'string'
1345     }
1346     ],
1347     [
1348     'container',
1349     {
1350     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.',
1351     name => 'maximum weight',
1352     type => 'int'
1353     }
1354     ],
1355     [
1356     'Str',
1357     {
1358     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.',
1359     name => 'reduce weight %',
1360     type => 'int'
1361     }
1362     ],
1363     [
1364     'is_cauldron',
1365     {
1366     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.',
1367     name => 'alchemy cauldron',
1368     type => 'bool'
1369     }
1370     ],
1371     [
1372     'unique',
1373     {
1374     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.',
1375     name => 'unique item',
1376     type => 'bool'
1377     }
1378     ],
1379     [
1380     'startequip',
1381     {
1382     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1383     name => 'godgiven item',
1384     type => 'bool'
1385     }
1386     ],
1387     [
1388     'other_arch',
1389     {
1390     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.',
1391     name => 'animation arch',
1392     type => 'string'
1393     }
1394     ],
1395     [
1396     'msg',
1397     {
1398     desc => 'This text may contain a description of the container.',
1399     end => 'endmsg',
1400     name => 'description',
1401     type => 'text'
1402     }
1403     ]
1404     ],
1405 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.',
1406 root 1.5 name => 'Container',
1407 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>'
1408     },
1409     Converter => {
1410 root 1.7 attr => [
1411     [
1412     'no_pick',
1413     {
1414     type => 'fixed',
1415     value => 1
1416     }
1417     ],
1418     [
1419     'slaying',
1420     {
1421     desc => '<cost arch> is the name of the archetype the player has to put on the converter, as payment.',
1422     name => 'cost arch',
1423     type => 'string'
1424     }
1425     ],
1426     [
1427     'food',
1428     {
1429     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>.',
1430     name => 'cost number',
1431     type => 'int'
1432     }
1433     ],
1434     [
1435     'other_arch',
1436     {
1437 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.',
1438 root 1.7 name => 'receive arch',
1439     type => 'string'
1440     }
1441     ],
1442     [
1443     'sp',
1444     {
1445     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>.',
1446     name => 'receive number',
1447     type => 'int'
1448     }
1449     ],
1450     [
1451     'msg',
1452     {
1453     desc => 'This text may contain a description of the converter.',
1454     end => 'endmsg',
1455     name => 'description',
1456     type => 'text'
1457     }
1458     ]
1459     ],
1460 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.',
1461     ignore => [
1462     'value',
1463     'nrof',
1464     'name_pl',
1465     'no_pick',
1466     'unpaid',
1467     'title'
1468     ],
1469 root 1.5 name => 'Converter',
1470 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.'
1471     },
1472     Creator => {
1473 root 1.7 attr => [
1474     [
1475     'no_pick',
1476     {
1477     type => 'fixed',
1478     value => 1
1479     }
1480     ],
1481     [
1482     'other_arch',
1483     {
1484 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.',
1485 root 1.7 name => 'create arch',
1486     type => 'string'
1487     }
1488     ],
1489     [
1490     'connected',
1491     {
1492     desc => 'Whenever the connection value is activated, the creator gets triggered.',
1493     name => 'connection',
1494     type => 'int'
1495     }
1496     ],
1497     [
1498     'lifesave',
1499     {
1500 root 1.9 desc => 'If <infinit uses> is set, the creator will work infinitely, regardless of the value in <number of uses>.',
1501 root 1.7 name => 'infinit uses',
1502     type => 'bool'
1503     }
1504     ],
1505     [
1506     'hp',
1507     {
1508     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).',
1509     name => 'number of uses',
1510     type => 'int'
1511     }
1512     ],
1513     [
1514     'slaying',
1515     {
1516 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.',
1517 root 1.7 name => 'name of creation',
1518     type => 'string'
1519     }
1520     ],
1521     [
1522     'level',
1523     {
1524     desc => 'The created object will be of that level. If zero/unset, the standard level of the archetype is used.',
1525     name => 'level of creation',
1526     type => 'int'
1527     }
1528     ]
1529     ],
1530 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.',
1531     ignore => [
1532     $IGNORE_LIST{system_object}
1533     ],
1534 root 1.5 name => 'Creator',
1535 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.'
1536     },
1537     Detector => {
1538 root 1.7 attr => [
1539     [
1540     'no_pick',
1541     {
1542     type => 'fixed',
1543     value => 1
1544     }
1545     ],
1546     [
1547     'slaying',
1548     {
1549     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.',
1550     name => 'match name',
1551     type => 'string'
1552     }
1553     ],
1554     [
1555     'connected',
1556     {
1557     desc => 'When the detector is triggered, all objects with the same connection value get activated.',
1558     name => 'connection',
1559     type => 'int'
1560     }
1561     ],
1562     [
1563     'speed',
1564     {
1565     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.',
1566     name => 'detection speed',
1567     type => 'float'
1568     }
1569     ]
1570     ],
1571 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.',
1572     ignore => [
1573     $IGNORE_LIST{system_object}
1574     ],
1575 root 1.5 name => 'Detector',
1576 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.'
1577     },
1578     Director => {
1579 root 1.7 attr => [
1580     [
1581     'sp',
1582     {
1583     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).',
1584     name => 'direction',
1585     type => 'list',
1586     value => $LIST{direction}
1587     }
1588     ],
1589     [
1590     'walk_on',
1591     {
1592     type => 'fixed',
1593     value => 1
1594     }
1595     ],
1596     [
1597     'fly_on',
1598     {
1599     type => 'fixed',
1600     value => 1
1601     }
1602     ]
1603     ],
1604 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.',
1605     ignore => [
1606     $IGNORE_LIST{non_pickable}
1607     ],
1608 root 1.5 name => 'Director',
1609 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.'
1610     },
1611     Disease => {
1612 root 1.7 attr => [
1613     [
1614     'invisible',
1615     {
1616     type => 'fixed',
1617     value => 1
1618     }
1619     ],
1620     [
1621     'level',
1622     {
1623     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.',
1624     name => 'plaque level',
1625     type => 'int'
1626     }
1627     ],
1628     [
1629     'race',
1630     {
1631     desc => 'The disease will only infect creatures of the specified <race>. "<race> *" means every creature can be infected.',
1632     name => 'infect race',
1633     type => 'string'
1634     }
1635     ],
1636     [
1637     'ac',
1638     {
1639     desc => 'Every time the disease "moves" the severity of the symptoms are increased by <progressiveness>/100. (severity = 1 + (accumlated progression)/100)',
1640     name => 'progressiveness',
1641     type => 'int'
1642     }
1643     ],
1644     [
1645     'msg',
1646     {
1647     desc => 'This text is displayed to the player every time the symptoms strike.',
1648     end => 'endmsg',
1649     name => 'message',
1650     type => 'text'
1651     }
1652     ]
1653     ],
1654 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.',
1655     ignore => [
1656     $IGNORE_LIST{system_object}
1657     ],
1658 root 1.5 name => 'Disease',
1659 root 1.4 section => [
1660     [
1661     'spreading',
1662 root 1.7 [
1663     [
1664     'wc',
1665     {
1666     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.',
1667     name => 'infectiosness',
1668     type => 'int'
1669     }
1670     ],
1671     [
1672     'last_grace',
1673     {
1674     desc => 'The <attenuation> value reduces the diseases\' <infectiosness> everytime it infects someone new. This limits how many generations a disease can propagate.',
1675     name => 'attenuation',
1676     type => 'int'
1677     }
1678     ],
1679     [
1680     'magic',
1681     {
1682     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.',
1683     name => 'infection range',
1684     type => 'int'
1685     }
1686     ],
1687     [
1688     'maxhp',
1689     {
1690     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).',
1691     name => 'persistence',
1692     type => 'int'
1693     }
1694     ],
1695     [
1696     'maxgrace',
1697     {
1698     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.',
1699     name => 'curing duration',
1700     type => 'int'
1701     }
1702     ],
1703     [
1704     'speed',
1705     {
1706     desc => 'The <speed> of the disease determines how fast the disease will "move", thus how fast the symptoms strike the host.',
1707     name => 'moving speed',
1708     type => 'float'
1709     }
1710     ]
1711     ]
1712     ],
1713     [
1714     'symptoms',
1715     [
1716     [
1717     'attacktype',
1718     {
1719     desc => 'The disease will attack the host with the given <attacktype>. Godpower attacktype is commonly used for "unresistable" diseases.',
1720     name => 'attacktype',
1721     type => 'bitmask',
1722     value => $BITMASK{attacktype}
1723     }
1724     ],
1725     [
1726     'dam',
1727     {
1728     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.',
1729     name => 'damage',
1730     type => 'int'
1731     }
1732     ],
1733     [
1734     'other_arch',
1735     {
1736     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.',
1737     name => 'create arch',
1738     type => 'string'
1739     }
1740     ],
1741     [
1742     'last_sp',
1743     {
1744     desc => 'If set, the disease imposes a <slowdown penalty> while being infected. The player\'s speed is reduced by <slowdown penalty> % of normal value.',
1745     name => 'slowdown penalty',
1746     type => 'int'
1747     }
1748     ],
1749     [
1750     'exp',
1751     {
1752     desc => 'When the player manages to cure this disease (with a curing spell), he is awarded with <exp. for curing> experience.',
1753     name => 'exp. for curing',
1754     type => 'int'
1755     }
1756     ],
1757     [
1758     'maxsp',
1759     {
1760     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.',
1761     name => 'mana depletion',
1762     type => 'int'
1763     }
1764     ],
1765     [
1766     'last_eat',
1767     {
1768     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.',
1769     name => 'food depletion',
1770     type => 'int'
1771     }
1772     ],
1773     [
1774     'hp',
1775     {
1776     desc => 'This value increases the player\'s healing rate. Negative values decrease it.',
1777     name => 'health regen.',
1778     type => 'int'
1779     }
1780     ],
1781     [
1782     'sp',
1783     {
1784     desc => 'This value increases the player\'s rate of mana regeneration. Negative values decrease it.',
1785     name => 'mana regen.',
1786     type => 'int'
1787     }
1788     ]
1789     ]
1790     ],
1791     [
1792     'disability',
1793     [
1794     [
1795     'Str',
1796     {
1797     desc => 'The player\'s strength will rise by the given value while being infected. (Negative values make strength fall)',
1798     name => 'strength',
1799     type => 'int'
1800     }
1801     ],
1802     [
1803     'Dex',
1804     {
1805     desc => 'The player\'s dexterity will rise by the given value while being infected. (Negative values make dexterity fall)',
1806     name => 'dexterity',
1807     type => 'int'
1808     }
1809     ],
1810     [
1811     'Con',
1812     {
1813     desc => 'The player\'s constitution will rise by the given value while being infected. (Negative values make constitution fall)',
1814     name => 'constitution',
1815     type => 'int'
1816     }
1817     ],
1818     [
1819     'Int',
1820     {
1821     desc => 'The player\'s intelligence will rise by the given value while being infected. (Negative values make intelligence fall)',
1822     name => 'intelligence',
1823     type => 'int'
1824     }
1825     ],
1826     [
1827     'Pow',
1828     {
1829     desc => 'The player\'s power will rise by the given value while being infected. (Negative values make power fall)',
1830     name => 'power',
1831     type => 'int'
1832     }
1833     ],
1834     [
1835     'Wis',
1836     {
1837     desc => 'The player\'s wisdom will rise by the given value while being infected. (Negative values make wisdom fall)',
1838     name => 'wisdom',
1839     type => 'int'
1840     }
1841     ],
1842     [
1843     'Cha',
1844     {
1845     desc => 'The player\'s charisma will rise by the given value while being infected. (Negative values make charisma fall)',
1846     name => 'charisma',
1847     type => 'int'
1848     }
1849     ]
1850     ]
1851     ]
1852     ],
1853     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.'
1854     },
1855 root 1.9 Door => {
1856     attr => [
1857     [
1858     'no_pick',
1859     {
1860     type => 'fixed',
1861     value => 1
1862     }
1863     ],
1864     [
1865     'alive',
1866     {
1867     type => 'fixed',
1868     value => 1
1869     }
1870     ],
1871     [
1872     'no_pass',
1873     {
1874     desc => 'If set, a player must defeat the door to enter.',
1875     name => 'blocking passage',
1876     type => 'bool'
1877     }
1878     ],
1879     [
1880     'hp',
1881     {
1882     desc => 'The more <hitpoints> the door has, the longer it takes to be broken.',
1883     name => 'hitpoints',
1884     type => 'int'
1885     }
1886     ],
1887     [
1888     'ac',
1889     {
1890     desc => 'Doors of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
1891     name => 'armour class',
1892     type => 'int'
1893     }
1894     ],
1895     [
1896     'other_arch',
1897     {
1898     desc => 'This string defines the object that will be created when the door was defeated.',
1899     name => 'drop arch',
1900     type => 'string'
1901     }
1902     ],
1903     [
1904     'randomitems',
1905     {
1906     desc => 'This entry determines what kind of traps will appear in the door.',
1907     name => 'treasurelist',
1908     type => 'treasurelist'
1909     }
1910     ]
1911     ],
1912     desc => 'A door can be opened with a normal key. It also can be broken by attacking it, and it can be defeated with the lockpicking skill. If a door is defeated, horizontally and vertically adjacent doors are automatically removed.',
1913     ignore => [
1914     $IGNORE_LIST{non_pickable}
1915     ],
1916     name => 'Door'
1917     },
1918 root 1.7 Duplicator => {
1919     attr => [
1920     [
1921     'other_arch',
1922 root 1.4 {
1923 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.',
1924     name => 'target arch',
1925     type => 'string'
1926 root 1.4 }
1927     ],
1928     [
1929 root 1.7 'level',
1930 root 1.4 {
1931 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.',
1932     name => 'multiply factor',
1933     type => 'int'
1934 root 1.4 }
1935     ],
1936     [
1937 root 1.7 'connected',
1938 root 1.4 {
1939 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!',
1940     name => 'connection',
1941     type => 'int'
1942 root 1.4 }
1943     ]
1944     ],
1945 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.',
1946     ignore => [
1947     $IGNORE_LIST{system_object}
1948     ],
1949 root 1.5 name => 'Duplicator',
1950 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%.'
1951     },
1952     Exit => {
1953 root 1.7 attr => [
1954     [
1955     'slaying',
1956     {
1957     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".',
1958     name => 'exit path',
1959     type => 'string'
1960     }
1961     ],
1962     [
1963     'hp',
1964     {
1965     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.',
1966     name => 'destination X',
1967     type => 'int'
1968     }
1969     ],
1970     [
1971     'sp',
1972     {
1973     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.',
1974     name => 'destination Y',
1975     type => 'int'
1976     }
1977     ],
1978     [
1979     'walk_on',
1980     {
1981     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.',
1982     name => 'apply by walking',
1983     type => 'bool'
1984     }
1985     ],
1986     [
1987     'fly_on',
1988     {
1989     desc => 'If set, the player will apply the exit by "flying into it". Flying means the player is levitating. E.g. wearing levitation boots.',
1990     name => 'apply by flying',
1991     type => 'bool'
1992     }
1993     ],
1994     [
1995     'msg',
1996     {
1997     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. =)',
1998     end => 'endmsg',
1999     name => 'exit message',
2000     type => 'text'
2001     }
2002     ],
2003     [
2004     'unique',
2005     {
2006     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.',
2007     name => 'unique destination',
2008     type => 'bool'
2009     }
2010     ]
2011     ],
2012 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.',
2013     ignore => [
2014     $IGNORE_LIST{non_pickable}
2015     ],
2016 root 1.5 name => 'Exit',
2017 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.'
2018     },
2019     Flesh => {
2020 root 1.7 attr => [
2021     [
2022     'food',
2023     {
2024     desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2025     name => 'foodpoints',
2026     type => 'int'
2027     }
2028     ],
2029     [
2030     'level',
2031     {
2032     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.',
2033     name => 'flesh level',
2034     type => 'int'
2035     }
2036     ],
2037     [
2038     'startequip',
2039     {
2040     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2041     name => 'godgiven item',
2042     type => 'bool'
2043     }
2044     ],
2045     [
2046     'msg',
2047     {
2048     desc => 'This text may describe the item.',
2049     end => 'endmsg',
2050     name => 'description',
2051     type => 'text'
2052     }
2053     ]
2054     ],
2055 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.',
2056 root 1.5 name => 'Flesh',
2057 root 1.4 section => [
2058     [
2059     'resistance',
2060 root 1.7 [
2061     [
2062     'resist_physical',
2063     {
2064     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.',
2065     name => 'resist physical %',
2066     type => 'int'
2067     }
2068     ],
2069     [
2070     'resist_magic',
2071     {
2072     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.',
2073     name => 'resist magic %',
2074     type => 'int'
2075     }
2076     ],
2077     [
2078     'resist_fire',
2079     {
2080     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.',
2081     name => 'resist fire %',
2082     type => 'int'
2083     }
2084     ],
2085     [
2086     'resist_electricity',
2087     {
2088     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.',
2089     name => 'resist electricity %',
2090     type => 'int'
2091     }
2092     ],
2093     [
2094     'resist_cold',
2095     {
2096     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.',
2097     name => 'resist cold %',
2098     type => 'int'
2099     }
2100     ],
2101     [
2102     'resist_confusion',
2103     {
2104     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.',
2105     name => 'resist confusion %',
2106     type => 'int'
2107     }
2108     ],
2109     [
2110     'resist_acid',
2111     {
2112     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.',
2113     name => 'resist acid %',
2114     type => 'int'
2115     }
2116     ],
2117     [
2118     'resist_drain',
2119     {
2120     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.',
2121     name => 'resist draining %',
2122     type => 'int'
2123     }
2124     ],
2125     [
2126     'resist_weaponmagic',
2127     {
2128     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.',
2129     name => 'resist weaponmagic %',
2130     type => 'int'
2131     }
2132     ],
2133     [
2134     'resist_ghosthit',
2135     {
2136     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.',
2137     name => 'resist ghosthit %',
2138     type => 'int'
2139     }
2140     ],
2141     [
2142     'resist_poison',
2143     {
2144     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.',
2145     name => 'resist poison %',
2146     type => 'int'
2147     }
2148     ],
2149     [
2150     'resist_slow',
2151     {
2152     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.',
2153     name => 'resist slow %',
2154     type => 'int'
2155     }
2156     ],
2157     [
2158     'resist_paralyze',
2159     {
2160     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.',
2161     name => 'resist paralyze %',
2162     type => 'int'
2163     }
2164     ],
2165     [
2166     'resist_fear',
2167     {
2168     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.',
2169     name => 'resist fear %',
2170     type => 'int'
2171     }
2172     ],
2173     [
2174     'resist_deplete',
2175     {
2176     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.',
2177     name => 'resist depletion %',
2178     type => 'int'
2179     }
2180     ],
2181     [
2182     'resist_death',
2183     {
2184     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.',
2185     name => 'resist death-attack %',
2186     type => 'int'
2187     }
2188     ],
2189     [
2190     'resist_chaos',
2191     {
2192     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.',
2193     name => 'resist chaos %',
2194     type => 'int'
2195     }
2196     ],
2197     [
2198     'resist_blind',
2199     {
2200     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.',
2201     name => 'resist blinding %',
2202     type => 'int'
2203     }
2204     ]
2205     ]
2206 root 1.4 ]
2207     ],
2208 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.'
2209     },
2210     Floor => {
2211 root 1.7 attr => [
2212     [
2213     'is_floor',
2214     {
2215     type => 'fixed',
2216     value => 1
2217     }
2218     ],
2219     [
2220     'no_pick',
2221     {
2222     type => 'fixed',
2223     value => 1
2224     }
2225     ],
2226     [
2227     'no_pass',
2228     {
2229     desc => 'If set, the object cannot be passed by players nor monsters.',
2230     name => 'blocking passage',
2231     type => 'bool'
2232     }
2233     ],
2234     [
2235     'no_magic',
2236     {
2237     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2238     name => 'no spells',
2239     type => 'bool'
2240     }
2241     ],
2242     [
2243     'damned',
2244     {
2245     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2246     name => 'no prayers',
2247     type => 'bool'
2248     }
2249     ],
2250     [
2251     'unique',
2252     {
2253     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>.',
2254     name => 'unique map',
2255     type => 'bool'
2256     }
2257     ],
2258     [
2259     'msg',
2260     {
2261     desc => 'This text may describe the object.',
2262     end => 'endmsg',
2263     name => 'description',
2264     type => 'text'
2265     }
2266     ]
2267     ],
2268 root 1.3 desc => 'Floor is a very basic thing whithout too much functionality. It\'s a floor - you stand on it.',
2269     ignore => [
2270     $IGNORE_LIST{non_pickable}
2271     ],
2272 root 1.5 name => 'Floor',
2273 root 1.3 required => {
2274     alive => 0,
2275     is_floor => 1
2276 root 1.4 },
2277     section => [
2278     [
2279     'terrain',
2280 root 1.7 [
2281     [
2282     'slow_move',
2283     {
2284     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)',
2285     name => 'slow movement',
2286     type => 'int'
2287     }
2288     ],
2289     [
2290     'is_wooded',
2291     {
2292     desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2293     name => 'wooded terrain',
2294     type => 'bool'
2295     }
2296     ],
2297     [
2298     'is_hilly',
2299     {
2300     desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2301     name => 'hilly terrain',
2302     type => 'bool'
2303     }
2304     ]
2305     ]
2306 root 1.4 ]
2307     ]
2308 root 1.3 },
2309     'Floor (Encounter)' => {
2310 root 1.7 attr => [
2311     [
2312     'is_floor',
2313     {
2314     type => 'fixed',
2315     value => 1
2316     }
2317     ],
2318     [
2319     'no_pick',
2320     {
2321     type => 'fixed',
2322     value => 1
2323     }
2324     ],
2325     [
2326     'no_pass',
2327     {
2328     desc => 'If set, the object cannot be passed by players nor monsters.',
2329     name => 'blocking passage',
2330     type => 'bool'
2331     }
2332     ],
2333     [
2334     'no_magic',
2335     {
2336     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2337     name => 'no spells',
2338     type => 'bool'
2339     }
2340     ],
2341     [
2342     'damned',
2343     {
2344     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2345     name => 'no prayers',
2346     type => 'bool'
2347     }
2348     ],
2349     [
2350     'unique',
2351     {
2352     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>.',
2353     name => 'unique map',
2354     type => 'bool'
2355     }
2356     ],
2357     [
2358     'msg',
2359     {
2360     desc => 'This text may describe the object.',
2361     end => 'endmsg',
2362     name => 'description',
2363     type => 'text'
2364     }
2365     ]
2366     ],
2367 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.',
2368     ignore => [
2369     $IGNORE_LIST{non_pickable}
2370 root 1.4 ],
2371 root 1.5 name => 'Floor (Encounter)',
2372 root 1.4 section => [
2373     [
2374     'terrain',
2375 root 1.7 [
2376     [
2377     'slow_move',
2378     {
2379     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)',
2380     name => 'slow movement',
2381     type => 'int'
2382     }
2383     ],
2384     [
2385     'is_wooded',
2386     {
2387     desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2388     name => 'wooded terrain',
2389     type => 'bool'
2390     }
2391     ],
2392     [
2393     'is_hilly',
2394     {
2395     desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2396     name => 'hilly terrain',
2397     type => 'bool'
2398     }
2399     ]
2400     ]
2401 root 1.4 ]
2402 root 1.3 ]
2403     },
2404     Food => {
2405 root 1.7 attr => [
2406     [
2407     'food',
2408     {
2409     desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2410     name => 'foodpoints',
2411     type => 'int'
2412     }
2413     ],
2414     [
2415     'startequip',
2416     {
2417     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2418     name => 'godgiven item',
2419     type => 'bool'
2420     }
2421     ]
2422     ],
2423 root 1.5 desc => 'By eating/drinking food-objects, the player can fill his stomache and gain a little health.',
2424     name => 'Food'
2425 root 1.1 },
2426 root 1.3 Gate => {
2427 root 1.7 attr => [
2428     [
2429     'no_pick',
2430     {
2431     type => 'fixed',
2432     value => 1
2433     }
2434     ],
2435     [
2436     'connected',
2437     {
2438     desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
2439     name => 'connection',
2440     type => 'int'
2441     }
2442     ],
2443     [
2444     'wc',
2445     {
2446     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.',
2447     name => 'position state',
2448     type => 'int'
2449     }
2450     ],
2451     [
2452     'no_pass',
2453     {
2454     desc => 'For open gates, <blocking passage> should be unset. For closed gates it must be set.',
2455     name => 'blocking passage',
2456     type => 'bool'
2457     }
2458     ],
2459     [
2460     'no_magic',
2461     {
2462     desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
2463     name => 'restrict spells',
2464     type => 'bool'
2465     }
2466     ],
2467     [
2468     'damned',
2469     {
2470     desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
2471     name => 'restrict prayers',
2472     type => 'bool'
2473     }
2474     ]
2475     ],
2476 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.',
2477     ignore => [
2478     $IGNORE_LIST{non_pickable}
2479     ],
2480 root 1.5 name => 'Gate',
2481 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".'
2482     },
2483     Girdle => {
2484 root 1.7 attr => [
2485     [
2486     'magic',
2487     {
2488     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.',
2489     name => 'magic bonus',
2490     type => 'int'
2491     }
2492     ]
2493     ],
2494     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.',
2495     import => [
2496     $TYPE{Amulet}
2497     ],
2498     name => 'Girdle',
2499     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2500     },
2501     Gloves => {
2502     attr => [
2503     [
2504     'magic',
2505     {
2506     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.',
2507     name => 'magic bonus',
2508     type => 'int'
2509     }
2510     ]
2511     ],
2512     desc => 'Wearing gloves, the object\'s stats will directly be inherited to the player. Gloves can add defense or damage bonuses.',
2513     import => [
2514     $TYPE{Amulet}
2515     ],
2516     name => 'Gloves',
2517     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2518     },
2519     Handle => {
2520     attr => [
2521     [
2522     'no_pick',
2523     {
2524     type => 'fixed',
2525     value => 1
2526     }
2527     ],
2528     [
2529     'connected',
2530     {
2531     desc => 'Every time the handle is applied, all objects with the same <connection> value are activated.',
2532     name => 'connection',
2533     type => 'int'
2534     }
2535     ],
2536     [
2537     'msg',
2538     {
2539     desc => 'This text may describe the item. You can use this message to explain the handle\'s purpose to the player.',
2540     end => 'endmsg',
2541     name => 'description',
2542     type => 'text'
2543     }
2544     ]
2545     ],
2546     desc => 'A handle can be applied by players and (certain) monsters. Every time it is applied, the &lt;connection&gt; value is triggered.',
2547     ignore => [
2548     $IGNORE_LIST{non_pickable}
2549     ],
2550     name => 'Handle',
2551     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.'
2552     },
2553     'Handle Trigger' => {
2554     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.',
2555     ignore => [
2556     $IGNORE_LIST{non_pickable}
2557     ],
2558     import => [
2559     $TYPE{Handle}
2560     ],
2561     name => 'Handle Trigger',
2562     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.'
2563     },
2564     'Hazard Floor' => {
2565     attr => [
2566     [
2567     'is_floor',
2568     {
2569     type => 'fixed',
2570     value => 1
2571     }
2572     ],
2573     [
2574     'lifesave',
2575     {
2576     type => 'fixed',
2577     value => 1
2578     }
2579     ],
2580     [
2581     'walk_on',
2582     {
2583     type => 'fixed',
2584     value => 1
2585     }
2586     ],
2587     [
2588     'no_pick',
2589     {
2590     type => 'fixed',
2591     value => 1
2592     }
2593     ],
2594     [
2595     'attacktype',
2596     {
2597     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.',
2598     name => 'attacktype',
2599     type => 'bitmask',
2600     value => $BITMASK{attacktype}
2601     }
2602     ],
2603     [
2604     'dam',
2605     {
2606     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.',
2607     name => 'base damage',
2608     type => 'int'
2609     }
2610     ],
2611     [
2612     'wc',
2613     {
2614     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.',
2615     name => 'weaponclass',
2616     type => 'int'
2617     }
2618     ],
2619     [
2620     'level',
2621     {
2622     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.',
2623     name => 'attack level',
2624     type => 'int'
2625     }
2626     ],
2627     [
2628     'no_magic',
2629     {
2630     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2631     name => 'no spells',
2632     type => 'bool'
2633     }
2634     ],
2635     [
2636     'damned',
2637     {
2638     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2639     name => 'no prayers',
2640     type => 'bool'
2641     }
2642     ],
2643     [
2644     'unique',
2645     {
2646     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>.',
2647     name => 'unique map',
2648     type => 'bool'
2649     }
2650     ]
2651 root 1.3 ],
2652     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.',
2653     ignore => [
2654     $IGNORE_LIST{non_pickable}
2655     ],
2656 root 1.5 name => 'Hazard Floor',
2657 root 1.3 required => {
2658     is_floor => 1
2659     },
2660 root 1.4 section => [
2661     [
2662     'terrain',
2663 root 1.7 [
2664     [
2665     'slow_move',
2666     {
2667     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)',
2668     name => 'slow movement',
2669     type => 'int'
2670     }
2671     ],
2672     [
2673     'is_wooded',
2674     {
2675     desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2676     name => 'wooded terrain',
2677     type => 'bool'
2678     }
2679     ],
2680     [
2681     'is_hilly',
2682     {
2683     desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2684     name => 'hilly terrain',
2685     type => 'bool'
2686     }
2687     ]
2688     ]
2689 root 1.4 ]
2690     ],
2691 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.'
2692     },
2693     Helmet => {
2694 root 1.7 attr => [
2695     [
2696     'magic',
2697     {
2698     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>.',
2699     name => 'magic bonus',
2700     type => 'int'
2701     }
2702     ]
2703     ],
2704 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.',
2705     import => [
2706     $TYPE{Amulet}
2707     ],
2708 root 1.5 name => 'Helmet',
2709 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.'
2710     },
2711     'Holy Altar' => {
2712 root 1.7 attr => [
2713     [
2714     'no_pick',
2715     {
2716     type => 'fixed',
2717     value => 1
2718     }
2719     ],
2720     [
2721     'other_arch',
2722     {
2723     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.',
2724     name => 'god name',
2725     type => 'string'
2726     }
2727     ],
2728     [
2729     'level',
2730     {
2731     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.',
2732     name => 'reconsecrate level',
2733     type => 'int'
2734     }
2735     ]
2736     ],
2737 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.',
2738     ignore => [
2739     $IGNORE_LIST{non_pickable}
2740 root 1.5 ],
2741     name => 'Holy Altar'
2742 root 1.3 },
2743     Horn => {
2744 root 1.7 attr => [
2745     [
2746     'sp',
2747     {
2748     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!',
2749     name => 'spell',
2750     type => 'spell'
2751     }
2752     ],
2753     [
2754     'level',
2755     {
2756     desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should not be set too high.',
2757     name => 'casting level',
2758     type => 'int'
2759     }
2760     ],
2761     [
2762     'hp',
2763     {
2764     desc => 'This value represents the initial amount of spellpoints in the horn. Naturally, this is quite unimportant.',
2765     name => 'initial spellpoints',
2766     type => 'int'
2767     }
2768     ],
2769     [
2770     'maxhp',
2771     {
2772     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.',
2773     name => 'max. spellpoints',
2774     type => 'int'
2775     }
2776     ],
2777     [
2778     'startequip',
2779     {
2780     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2781     name => 'godgiven item',
2782     type => 'bool'
2783     }
2784     ],
2785     [
2786     'msg',
2787     {
2788     desc => 'This text may contain a description of the horn.',
2789     end => 'endmsg',
2790     name => 'description',
2791     type => 'text'
2792     }
2793     ]
2794     ],
2795 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.',
2796     ignore => [
2797     'title'
2798     ],
2799 root 1.5 name => 'Horn',
2800 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.'
2801     },
2802     Inorganic => {
2803 root 1.7 attr => [
2804     [
2805     'is_dust',
2806     {
2807     name => 'is dust',
2808     type => 'bool'
2809     }
2810     ]
2811     ],
2812 root 1.4 desc => 'Inorganic materials are generally used as ingredients for alchemical receipes. By themselves, they have no special functionalities.',
2813 root 1.5 name => 'Inorganic',
2814 root 1.4 section => [
2815     [
2816     'resistance',
2817 root 1.7 [
2818     [
2819     'resist_physical',
2820     {
2821     name => 'resist physical %',
2822     type => 'int'
2823     }
2824     ],
2825     [
2826     'resist_magic',
2827     {
2828     name => 'resist magic %',
2829     type => 'int'
2830     }
2831     ],
2832     [
2833     'resist_fire',
2834     {
2835     name => 'resist fire %',
2836     type => 'int'
2837     }
2838     ],
2839     [
2840     'resist_electricity',
2841     {
2842     name => 'resist electricity %',
2843     type => 'int'
2844     }
2845     ],
2846     [
2847     'resist_cold',
2848     {
2849     name => 'resist cold %',
2850     type => 'int'
2851     }
2852     ],
2853     [
2854     'resist_acid',
2855     {
2856     name => 'resist acid %',
2857     type => 'int'
2858     }
2859     ],
2860     [
2861     'resist_weaponmagic',
2862     {
2863     name => 'resist weaponmagic %',
2864     type => 'int'
2865     }
2866     ],
2867     [
2868     'resist_ghosthit',
2869     {
2870     name => 'resist ghosthit %',
2871     type => 'int'
2872     }
2873     ],
2874     [
2875     'resist_poison',
2876     {
2877     name => 'resist poison %',
2878     type => 'int'
2879     }
2880     ],
2881     [
2882     'resist_death',
2883     {
2884     name => 'resist death-attack %',
2885     type => 'int'
2886     }
2887     ],
2888     [
2889     'resist_chaos',
2890     {
2891     name => 'resist chaos %',
2892     type => 'int'
2893     }
2894     ],
2895     [
2896     'resist_holyword',
2897     {
2898     name => 'resist holy power %',
2899     type => 'int'
2900     }
2901     ]
2902     ]
2903 root 1.4 ]
2904     ]
2905 root 1.1 },
2906 root 1.3 'Inventory Checker' => {
2907 root 1.7 attr => [
2908     [
2909     'no_pick',
2910     {
2911     type => 'fixed',
2912     value => 1
2913     }
2914     ],
2915     [
2916     'slaying',
2917     {
2918     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.',
2919     name => 'match key string',
2920     type => 'string'
2921     }
2922     ],
2923     [
2924     'race',
2925     {
2926     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>.',
2927     name => 'match arch name',
2928     type => 'string'
2929     }
2930     ],
2931     [
2932     'hp',
2933     {
2934     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. ;)',
2935     name => 'match type',
2936     type => 'int'
2937     }
2938     ],
2939     [
2940     'last_sp',
2941     {
2942     desc => 'Enabled means having that object is a match. Disabled means not having that object is a match.',
2943     name => 'match = having',
2944     type => 'bool'
2945     }
2946     ],
2947     [
2948     'connected',
2949     {
2950     desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
2951     name => 'connection',
2952     type => 'int'
2953     }
2954     ],
2955     [
2956     'no_pass',
2957     {
2958     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.',
2959     name => 'blocking passage',
2960     type => 'bool'
2961     }
2962     ],
2963     [
2964     'last_heal',
2965     {
2966     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!',
2967     name => 'remove match',
2968     type => 'bool'
2969     }
2970     ]
2971     ],
2972 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.',
2973     ignore => [
2974     $IGNORE_LIST{system_object}
2975     ],
2976 root 1.5 name => 'Inventory Checker',
2977 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.'
2978     },
2979 root 1.8 'Item Transformer' => {
2980     attr => [
2981     [
2982     'food',
2983     {
2984     desc => '<number of uses> controls how many times the item transformer can be used. The value 0 means "unlimited"',
2985     name => 'number of uses',
2986     type => 'int'
2987     }
2988     ],
2989     [
2990     'slaying',
2991     {
2992     desc => 'Contains the verb that is used to construct a message to the player applying the item transformer.',
2993     name => 'verb',
2994     type => 'string'
2995     }
2996     ],
2997     [
2998     'startequip',
2999     {
3000     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3001     name => 'godgiven item',
3002     type => 'bool'
3003     }
3004     ],
3005     [
3006     'msg',
3007     {
3008     desc => 'This text may contain a description of the item transformer.',
3009     end => 'endmsg',
3010     name => 'description',
3011     type => 'text'
3012     }
3013     ]
3014     ],
3015     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.',
3016     name => 'Item Transformer',
3017     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\'.'
3018     },
3019 root 1.3 Jewel => {
3020 root 1.7 attr => [
3021     [
3022     'race',
3023     {
3024     type => 'fixed',
3025     value => 'gold and jewels'
3026     }
3027     ],
3028     [
3029     'msg',
3030     {
3031     desc => 'This text may describe the object.',
3032     end => 'endmsg',
3033     name => 'description',
3034     type => 'text'
3035     }
3036     ]
3037     ],
3038 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.',
3039     name => 'Jewel'
3040 root 1.1 },
3041 root 1.9 Key => {
3042     attr => [
3043     [
3044     'startequip',
3045     {
3046     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3047     name => 'godgiven item',
3048     type => 'bool'
3049     }
3050     ]
3051     ],
3052     desc => 'When carrying a key, a normal door can be opened. The key will disappear.',
3053     name => 'Key'
3054     },
3055 root 1.3 'Locked Door' => {
3056 root 1.7 attr => [
3057     [
3058     'no_pass',
3059     {
3060     type => 'fixed',
3061     value => 1
3062     }
3063     ],
3064     [
3065     'no_pick',
3066     {
3067     type => 'fixed',
3068     value => 1
3069     }
3070     ],
3071     [
3072     'slaying',
3073     {
3074     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".',
3075     name => 'key string',
3076     type => 'string'
3077     }
3078     ],
3079     [
3080     'no_magic',
3081     {
3082     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).',
3083     name => 'restrict spells',
3084     type => 'bool'
3085     }
3086     ],
3087     [
3088     'damned',
3089     {
3090     desc => 'Restricting the use of prayers to pass this door. This should be set in most cases.',
3091     name => 'restrict prayers',
3092     type => 'bool'
3093     }
3094     ],
3095     [
3096     'msg',
3097     {
3098     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.',
3099     end => 'endmsg',
3100     name => 'lock message',
3101     type => 'text'
3102     }
3103     ]
3104     ],
3105     desc => 'A locked door can be opened only when carrying the appropriate special key.',
3106     ignore => [
3107     $IGNORE_LIST{non_pickable}
3108     ],
3109     name => 'Locked Door',
3110     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).'
3111     },
3112     'Magic Ear' => {
3113     attr => [
3114     [
3115     'no_pick',
3116     {
3117     type => 'fixed',
3118     value => 1
3119     }
3120     ],
3121     [
3122     'connected',
3123     {
3124     desc => 'The Magic_ear will trigger all objects with the same connection value, every time it is activated.',
3125     name => 'connection',
3126     type => 'int'
3127     }
3128     ],
3129     [
3130     'msg',
3131     {
3132     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!',
3133     end => 'endmsg',
3134     name => 'keyword-matching',
3135     type => 'text'
3136     }
3137     ]
3138     ],
3139     desc => 'Magic_ears trigger a connected value when the player speaks a specific keyword.',
3140     ignore => [
3141     $IGNORE_LIST{system_object}
3142     ],
3143     name => 'Magic Ear',
3144     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.'
3145     },
3146     'Magic Wall' => {
3147     attr => [
3148     [
3149     'dam',
3150     {
3151     desc => 'The magic wall will cast this <spell>.',
3152     name => 'spell',
3153     type => 'spell'
3154     }
3155     ],
3156     [
3157     'level',
3158     {
3159     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.',
3160     name => 'spell level',
3161     type => 'int'
3162     }
3163     ],
3164     [
3165     'connected',
3166     {
3167     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.',
3168     name => 'connection',
3169     type => 'int'
3170     }
3171     ],
3172     [
3173     'speed',
3174     {
3175     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".',
3176     name => 'casting speed',
3177     type => 'float'
3178     }
3179     ],
3180     [
3181     'sp',
3182     {
3183     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.',
3184     name => 'direction',
3185     type => 'list',
3186     value => $LIST{direction}
3187     }
3188     ],
3189     [
3190     'no_pass',
3191     {
3192     desc => 'If set, the object cannot be passed by players nor monsters.',
3193     name => 'blocking passage',
3194     type => 'bool'
3195     }
3196     ]
3197 root 1.3 ],
3198     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.',
3199     ignore => [
3200     $IGNORE_LIST{non_pickable}
3201     ],
3202 root 1.5 name => 'Magic Wall',
3203 root 1.4 section => [
3204     [
3205     'destroyable',
3206 root 1.7 [
3207     [
3208     'alive',
3209     {
3210     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.',
3211     name => 'is destroyable',
3212     type => 'bool'
3213     }
3214     ],
3215     [
3216     'hp',
3217     {
3218     desc => 'The more <hitpoints> the wall has, the longer it takes to be destroyed.',
3219     name => 'hitpoints',
3220     type => 'int'
3221     }
3222     ],
3223     [
3224     'maxhp',
3225     {
3226     desc => '<max hitpoints> are the maximum amount of hitpoints the wall can have. This only makes sense if the wall can regain health.',
3227     name => 'max hitpoints',
3228     type => 'int'
3229     }
3230     ],
3231     [
3232     'ac',
3233     {
3234     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>.',
3235     name => 'armour class',
3236     type => 'int'
3237     }
3238     ]
3239     ]
3240     ],
3241     [
3242     'resistance',
3243     [
3244     [
3245     'resist_physical',
3246     {
3247     name => 'resist physical %',
3248     type => 'int'
3249     }
3250     ],
3251     [
3252     'resist_magic',
3253     {
3254     name => 'resist magic %',
3255     type => 'int'
3256     }
3257     ],
3258     [
3259     'resist_fire',
3260     {
3261     name => 'resist fire %',
3262     type => 'int'
3263     }
3264     ],
3265     [
3266     'resist_electricity',
3267     {
3268     name => 'resist electricity %',
3269     type => 'int'
3270     }
3271     ],
3272     [
3273     'resist_cold',
3274     {
3275     name => 'resist cold %',
3276     type => 'int'
3277     }
3278     ],
3279     [
3280     'resist_confusion',
3281     {
3282     name => 'resist confusion %',
3283     type => 'int'
3284     }
3285     ],
3286     [
3287     'resist_acid',
3288     {
3289     name => 'resist acid %',
3290     type => 'int'
3291     }
3292     ],
3293     [
3294     'resist_drain',
3295     {
3296     name => 'resist draining %',
3297     type => 'int'
3298     }
3299     ],
3300     [
3301     'resist_weaponmagic',
3302     {
3303     name => 'resist weaponmagic %',
3304     type => 'int'
3305     }
3306     ],
3307     [
3308     'resist_ghosthit',
3309     {
3310     name => 'resist ghosthit %',
3311     type => 'int'
3312     }
3313     ],
3314     [
3315     'resist_poison',
3316     {
3317     name => 'resist poison %',
3318     type => 'int'
3319     }
3320     ],
3321     [
3322     'resist_slow',
3323     {
3324     name => 'resist slow %',
3325     type => 'int'
3326     }
3327     ],
3328     [
3329     'resist_paralyze',
3330     {
3331     name => 'resist paralyze %',
3332     type => 'int'
3333     }
3334     ],
3335     [
3336     'resist_fear',
3337     {
3338     name => 'resist fear %',
3339     type => 'int'
3340     }
3341     ],
3342     [
3343     'resist_deplete',
3344     {
3345     name => 'resist depletion %',
3346     type => 'int'
3347     }
3348     ],
3349     [
3350     'resist_turn_undead',
3351     {
3352     name => 'resist turn undead %',
3353     type => 'int'
3354     }
3355     ],
3356     [
3357     'resist_death',
3358     {
3359     name => 'resist death-attack %',
3360     type => 'int'
3361     }
3362     ],
3363     [
3364     'resist_chaos',
3365     {
3366     name => 'resist chaos %',
3367     type => 'int'
3368     }
3369     ],
3370     [
3371     'resist_blind',
3372     {
3373     name => 'resist blinding %',
3374     type => 'int'
3375     }
3376     ],
3377     [
3378     'resist_holyword',
3379     {
3380     name => 'resist holy power %',
3381     type => 'int'
3382     }
3383     ],
3384     [
3385     'resist_godpower',
3386     {
3387     name => 'resist godpower %',
3388     type => 'int'
3389     }
3390     ]
3391     ]
3392     ]
3393     ],
3394     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".'
3395     },
3396     Marker => {
3397     attr => [
3398     [
3399     'no_pick',
3400     {
3401     type => 'fixed',
3402     value => 1
3403     }
3404     ],
3405     [
3406     'slaying',
3407     {
3408     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.',
3409     name => 'key string',
3410     type => 'string'
3411     }
3412     ],
3413     [
3414     'connected',
3415     {
3416     desc => 'When the detector is triggered, all objects with the same connection value get activated.',
3417     name => 'connection',
3418     type => 'int'
3419     }
3420     ],
3421     [
3422     'speed',
3423 root 1.4 {
3424 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.',
3425     name => 'marking speed',
3426     type => 'float'
3427 root 1.4 }
3428     ],
3429     [
3430 root 1.7 'food',
3431     {
3432     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.',
3433     name => 'mark duration',
3434     type => 'int'
3435     }
3436     ],
3437     [
3438     'name',
3439     {
3440     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.',
3441     name => 'delete mark',
3442     type => 'string'
3443     }
3444     ],
3445     [
3446     'msg',
3447 root 1.4 {
3448 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.',
3449     end => 'endmsg',
3450     name => 'marking message',
3451     type => 'text'
3452 root 1.4 }
3453     ]
3454     ],
3455 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.',
3456     ignore => [
3457     $IGNORE_LIST{system_object}
3458     ],
3459 root 1.5 name => 'Marker',
3460 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.'
3461     },
3462     Misc => {
3463 root 1.7 attr => [
3464     [
3465     'no_pass',
3466     {
3467     desc => 'If set, the object cannot be passed by players nor monsters.',
3468     name => 'blocking passage',
3469     type => 'bool'
3470     }
3471     ],
3472     [
3473     'cursed',
3474     {
3475     desc => 'Curses can have various effects: On equipment and food, they generally harm the player in some way.',
3476     name => 'cursed',
3477     type => 'bool'
3478     }
3479     ],
3480     [
3481     'damned',
3482     {
3483     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.',
3484     name => 'damned',
3485     type => 'bool'
3486     }
3487     ],
3488     [
3489     'unique',
3490     {
3491     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
3492     name => 'unique item',
3493     type => 'bool'
3494     }
3495     ],
3496     [
3497     'startequip',
3498     {
3499     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3500     name => 'godgiven item',
3501     type => 'bool'
3502     }
3503     ],
3504     [
3505     'msg',
3506     {
3507     desc => 'This text may describe the object.',
3508     end => 'endmsg',
3509     name => 'description',
3510     type => 'text'
3511     }
3512     ]
3513     ],
3514 root 1.5 name => 'Misc'
3515 root 1.1 },
3516 root 1.3 Money => {
3517 root 1.7 attr => [
3518     [
3519     'race',
3520     {
3521     type => 'fixed',
3522     value => 'gold and jewels'
3523     }
3524     ]
3525     ],
3526 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.',
3527     ignore => [
3528     'unpaid'
3529 root 1.5 ],
3530     name => 'Money'
3531 root 1.3 },
3532     'Monster & NPC' => {
3533 root 1.7 attr => [
3534     [
3535     'alive',
3536     {
3537     type => 'fixed',
3538     value => 1
3539     }
3540     ],
3541     [
3542     'randomitems',
3543     {
3544     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>.',
3545     name => 'treasurelist',
3546     type => 'treasurelist'
3547     }
3548     ],
3549     [
3550     'level',
3551     {
3552     desc => 'A monster\'s <level> is the most important attribute. <level> affects the power of a monster in various ways.',
3553     name => 'level',
3554     type => 'int'
3555     }
3556     ],
3557     [
3558     'race',
3559     {
3560     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.',
3561     name => 'race',
3562     type => 'string'
3563     }
3564     ],
3565     [
3566     'exp',
3567     {
3568     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!',
3569     name => 'experience',
3570     type => 'int'
3571     }
3572     ],
3573     [
3574     'speed',
3575     {
3576     desc => 'The <speed> determines how fast a monster will both move and fight. High <speed> makes a monster considerably stronger.',
3577     name => 'speed',
3578     type => 'float'
3579     }
3580     ],
3581     [
3582     'other_arch',
3583     {
3584     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.',
3585     name => 'breed monster',
3586     type => 'string'
3587     }
3588     ],
3589     [
3590     'generator',
3591     {
3592     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.',
3593     name => 'multiply',
3594     type => 'bool'
3595     }
3596     ],
3597     [
3598     'use_content_on_gen',
3599     {
3600     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.',
3601     name => 'template generation',
3602     type => 'bool'
3603     }
3604     ],
3605     [
3606     'flying',
3607     {
3608     desc => 'Flying monsters won\'t get slowed down in rough terrain and they won\'t be affected by movers.',
3609     name => 'flying',
3610     type => 'bool'
3611     }
3612     ],
3613     [
3614     'undead',
3615     {
3616     desc => 'Several spells only affect undead monsters: turn undead, banish undead, holy word, etc.',
3617     name => 'undead',
3618     type => 'bool'
3619     }
3620     ],
3621     [
3622     'carrying',
3623     {
3624     desc => 'If a monster has something in the inventory, this value can be set to reflect the slowdown due to the carried weight.',
3625     name => 'carries weight',
3626     type => 'int'
3627     }
3628     ],
3629     [
3630     'msg',
3631     {
3632     end => 'endmsg',
3633     name => 'npc message',
3634     type => 'text'
3635     }
3636     ]
3637     ],
3638 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.',
3639     ignore => [
3640     'material',
3641     'name_pl',
3642     'nrof',
3643     'value',
3644     'unpaid'
3645     ],
3646 root 1.5 name => 'Monster & NPC',
3647 root 1.3 required => {
3648     alive => 1,
3649     is_floor => 0,
3650     tear_down => 0
3651     },
3652 root 1.4 section => [
3653     [
3654     'melee',
3655 root 1.7 [
3656     [
3657     'attacktype',
3658     {
3659     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.',
3660     name => 'attacktype',
3661     type => 'bitmask',
3662     value => $BITMASK{attacktype}
3663     }
3664     ],
3665     [
3666     'dam',
3667     {
3668     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.',
3669     name => 'damage',
3670     type => 'int'
3671     }
3672     ],
3673     [
3674     'wc',
3675     {
3676     desc => 'Monsters of high <weapon class> are more likely to really hit their opponent. <weapon class> can be considered the "counterpiece" to <armour class>.',
3677     name => 'weapon class',
3678     type => 'int'
3679     }
3680     ],
3681     [
3682     'hp',
3683     {
3684     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>.',
3685     name => 'health points',
3686     type => 'int'
3687     }
3688     ],
3689     [
3690     'maxhp',
3691     {
3692     desc => '<max health> is the maximum amount of <health points> this monster can have.',
3693     name => 'max health',
3694     type => 'int'
3695     }
3696     ],
3697     [
3698     'ac',
3699     {
3700     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).',
3701     name => 'armour class',
3702     type => 'int'
3703     }
3704     ],
3705     [
3706     'Con',
3707     {
3708 root 1.8 desc => 'Monsters regenerate this many health points each 4 ticks. Hence, the healing rate is independent of <speed>.',
3709 root 1.7 name => 'healing rate',
3710     type => 'int'
3711     }
3712     ],
3713     [
3714     'reflect_missile',
3715     {
3716     desc => 'A monster with this flag has the ability to <reflect missiles>, all kinds of projectiles (e.g. arrows, bolts, boulders) will bounce off.',
3717     name => 'reflect missiles',
3718     type => 'bool'
3719     }
3720     ],
3721     [
3722     'hitback',
3723     {
3724     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.',
3725     name => 'hitback',
3726     type => 'bool'
3727     }
3728     ],
3729     [
3730     'one_hit',
3731     {
3732     desc => 'Monsters with <one hit only> dissapear after one successful hit to a player.',
3733     name => 'one hit only',
3734     type => 'bool'
3735     }
3736     ]
3737     ]
3738     ],
3739     [
3740     'spellcraft',
3741     [
3742     [
3743     'can_cast_spell',
3744     {
3745     desc => 'If <can cast spell> is disabled, the monster cannot cast any spell. Only wands/rods/etc can be used, given the appropriate abilities.',
3746     name => 'can cast spell',
3747     type => 'bool'
3748     }
3749     ],
3750     [
3751     'reflect_spell',
3752     {
3753     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.',
3754     name => 'reflect spells',
3755     type => 'bool'
3756     }
3757     ],
3758     [
3759     'sp',
3760     {
3761     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>.',
3762     name => 'spellpoints',
3763     type => 'int'
3764     }
3765     ],
3766     [
3767     'maxsp',
3768     {
3769     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.',
3770     name => 'max spellpoints',
3771     type => 'int'
3772     }
3773     ],
3774     [
3775     'Pow',
3776     {
3777 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.',
3778 root 1.7 name => 'spellpoint regen.',
3779     type => 'int'
3780     }
3781     ],
3782     [
3783     'path_attuned',
3784     {
3785     desc => 'Click on the <attuned paths> button to select spellpaths. The creature will get attuned to the specified spellpaths.',
3786     name => 'attuned paths',
3787     type => 'bitmask',
3788     value => $BITMASK{spellpath}
3789     }
3790     ],
3791     [
3792     'path_repelled',
3793     {
3794     desc => 'Click on the <repelled paths> button to select spellpaths. The creature will get repelled to the specified spellpaths.',
3795     name => 'repelled paths',
3796     type => 'bitmask',
3797     value => $BITMASK{spellpath}
3798     }
3799     ],
3800     [
3801     'path_denied',
3802     {
3803     desc => 'Click on the <denied paths> button to select spellpaths. The creature won\'t be able to cast spells of the specified paths.',
3804     name => 'denied paths',
3805     type => 'bitmask',
3806     value => $BITMASK{spellpath}
3807     }
3808     ]
3809     ]
3810     ],
3811     [
3812     'ability',
3813     [
3814     [
3815     'Int',
3816     {
3817     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.',
3818     name => 'detect hidden',
3819     type => 'int'
3820     }
3821     ],
3822     [
3823     'see_invisible',
3824     {
3825     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.',
3826     name => 'see invisible',
3827     type => 'bool'
3828     }
3829     ],
3830     [
3831     'can_see_in_dark',
3832     {
3833     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.',
3834     name => 'see in darkness',
3835     type => 'bool'
3836     }
3837     ],
3838     [
3839     'can_use_weapon',
3840     {
3841     desc => 'Monster is able to wield weapon type objects.',
3842     name => 'can use weapons',
3843     type => 'bool'
3844     }
3845     ],
3846     [
3847     'can_use_bow',
3848     {
3849     desc => 'Monster is able to use missile-weapon type objects.',
3850     name => 'can use bows',
3851     type => 'bool'
3852     }
3853     ],
3854     [
3855     'can_use_armour',
3856     {
3857     desc => 'Monster is able to wear protective equipment like brestplate armour, shields, helmets etc.',
3858     name => 'can use armour',
3859     type => 'bool'
3860     }
3861     ],
3862     [
3863     'can_use_ring',
3864     {
3865     desc => 'Monster is able to wear rings.',
3866     name => 'can use rings',
3867     type => 'bool'
3868     }
3869     ],
3870     [
3871     'can_use_wand',
3872     {
3873     desc => 'Monster is able to use wands and staves.',
3874     name => 'can use wands',
3875     type => 'bool'
3876     }
3877     ],
3878     [
3879     'can_use_rod',
3880     {
3881     desc => 'Monster is able to use rods.',
3882     name => 'can use rods',
3883     type => 'bool'
3884     }
3885     ],
3886     [
3887     'can_use_scroll',
3888     {
3889     desc => 'Monster is able to read scrolls.',
3890     name => 'can use scrolls',
3891     type => 'bool'
3892     }
3893     ],
3894     [
3895     'can_use_skill',
3896     {
3897     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>.',
3898     name => 'can use skills',
3899     type => 'bool'
3900     }
3901     ]
3902     ]
3903     ],
3904     [
3905     'behave',
3906     [
3907     [
3908     'monster',
3909     {
3910     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.',
3911     name => 'monster behaviour',
3912     type => 'bool'
3913     }
3914     ],
3915     [
3916     'unaggressive',
3917     {
3918     desc => '<unaggressive> monsters do not attack players unless attacked first.',
3919     name => 'unaggressive',
3920     type => 'bool'
3921     }
3922     ],
3923     [
3924     'friendly',
3925     {
3926     desc => '<friendly> monsters help the player, attacking any non-friendly monsters in range.',
3927     name => 'friendly',
3928     type => 'bool'
3929     }
3930     ],
3931     [
3932     'stand_still',
3933     {
3934     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.',
3935     name => 'stand still',
3936     type => 'bool'
3937     }
3938     ],
3939     [
3940     'sleep',
3941     {
3942     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.',
3943     name => 'asleep',
3944     type => 'bool'
3945     }
3946     ],
3947     [
3948     'will_apply',
3949     {
3950     desc => 'This entry defines which kinds of environment actions the creature is able to perform.',
3951     name => 'misc. actions',
3952     type => 'bitmask',
3953     value => $BITMASK{will_apply}
3954     }
3955     ],
3956     [
3957     'pick_up',
3958     {
3959     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.',
3960     name => 'pick up',
3961     type => 'bitmask',
3962     value => $BITMASK{pick_up}
3963     }
3964     ],
3965     [
3966     'Wis',
3967     {
3968     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.',
3969     name => 'sensing range',
3970     type => 'int'
3971     }
3972     ],
3973     [
3974     'attack_movement',
3975     {
3976     name => 'attack movement',
3977     type => 'int'
3978     }
3979     ],
3980     [
3981     'run_away',
3982     {
3983     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.',
3984     name => 'run at % health',
3985     type => 'int'
3986     }
3987     ]
3988     ]
3989     ],
3990     [
3991     'resistance',
3992     [
3993     [
3994     'resist_physical',
3995     {
3996     name => 'resist physical %',
3997     type => 'int'
3998     }
3999     ],
4000     [
4001     'resist_magic',
4002     {
4003     name => 'resist magic %',
4004     type => 'int'
4005     }
4006     ],
4007     [
4008     'resist_fire',
4009     {
4010     name => 'resist fire %',
4011     type => 'int'
4012     }
4013     ],
4014     [
4015     'resist_electricity',
4016     {
4017     name => 'resist electricity %',
4018     type => 'int'
4019     }
4020     ],
4021     [
4022     'resist_cold',
4023     {
4024     name => 'resist cold %',
4025     type => 'int'
4026     }
4027     ],
4028     [
4029     'resist_confusion',
4030     {
4031     name => 'resist confusion %',
4032     type => 'int'
4033     }
4034     ],
4035     [
4036     'resist_acid',
4037     {
4038     name => 'resist acid %',
4039     type => 'int'
4040     }
4041     ],
4042     [
4043     'resist_drain',
4044     {
4045     name => 'resist draining %',
4046     type => 'int'
4047     }
4048     ],
4049     [
4050     'resist_weaponmagic',
4051     {
4052     name => 'resist weaponmagic %',
4053     type => 'int'
4054     }
4055     ],
4056     [
4057     'resist_ghosthit',
4058     {
4059     name => 'resist ghosthit %',
4060     type => 'int'
4061     }
4062     ],
4063     [
4064     'resist_poison',
4065     {
4066     name => 'resist poison %',
4067     type => 'int'
4068     }
4069     ],
4070     [
4071     'resist_slow',
4072     {
4073     name => 'resist slow %',
4074     type => 'int'
4075     }
4076     ],
4077     [
4078     'resist_paralyze',
4079     {
4080     name => 'resist paralyze %',
4081     type => 'int'
4082     }
4083     ],
4084     [
4085     'resist_fear',
4086     {
4087     name => 'resist fear %',
4088     type => 'int'
4089     }
4090     ],
4091     [
4092     'resist_deplete',
4093     {
4094     name => 'resist depletion %',
4095     type => 'int'
4096     }
4097     ],
4098     [
4099     'resist_turn_undead',
4100     {
4101     name => 'resist turn undead %',
4102     type => 'int'
4103     }
4104     ],
4105     [
4106     'resist_death',
4107     {
4108     name => 'resist death-attack %',
4109     type => 'int'
4110     }
4111     ],
4112     [
4113     'resist_chaos',
4114     {
4115     name => 'resist chaos %',
4116     type => 'int'
4117     }
4118     ],
4119     [
4120     'resist_blind',
4121     {
4122     name => 'resist blinding %',
4123     type => 'int'
4124     }
4125     ],
4126     [
4127     'resist_holyword',
4128     {
4129     name => 'resist holy power %',
4130     type => 'int'
4131     }
4132     ],
4133     [
4134     'resist_godpower',
4135     {
4136     name => 'resist godpower %',
4137     type => 'int'
4138     }
4139     ]
4140     ]
4141     ]
4142     ],
4143     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. :-)'
4144     },
4145 root 1.9 'Monster (Grimreaper)' => {
4146     desc => 'A grimreaper is a monster that vanishes after it did some number of draining attacks.',
4147     ignore => [
4148     'material',
4149     'name_pl',
4150     'nrof',
4151     'value',
4152     'unpaid'
4153     ],
4154     import => [
4155     $TYPE{'Monster & NPC'}
4156     ],
4157     name => 'Monster (Grimreaper)',
4158     section => [
4159     [
4160     'grimreaper',
4161     [
4162     [
4163     'value',
4164     {
4165     desc => 'The object vanishes after this number of draining attacks.',
4166     name => 'attacks',
4167     type => 'int'
4168     }
4169     ]
4170     ]
4171     ]
4172     ]
4173     },
4174 root 1.7 'Mood Floor' => {
4175     attr => [
4176     [
4177     'no_pick',
4178 root 1.4 {
4179 root 1.7 type => 'fixed',
4180     value => 1
4181 root 1.4 }
4182     ],
4183     [
4184 root 1.7 'last_sp',
4185     {
4186     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!',
4187     name => 'mood',
4188     type => 'list',
4189     value => $LIST{mood}
4190     }
4191     ],
4192     [
4193     'connected',
4194     {
4195     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!',
4196     name => 'connection',
4197     type => 'int'
4198     }
4199     ],
4200     [
4201     'no_magic',
4202     {
4203     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
4204     name => 'no spells',
4205     type => 'bool'
4206     }
4207     ],
4208     [
4209     'damned',
4210     {
4211     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
4212     name => 'no prayers',
4213     type => 'bool'
4214     }
4215     ]
4216     ],
4217     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.',
4218     ignore => [
4219     $IGNORE_LIST{system_object}
4220     ],
4221     name => 'Mood Floor',
4222     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.)'
4223     },
4224     Mover => {
4225     attr => [
4226     [
4227     'attacktype',
4228     {
4229     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.',
4230     name => 'forced movement',
4231     type => 'bool'
4232     }
4233     ],
4234     [
4235     'maxsp',
4236     {
4237     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.',
4238     name => 'freeze duration',
4239     type => 'int'
4240     }
4241     ],
4242     [
4243     'speed',
4244     {
4245     desc => 'The movement speed value determines how fast a chain of these movers will push a player along (default is -0.2).',
4246     name => 'movement speed',
4247     type => 'float'
4248     }
4249     ],
4250     [
4251     'sp',
4252     {
4253     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.',
4254     name => 'direction',
4255     type => 'list',
4256     value => $LIST{direction}
4257     }
4258     ],
4259     [
4260     'lifesave',
4261     {
4262 root 1.9 desc => 'If enabled, the mover gets "used up" after a certain number of moves (specified by <number of uses>). If disabled, the mover works infinitely.',
4263 root 1.7 name => 'gets used up',
4264     type => 'bool'
4265     }
4266     ],
4267     [
4268     'hp',
4269     {
4270     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).',
4271     name => 'number of uses',
4272     type => 'int'
4273     }
4274     ]
4275     ],
4276     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.',
4277     ignore => [
4278     $IGNORE_LIST{non_pickable}
4279     ],
4280     name => 'Mover',
4281     section => [
4282     [
4283     'targets',
4284     [
4285     [
4286     'level',
4287     {
4288     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.',
4289     name => 'move players',
4290     type => 'bool'
4291     }
4292     ],
4293     [
4294     'walk_on',
4295     {
4296     desc => 'This should always be set.',
4297     name => 'move walking creatures',
4298     type => 'bool'
4299     }
4300     ],
4301     [
4302     'fly_on',
4303     {
4304     desc => 'Move flying creatures enabled means all flying (living) objects will get moved too. If disabled, only walking (non-flying) creatures will get moved.',
4305     name => 'move flying creatures',
4306     type => 'bool'
4307     }
4308     ]
4309     ]
4310     ]
4311     ],
4312     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).'
4313     },
4314     Pedestal => {
4315     attr => [
4316     [
4317     'no_pick',
4318 root 1.4 {
4319 root 1.7 type => 'fixed',
4320     value => 1
4321 root 1.4 }
4322     ],
4323     [
4324 root 1.7 'slaying',
4325 root 1.4 {
4326 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.',
4327     name => 'match race',
4328     type => 'string'
4329 root 1.4 }
4330     ],
4331     [
4332 root 1.7 'connected',
4333 root 1.4 {
4334 root 1.7 desc => 'When the pedestal is triggered, all objects with the same connection value get activated.',
4335     name => 'connection',
4336     type => 'int'
4337 root 1.4 }
4338     ],
4339     [
4340 root 1.7 'walk_on',
4341 root 1.4 {
4342 root 1.7 type => 'fixed',
4343     value => 1
4344 root 1.4 }
4345 root 1.7 ],
4346 root 1.4 [
4347 root 1.7 'walk_off',
4348 root 1.4 {
4349 root 1.7 type => 'fixed',
4350     value => 1
4351 root 1.4 }
4352     ]
4353     ],
4354 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.',
4355     ignore => [
4356     $IGNORE_LIST{non_pickable}
4357     ],
4358 root 1.5 name => 'Pedestal',
4359 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.'
4360     },
4361     Pit => {
4362 root 1.7 attr => [
4363     [
4364     'no_pick',
4365     {
4366     type => 'fixed',
4367     value => 1
4368     }
4369     ],
4370     [
4371     'connected',
4372     {
4373     desc => 'When a <connection> value is set, the pit can be opened/closed by activating the connection.',
4374     name => 'connection',
4375     type => 'int'
4376     }
4377     ],
4378     [
4379     'hp',
4380     {
4381     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!',
4382     name => 'destination X',
4383     type => 'int'
4384     }
4385     ],
4386     [
4387     'sp',
4388     {
4389     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!',
4390     name => 'destination Y',
4391     type => 'int'
4392     }
4393     ],
4394     [
4395     'wc',
4396     {
4397     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.',
4398     name => 'position state',
4399     type => 'int'
4400     }
4401     ],
4402     [
4403     'walk_on',
4404     {
4405     desc => 'If set, all walking creatures will fall into the pit. This does NOT need to be set for closed pits!',
4406     name => 'swallow walking',
4407     type => 'bool'
4408     }
4409     ],
4410     [
4411     'fly_on',
4412     {
4413     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.',
4414     name => 'swallow flying',
4415     type => 'bool'
4416     }
4417     ]
4418     ],
4419 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.',
4420     ignore => [
4421     $IGNORE_LIST{non_pickable}
4422     ],
4423 root 1.5 name => 'Pit',
4424 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.'
4425     },
4426     'Poison Food' => {
4427 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.',
4428     name => 'Poison Food'
4429 root 1.3 },
4430     Potion => {
4431 root 1.7 attr => [
4432     [
4433     'level',
4434     {
4435     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.',
4436     name => 'potion level',
4437     type => 'int'
4438     }
4439     ],
4440     [
4441     'sp',
4442     {
4443     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".',
4444     name => 'spell',
4445     type => 'spell'
4446     }
4447     ],
4448     [
4449     'attacktype',
4450     {
4451     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.',
4452     name => 'special effect',
4453     type => 'list',
4454     value => $LIST{potion_effect}
4455     }
4456     ],
4457     [
4458     'cursed',
4459     {
4460     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 >:)',
4461     name => 'cursed',
4462     type => 'bool'
4463     }
4464     ],
4465     [
4466     'startequip',
4467     {
4468     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4469     name => 'godgiven item',
4470     type => 'bool'
4471     }
4472     ]
4473     ],
4474 root 1.3 desc => 'The player can drink these and gain various kinds of benefits (/penalties) by doing so.',
4475 root 1.5 name => 'Potion',
4476 root 1.4 section => [
4477     [
4478     'stats',
4479 root 1.7 [
4480     [
4481     'Str',
4482     {
4483     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.',
4484     name => 'strength',
4485     type => 'int'
4486     }
4487     ],
4488     [
4489     'Dex',
4490     {
4491     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.',
4492     name => 'dexterity',
4493     type => 'int'
4494     }
4495     ],
4496     [
4497     'Con',
4498     {
4499     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.',
4500     name => 'constitution',
4501     type => 'int'
4502     }
4503     ],
4504     [
4505     'Int',
4506     {
4507     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.',
4508     name => 'intelligence',
4509     type => 'int'
4510     }
4511     ],
4512     [
4513     'Pow',
4514     {
4515     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.',
4516     name => 'power',
4517     type => 'int'
4518     }
4519     ],
4520     [
4521     'Wis',
4522     {
4523     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.',
4524     name => 'wisdom',
4525     type => 'int'
4526     }
4527     ],
4528     [
4529     'Cha',
4530     {
4531     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.',
4532     name => 'charisma',
4533     type => 'int'
4534     }
4535     ]
4536     ]
4537     ],
4538     [
4539     'resistance',
4540     [
4541     [
4542     'resist_physical',
4543     {
4544     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
4545     name => 'resist physical %',
4546     type => 'int'
4547     }
4548     ],
4549     [
4550     'resist_magic',
4551     {
4552     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!',
4553     name => 'resist magic %',
4554     type => 'int'
4555     }
4556     ],
4557     [
4558     'resist_fire',
4559     {
4560     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!',
4561     name => 'resist fire %',
4562     type => 'int'
4563     }
4564     ],
4565     [
4566     'resist_electricity',
4567     {
4568     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!',
4569     name => 'resist electricity %',
4570     type => 'int'
4571     }
4572     ],
4573     [
4574     'resist_cold',
4575     {
4576     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!',
4577     name => 'resist cold %',
4578     type => 'int'
4579     }
4580     ],
4581     [
4582     'resist_acid',
4583     {
4584     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!',
4585     name => 'resist acid %',
4586     type => 'int'
4587     }
4588     ],
4589     [
4590     'resist_confusion',
4591     {
4592     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!',
4593     name => 'resist confusion %',
4594     type => 'int'
4595     }
4596     ],
4597     [
4598     'resist_weaponmagic',
4599     {
4600     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!',
4601     name => 'resist weaponmagic %',
4602     type => 'int'
4603     }
4604     ],
4605     [
4606     'resist_paralyze',
4607     {
4608     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!',
4609     name => 'resist paralyze %',
4610     type => 'int'
4611     }
4612     ],
4613     [
4614     'resist_drain',
4615     {
4616     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!',
4617     name => 'resist draining %',
4618     type => 'int'
4619     }
4620     ],
4621     [
4622     'resist_deplete',
4623     {
4624     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!',
4625     name => 'resist depletion %',
4626     type => 'int'
4627     }
4628     ],
4629     [
4630     'resist_poison',
4631     {
4632     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!',
4633     name => 'resist poison %',
4634     type => 'int'
4635     }
4636     ]
4637     ]
4638     ]
4639     ],
4640     use => 'One potion should never give multiple benefits at once.'
4641     },
4642     'Power Crystal' => {
4643     attr => [
4644     [
4645     'sp',
4646 root 1.4 {
4647 root 1.7 desc => '<initial mana> is the amount of spellpoints that the crystal holds when the map is loaded.',
4648     name => 'initial mana',
4649     type => 'int'
4650 root 1.4 }
4651     ],
4652     [
4653 root 1.7 'maxsp',
4654 root 1.4 {
4655 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.',
4656     name => 'mana capacity',
4657     type => 'int'
4658 root 1.4 }
4659     ]
4660     ],
4661 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.',
4662     name => 'Power Crystal'
4663 root 1.1 },
4664 root 1.3 Projectile => {
4665 root 1.7 attr => [
4666     [
4667     'attacktype',
4668     {
4669     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.',
4670     name => 'attacktype',
4671     type => 'bitmask',
4672     value => $BITMASK{attacktype}
4673     }
4674     ],
4675     [
4676     'race',
4677     {
4678     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>.',
4679     name => 'ammunition class',
4680     type => 'string'
4681     }
4682     ],
4683     [
4684     'slaying',
4685     {
4686     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.',
4687     name => 'slaying race',
4688     type => 'string'
4689     }
4690     ],
4691     [
4692     'dam',
4693     {
4694     desc => 'The projectile <damage> significantly affects the damage done. Damage can be further increased by the shooting weapon\'s attributes.',
4695     name => 'damage',
4696     type => 'int'
4697     }
4698     ],
4699     [
4700     'wc',
4701     {
4702     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.',
4703     name => 'weaponclass',
4704     type => 'int'
4705     }
4706     ],
4707     [
4708     'food',
4709     {
4710     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).',
4711     name => 'chance to break',
4712     type => 'int'
4713     }
4714     ],
4715     [
4716     'magic',
4717     {
4718     desc => 'Magic bonus increases chance to hit and damage a little bit.',
4719     name => 'magic bonus',
4720     type => 'int'
4721     }
4722     ],
4723     [
4724     'unique',
4725     {
4726     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
4727     name => 'unique item',
4728     type => 'bool'
4729     }
4730     ],
4731     [
4732     'startequip',
4733     {
4734     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4735     name => 'godgiven item',
4736     type => 'bool'
4737     }
4738     ],
4739     [
4740     'no_drop',
4741     {
4742     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.',
4743     name => 'don\'t drop',
4744     type => 'bool'
4745     }
4746     ],
4747     [
4748     'msg',
4749     {
4750     desc => 'This text may describe the projectile. This could be nice for very special ones.',
4751     end => 'endmsg',
4752     name => 'description',
4753     type => 'text'
4754     }
4755     ]
4756     ],
4757     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.',
4758     name => 'Projectile',
4759     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.'
4760     },
4761     Ring => {
4762     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.',
4763     import => [
4764     $TYPE{Amulet}
4765     ],
4766     name => 'Ring',
4767     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.'
4768     },
4769     Rod => {
4770     attr => [
4771     [
4772     'sp',
4773     {
4774     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!',
4775     name => 'spell',
4776     type => 'spell'
4777     }
4778     ],
4779     [
4780     'level',
4781     {
4782     desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should be set to something reasonable.',
4783     name => 'casting level',
4784     type => 'int'
4785     }
4786     ],
4787     [
4788     'hp',
4789     {
4790     desc => 'This value represents the initial amount of spellpoints in the rod. Naturally, this is quite unimportant.',
4791     name => 'initial spellpoints',
4792     type => 'int'
4793     }
4794     ],
4795     [
4796     'maxhp',
4797     {
4798     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.',
4799     name => 'max. spellpoints',
4800     type => 'int'
4801     }
4802     ],
4803     [
4804     'startequip',
4805     {
4806     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4807     name => 'godgiven item',
4808     type => 'bool'
4809     }
4810     ],
4811     [
4812     'msg',
4813     {
4814     desc => 'This text may contain a description of the rod.',
4815     end => 'endmsg',
4816     name => 'description',
4817     type => 'text'
4818     }
4819     ]
4820     ],
4821     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.',
4822     ignore => [
4823     'title'
4824     ],
4825     name => 'Rod',
4826     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>'
4827     },
4828     Rune => {
4829     attr => [
4830     [
4831     'no_pick',
4832     {
4833     type => 'fixed',
4834     value => 1
4835     }
4836     ],
4837     [
4838     'walk_on',
4839     {
4840     type => 'fixed',
4841     value => 1
4842     }
4843     ],
4844     [
4845     'level',
4846     {
4847     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.',
4848     name => 'rune level',
4849     type => 'int'
4850     }
4851     ],
4852     [
4853     'Cha',
4854     {
4855     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.',
4856     name => 'visibility',
4857     type => 'int'
4858     }
4859     ],
4860     [
4861     'hp',
4862     {
4863     desc => 'The rune will detonate <number of charges> times before disappearing.',
4864     name => 'number of charges',
4865     type => 'int'
4866     }
4867     ],
4868     [
4869     'dam',
4870     {
4871     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.',
4872     name => 'direct damage',
4873     type => 'int'
4874     }
4875     ],
4876     [
4877     'attacktype',
4878     {
4879     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.',
4880     name => 'attacktype',
4881     type => 'bitmask',
4882     value => $BITMASK{attacktype}
4883     }
4884     ],
4885     [
4886     'msg',
4887     {
4888     desc => 'When the rune detonates, this text is displayed to the victim. For especially powerful runes, create an appropriate thrilling description. ;)',
4889     end => 'endmsg',
4890     name => 'detonation text',
4891     type => 'text'
4892     }
4893     ]
4894 root 1.3 ],
4895     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.',
4896     ignore => [
4897     'no_pick',
4898     'title',
4899     'name_pl',
4900     'weight',
4901     'value',
4902     'material',
4903     'unpaid'
4904     ],
4905 root 1.5 name => 'Rune',
4906 root 1.4 section => [
4907     [
4908     'spellcraft',
4909 root 1.7 [
4910     [
4911     'sp',
4912     {
4913     desc => 'The selected <spell> defines the spell in the rune, if any. (Many runes do direct damage).',
4914     name => 'spell',
4915     type => 'spell'
4916     }
4917     ],
4918     [
4919     'slaying',
4920     {
4921     desc => 'Name of the spell in the rune, if any. <spell name> is optional, but if present, overrides the <spell> setting.',
4922     name => 'spell name',
4923     type => 'string'
4924     }
4925     ],
4926     [
4927     'other_arch',
4928     {
4929     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.',
4930     name => 'spell arch',
4931     type => 'string'
4932     }
4933     ],
4934     [
4935     'maxsp',
4936     {
4937     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.',
4938     name => 'direction',
4939     type => 'list',
4940     value => $LIST{direction}
4941     }
4942     ],
4943     [
4944     'race',
4945     {
4946     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.',
4947     name => 'summon monster',
4948     type => 'string'
4949     }
4950     ],
4951     [
4952     'maxhp',
4953     {
4954     desc => 'This should only be set to a summoning rune. It will then summon that many creatures of the kind <summon monster>.',
4955     name => 'summon amount',
4956     type => 'int'
4957     }
4958     ]
4959     ]
4960 root 1.4 ]
4961     ],
4962 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.'
4963     },
4964     Savebed => {
4965 root 1.7 attr => [
4966     [
4967     'no_pick',
4968     {
4969     type => 'fixed',
4970     value => 1
4971     }
4972     ],
4973     [
4974     'no_magic',
4975     {
4976     type => 'fixed',
4977     value => 1
4978     }
4979     ],
4980     [
4981     'damned',
4982     {
4983     type => 'fixed',
4984     value => 1
4985     }
4986     ]
4987     ],
4988 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.',
4989     ignore => [
4990     $IGNORE_LIST{non_pickable}
4991     ],
4992 root 1.5 name => 'Savebed',
4993 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>'
4994     },
4995     Scroll => {
4996 root 1.7 attr => [
4997     [
4998     'level',
4999     {
5000     desc => 'The spell of the scroll will be casted at this level. This value should always be set, at least to 1.',
5001     name => 'casting level',
5002     type => 'int'
5003     }
5004     ],
5005     [
5006     'sp',
5007     {
5008     desc => 'When a player/monster applies this scroll, the selected <spell> will be casted (once). This should work for any given spell.',
5009     name => 'spell',
5010     type => 'spell'
5011     }
5012     ],
5013     [
5014     'startequip',
5015     {
5016     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5017     name => 'godgiven item',
5018     type => 'bool'
5019     }
5020     ]
5021     ],
5022 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.',
5023     ignore => [
5024     'title'
5025     ],
5026 root 1.5 name => 'Scroll',
5027 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.'
5028     },
5029     Shield => {
5030 root 1.7 attr => [
5031     [
5032     'magic',
5033     {
5034     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.',
5035     name => 'magic bonus',
5036     type => 'int'
5037     }
5038     ]
5039     ],
5040 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.',
5041     import => [
5042     $TYPE{Amulet}
5043     ],
5044 root 1.5 name => 'Shield',
5045 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.'
5046     },
5047     'Shooting Weapon' => {
5048 root 1.7 attr => [
5049     [
5050     'race',
5051     {
5052     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.',
5053     name => 'ammunition class',
5054     type => 'string'
5055     }
5056     ],
5057     [
5058     'sp',
5059     {
5060     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).',
5061     name => 'shooting speed',
5062     type => 'int'
5063     }
5064     ],
5065     [
5066     'dam',
5067     {
5068     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.',
5069     name => 'base damage',
5070     type => 'int'
5071     }
5072     ],
5073     [
5074     'wc',
5075     {
5076     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.',
5077     name => 'weaponclass',
5078     type => 'int'
5079     }
5080     ],
5081     [
5082     'item_power',
5083     {
5084     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>.',
5085     name => 'item power',
5086     type => 'int'
5087     }
5088     ],
5089     [
5090     'no_strength',
5091     {
5092     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.',
5093     name => 'ignore strength',
5094     type => 'bool'
5095     }
5096     ],
5097     [
5098     'damned',
5099     {
5100     desc => 'A damned shooting weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
5101     name => 'damnation',
5102     type => 'bool'
5103     }
5104     ],
5105     [
5106     'cursed',
5107     {
5108     desc => 'A cursed shooting weapon cannot be unwielded unless the curse is removed.',
5109     name => 'curse',
5110     type => 'bool'
5111     }
5112     ],
5113     [
5114     'unique',
5115     {
5116     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5117     name => 'unique item',
5118     type => 'bool'
5119     }
5120     ],
5121     [
5122     'startequip',
5123     {
5124     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5125     name => 'godgiven item',
5126     type => 'bool'
5127     }
5128     ],
5129     [
5130     'msg',
5131     {
5132     desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
5133     end => 'endmsg',
5134     name => 'description',
5135     type => 'text'
5136     }
5137     ]
5138     ],
5139 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.',
5140 root 1.5 name => 'Shooting Weapon',
5141 root 1.4 section => [
5142     [
5143     'stats',
5144 root 1.7 [
5145     [
5146     'Str',
5147     {
5148     desc => 'The player\'s strentgh will rise/fall by the given value while wearing this shooting weapon.',
5149     name => 'strength',
5150     type => 'int'
5151     }
5152     ],
5153     [
5154     'Dex',
5155     {
5156     desc => 'The player\'s dexterity will rise/fall by the given value while wearing this shooting weapon.',
5157     name => 'dexterity',
5158     type => 'int'
5159     }
5160     ],
5161     [
5162     'Con',
5163     {
5164     desc => 'The player\'s constitution will rise/fall by the given value while wearing this shooting weapon.',
5165     name => 'constitution',
5166     type => 'int'
5167     }
5168     ],
5169     [
5170     'Int',
5171     {
5172     desc => 'The player\'s intelligence will rise/fall by the given value while wearing this shooting weapon.',
5173     name => 'intelligence',
5174     type => 'int'
5175     }
5176     ],
5177     [
5178     'Pow',
5179     {
5180     desc => 'The player\'s power will rise/fall by the given value while wearing this shooting weapon.',
5181     name => 'power',
5182     type => 'int'
5183     }
5184     ],
5185     [
5186     'Wis',
5187     {
5188     desc => 'The player\'s wisdom will rise/fall by the given value while wearing this shooting weapon.',
5189     name => 'wisdom',
5190     type => 'int'
5191     }
5192     ],
5193     [
5194     'Cha',
5195     {
5196     desc => 'The player\'s charisma will rise/fall by the given value while wearing this shooting weapon.',
5197     name => 'charisma',
5198     type => 'int'
5199     }
5200     ]
5201     ]
5202     ],
5203     [
5204     'bonus',
5205     [
5206     [
5207     'luck',
5208     {
5209     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.',
5210     name => 'luck bonus',
5211     type => 'int'
5212     }
5213     ],
5214     [
5215     'magic',
5216     {
5217     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.',
5218     name => 'magic bonus',
5219     type => 'int'
5220     }
5221     ]
5222     ]
5223     ]
5224     ],
5225     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.'
5226     },
5227     'Shop Floor' => {
5228     attr => [
5229     [
5230     'is_floor',
5231     {
5232     type => 'fixed',
5233     value => 1
5234     }
5235     ],
5236     [
5237     'no_pick',
5238     {
5239     type => 'fixed',
5240     value => 1
5241     }
5242     ],
5243     [
5244     'no_magic',
5245     {
5246     type => 'fixed',
5247     value => 1
5248     }
5249     ],
5250     [
5251     'auto_apply',
5252 root 1.4 {
5253 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.',
5254     name => 'generate goods',
5255     type => 'bool'
5256 root 1.4 }
5257     ],
5258     [
5259 root 1.7 'randomitems',
5260     {
5261     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.',
5262     name => 'treasurelist',
5263     type => 'treasurelist'
5264     }
5265     ],
5266     [
5267     'exp',
5268     {
5269     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.',
5270     name => 'quality level',
5271     type => 'int'
5272     }
5273     ],
5274     [
5275     'damned',
5276 root 1.4 {
5277 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.)',
5278     name => 'no prayers',
5279     type => 'bool'
5280 root 1.4 }
5281     ]
5282     ],
5283 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).',
5284     ignore => [
5285     $IGNORE_LIST{non_pickable}
5286     ],
5287 root 1.5 name => 'Shop Floor',
5288 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.'
5289     },
5290     'Shop Mat' => {
5291 root 1.7 attr => [
5292     [
5293     'no_pick',
5294     {
5295     type => 'fixed',
5296     value => 1
5297     }
5298     ],
5299     [
5300     'walk_on',
5301     {
5302     desc => 'If set, the player can enter/leave the shop by just walking into the shop mat.',
5303     name => 'apply by walking',
5304     type => 'bool'
5305     }
5306     ],
5307     [
5308     'fly_on',
5309     {
5310     desc => 'If set, the player can enter/leave the shop by "flying" into the shop mat.',
5311     name => 'apply by flying',
5312     type => 'bool'
5313     }
5314     ]
5315     ],
5316 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).',
5317     ignore => [
5318     $IGNORE_LIST{non_pickable}
5319     ],
5320 root 1.5 name => 'Shop Mat',
5321 root 1.3 use => 'As stated above, always place TWO shop mats into your shop. Not more and not less than that.'
5322     },
5323     'Sign & MagicMouth' => {
5324 root 1.7 attr => [
5325     [
5326     'connected',
5327     {
5328     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.',
5329     name => 'connection',
5330     type => 'int'
5331     }
5332     ],
5333     [
5334     'walk_on',
5335     {
5336     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.',
5337     name => 'activate by walking',
5338     type => 'bool'
5339     }
5340     ],
5341     [
5342     'fly_on',
5343     {
5344     desc => 'If set, the player gets the message when flying (=levitating) ontop of the object. Usually this should be set together with walk_on.',
5345     name => 'activate by flying',
5346     type => 'bool'
5347     }
5348     ],
5349     [
5350     'food',
5351     {
5352     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).',
5353     name => 'counter',
5354     type => 'int'
5355     }
5356     ],
5357     [
5358     'msg',
5359     {
5360     desc => 'This text will be displayed to the player.',
5361     end => 'endmsg',
5362     name => 'message',
5363     type => 'text'
5364     }
5365     ]
5366     ],
5367     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).',
5368     ignore => [
5369     $IGNORE_LIST{non_pickable}
5370     ],
5371     name => 'Sign & MagicMouth',
5372     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.'
5373     },
5374     Skill => {
5375     attr => [
5376     [
5377     'invisible',
5378     {
5379     type => 'fixed',
5380     value => 1
5381     }
5382     ],
5383     [
5384     'no_drop',
5385     {
5386     type => 'fixed',
5387     value => 1
5388     }
5389     ],
5390     [
5391     'skill',
5392     {
5393     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.',
5394     name => 'skill name',
5395     type => 'string'
5396     }
5397     ],
5398     [
5399     'expmul',
5400     {
5401     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.',
5402     name => 'exp multiplier',
5403     type => 'float'
5404     }
5405     ],
5406     [
5407     'subtype',
5408     {
5409     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.',
5410     name => 'skill type',
5411     type => 'list',
5412     value => $LIST{skill_type}
5413     }
5414     ],
5415     [
5416     'level',
5417     {
5418     name => 'level',
5419     type => 'int'
5420     }
5421     ],
5422     [
5423     'exp',
5424     {
5425     name => 'experience',
5426     type => 'int'
5427     }
5428     ],
5429     [
5430     'can_use_skill',
5431     {
5432     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.',
5433     name => 'is native skill',
5434     type => 'bool'
5435     }
5436     ]
5437 root 1.3 ],
5438     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.',
5439     ignore => [
5440     $IGNORE_LIST{system_object}
5441     ],
5442 root 1.5 name => 'Skill',
5443 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>'
5444     },
5445     'Skill Scroll' => {
5446 root 1.7 attr => [
5447     [
5448     'race',
5449     {
5450     type => 'fixed',
5451     value => 'scrolls'
5452     }
5453     ],
5454     [
5455     'skill',
5456     {
5457     desc => 'The <skill name> matches the skill object that can be learned from this scroll.',
5458     name => 'skill name',
5459     type => 'string'
5460     }
5461     ]
5462     ],
5463 root 1.3 desc => 'By reading a skill scroll, a player has a chance to learn the contained skill.',
5464 root 1.5 name => 'Skill Scroll',
5465 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.'
5466     },
5467     'Special Key' => {
5468 root 1.7 attr => [
5469     [
5470     'slaying',
5471     {
5472     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.',
5473     name => 'key string',
5474     type => 'string'
5475     }
5476     ],
5477     [
5478     'material',
5479     {
5480     desc => 'For Special Keys, material should always be unset or set to Adamantite. This prevents the key from getting burned or otherwise destroyed.',
5481     name => 'material',
5482     type => 'bitmask',
5483     value => $BITMASK{material}
5484     }
5485     ],
5486     [
5487     'unique',
5488     {
5489     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.',
5490     name => 'unique item',
5491     type => 'bool'
5492     }
5493     ],
5494     [
5495     'startequip',
5496     {
5497     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5498     name => 'godgiven item',
5499     type => 'bool'
5500     }
5501     ],
5502     [
5503     'msg',
5504     {
5505     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.',
5506     end => 'endmsg',
5507     name => 'description',
5508     type => 'text'
5509     }
5510     ]
5511     ],
5512 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.',
5513     ignore => [
5514     'material'
5515     ],
5516 root 1.5 name => 'Special Key',
5517 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".'
5518     },
5519     Spell => {
5520 root 1.7 attr => [
5521     [
5522     'no_drop',
5523     {
5524     type => 'fixed',
5525     value => 1
5526     }
5527     ],
5528     [
5529     'invisible',
5530     {
5531     type => 'fixed',
5532     value => 1
5533     }
5534     ],
5535     [
5536     'skill',
5537     {
5538     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.',
5539     name => 'skill name',
5540     type => 'string'
5541     }
5542     ],
5543     [
5544     'subtype',
5545     {
5546     desc => 'The <spell type> defines the basic type of spell. Some of these types are of a more generic nature than others.',
5547     name => 'spell type',
5548     type => 'list',
5549     value => $LIST{spell_type}
5550     }
5551     ],
5552     [
5553     'level',
5554     {
5555     name => 'spell level',
5556     type => 'int'
5557     }
5558     ],
5559     [
5560     'casting_time',
5561     {
5562     name => 'casting time',
5563     type => 'int'
5564     }
5565     ],
5566     [
5567     'duration',
5568     {
5569     name => 'duration',
5570     type => 'int'
5571     }
5572     ],
5573     [
5574     'other_arch',
5575     {
5576     name => 'create object',
5577     type => 'string'
5578     }
5579     ],
5580     [
5581     'sp',
5582     {
5583     name => 'cost spellpoints',
5584     type => 'int'
5585     }
5586     ],
5587     [
5588     'grace',
5589     {
5590     name => 'cost grace',
5591     type => 'int'
5592     }
5593     ],
5594     [
5595     'maxsp',
5596     {
5597     name => 'double cost per level',
5598     type => 'int'
5599     }
5600     ]
5601     ],
5602 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.',
5603     ignore => [
5604     $IGNORE_LIST{system_object}
5605     ],
5606 root 1.5 name => 'Spell',
5607 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.'
5608     },
5609     Spellbook => {
5610 root 1.7 attr => [
5611     [
5612     'skill',
5613     {
5614     type => 'fixed',
5615     value => 'literacy'
5616     }
5617     ],
5618     [
5619     'randomitems',
5620     {
5621     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.',
5622     name => 'treasurelist',
5623     type => 'treasurelist'
5624     }
5625     ],
5626     [
5627     'startequip',
5628     {
5629     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5630     name => 'godgiven item',
5631     type => 'bool'
5632     }
5633     ],
5634     [
5635     'msg',
5636     {
5637     desc => 'This text may contain a nice description of the spellbook\'s cover or something.',
5638     end => 'endmsg',
5639     name => 'description',
5640     type => 'text'
5641     }
5642     ]
5643     ],
5644 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.',
5645 root 1.5 name => 'Spellbook',
5646 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.'
5647     },
5648     Spinner => {
5649 root 1.7 attr => [
5650     [
5651     'sp',
5652     {
5653     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.',
5654     name => 'direction number',
5655     type => 'int'
5656     }
5657     ],
5658     [
5659     'walk_on',
5660     {
5661     type => 'fixed',
5662     value => 1
5663     }
5664     ],
5665     [
5666     'fly_on',
5667     {
5668     type => 'fixed',
5669     value => 1
5670     }
5671     ]
5672     ],
5673 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.',
5674     ignore => [
5675     $IGNORE_LIST{non_pickable}
5676     ],
5677 root 1.5 name => 'Spinner',
5678 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.'
5679     },
5680     Swamp => {
5681 root 1.7 attr => [
5682     [
5683     'walk_on',
5684     {
5685     type => 'fixed',
5686     value => 1
5687     }
5688     ],
5689     [
5690     'is_floor',
5691     {
5692     type => 'fixed',
5693     value => 1
5694     }
5695     ],
5696     [
5697     'is_wooded',
5698     {
5699     type => 'fixed',
5700     value => 1
5701     }
5702     ],
5703     [
5704     'speed',
5705     {
5706     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.',
5707     name => 'drowning speed',
5708     type => 'float'
5709     }
5710     ],
5711     [
5712     'slow_move',
5713     {
5714     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',
5715     name => 'slow movement',
5716     type => 'int'
5717     }
5718     ],
5719     [
5720     'no_magic',
5721     {
5722     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
5723     name => 'no spells',
5724     type => 'bool'
5725     }
5726     ],
5727     [
5728     'damned',
5729     {
5730     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
5731     name => 'no prayers',
5732     type => 'bool'
5733     }
5734     ]
5735     ],
5736 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.',
5737     ignore => [
5738     $IGNORE_LIST{non_pickable}
5739 root 1.5 ],
5740     name => 'Swamp'
5741 root 1.3 },
5742     Teleporter => {
5743 root 1.7 attr => [
5744     [
5745     'slaying',
5746     {
5747     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.',
5748     name => 'exit path',
5749     type => 'string'
5750     }
5751     ],
5752     [
5753     'hp',
5754     {
5755     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.',
5756     name => 'destination X',
5757     type => 'int'
5758     }
5759     ],
5760     [
5761     'sp',
5762     {
5763     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.',
5764     name => 'destination Y',
5765     type => 'int'
5766     }
5767     ],
5768     [
5769     'connected',
5770     {
5771     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.',
5772     name => 'connection',
5773     type => 'int'
5774     }
5775     ],
5776     [
5777     'speed',
5778     {
5779     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!',
5780     name => 'activation speed',
5781     type => 'float'
5782     }
5783     ]
5784     ],
5785 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.',
5786     ignore => [
5787     $IGNORE_LIST{non_pickable}
5788     ],
5789 root 1.5 name => 'Teleporter',
5790 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.'
5791     },
5792 root 1.8 'Timed Gate' => {
5793     attr => [
5794     [
5795     'no_pick',
5796     {
5797     type => 'fixed',
5798     value => 1
5799     }
5800     ],
5801     [
5802     'connected',
5803     {
5804     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.',
5805     name => 'connection',
5806     type => 'int'
5807     }
5808     ],
5809     [
5810     'wc',
5811     {
5812     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.',
5813     name => 'position state',
5814     type => 'int'
5815     }
5816     ],
5817     [
5818     'no_pass',
5819     {
5820     desc => 'For open gates, <blocking passage> should be unset. For closed gates it must be set.',
5821     name => 'blocking passage',
5822     type => 'bool'
5823     }
5824     ],
5825     [
5826     'no_magic',
5827     {
5828     desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
5829     name => 'restrict spells',
5830     type => 'bool'
5831     }
5832     ],
5833     [
5834     'damned',
5835     {
5836     desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
5837     name => 'restrict prayers',
5838     type => 'bool'
5839     }
5840     ],
5841     [
5842     'hp',
5843     {
5844     desc => 'Defines the duration the gate remains closed. This only takes effect if the gate is not connected.',
5845     name => 'open duration',
5846     type => 'int'
5847     }
5848     ]
5849     ],
5850     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.',
5851     ignore => [
5852     $IGNORE_LIST{non_pickable}
5853     ],
5854     name => 'Timed Gate',
5855     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".'
5856     },
5857 root 1.3 Trap => {
5858 root 1.7 attr => [
5859     [
5860     'no_pick',
5861     {
5862     type => 'fixed',
5863     value => 1
5864     }
5865     ],
5866     [
5867     'walk_on',
5868     {
5869     type => 'fixed',
5870     value => 1
5871     }
5872     ],
5873     [
5874     'level',
5875     {
5876     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.',
5877     name => 'trap level',
5878     type => 'int'
5879     }
5880     ],
5881     [
5882     'Cha',
5883     {
5884     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.',
5885     name => 'visibility',
5886     type => 'int'
5887     }
5888     ],
5889     [
5890     'hp',
5891     {
5892     desc => 'The trap will detonate <number of charges> times before disappearing.',
5893     name => 'number of charges',
5894     type => 'int'
5895     }
5896     ],
5897     [
5898     'dam',
5899     {
5900     desc => '<direct damage> specifies how much damage is done by the trap. This should be set in reasonable relation to the trap\'s level.',
5901     name => 'direct damage',
5902     type => 'int'
5903     }
5904     ],
5905     [
5906     'attacktype',
5907     {
5908     desc => 'This attribute defines what attacktype to use for direct damage when the trap detonates.',
5909     name => 'attacktype',
5910     type => 'bitmask',
5911     value => $BITMASK{attacktype}
5912     }
5913     ],
5914     [
5915     'connected',
5916     {
5917     desc => 'When the trap is detonated, all objects with the same connection value get activated.',
5918     name => 'connection',
5919     type => 'int'
5920     }
5921     ],
5922     [
5923     'msg',
5924     {
5925     desc => 'When the trap detonates, this text is displayed to the victim. For especially powerful or complex traps, create an appropriate and thrilling description. ;)',
5926     end => 'endmsg',
5927     name => 'detonation text',
5928     type => 'text'
5929     }
5930     ]
5931     ],
5932 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.',
5933     ignore => [
5934     'no_pick',
5935     'title',
5936     'name_pl',
5937     'weight',
5938     'value',
5939     'material',
5940     'unpaid'
5941     ],
5942 root 1.5 name => 'Trap',
5943 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.'
5944     },
5945     Trapdoor => {
5946 root 1.7 attr => [
5947     [
5948     'no_pick',
5949     {
5950     type => 'fixed',
5951     value => 1
5952     }
5953     ],
5954     [
5955     'walk_on',
5956     {
5957     type => 'fixed',
5958     value => 1
5959     }
5960     ],
5961     [
5962     'weight',
5963     {
5964     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.',
5965     name => 'hold weight',
5966     type => 'int'
5967     }
5968     ],
5969     [
5970     'hp',
5971     {
5972     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!',
5973     name => 'destination X',
5974     type => 'int'
5975     }
5976     ],
5977     [
5978     'sp',
5979     {
5980     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!',
5981     name => 'destination Y',
5982     type => 'int'
5983     }
5984     ]
5985     ],
5986 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.',
5987     ignore => [
5988     $IGNORE_LIST{non_pickable}
5989     ],
5990 root 1.5 name => 'Trapdoor',
5991 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.'
5992     },
5993     Treasure => {
5994 root 1.7 attr => [
5995     [
5996     'randomitems',
5997     {
5998     desc => 'This entry determines what kind of treasure will appear. Look into /crossfire/share/crossfire/treasures for details about existing treasurelists.',
5999     name => 'treasurelist',
6000     type => 'treasurelist'
6001     }
6002     ],
6003     [
6004     'auto_apply',
6005     {
6006     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.',
6007     name => 'auto-generate',
6008     type => 'bool'
6009     }
6010     ],
6011     [
6012     'hp',
6013     {
6014     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.',
6015     name => 'create number',
6016     type => 'int'
6017     }
6018     ],
6019     [
6020     'exp',
6021     {
6022     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).',
6023     name => 'quality level',
6024     type => 'int'
6025     }
6026     ]
6027     ],
6028 root 1.3 desc => 'A treasure-object turns into certain randomitems when the map is loaded into the game.',
6029     ignore => [
6030     'nrof',
6031     'title',
6032     'name_pl',
6033     'weight',
6034     'value',
6035     'material'
6036     ],
6037 root 1.5 name => 'Treasure',
6038 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.'
6039     },
6040     'Trigger Marker' => {
6041 root 1.7 attr => [
6042     [
6043     'no_pick',
6044     {
6045     type => 'fixed',
6046     value => 1
6047     }
6048     ],
6049     [
6050     'slaying',
6051     {
6052     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.',
6053     name => 'key string',
6054     type => 'string'
6055     }
6056     ],
6057     [
6058     'connected',
6059     {
6060     desc => 'Unlike a regular marker this is the connection that triggers this marker to activate.',
6061     name => 'connection',
6062     type => 'int'
6063     }
6064     ],
6065     [
6066     'food',
6067     {
6068     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.',
6069     name => 'mark duration',
6070     type => 'int'
6071     }
6072     ],
6073     [
6074     'name',
6075     {
6076     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.',
6077     name => 'delete mark',
6078     type => 'string'
6079     }
6080     ],
6081     [
6082     'msg',
6083     {
6084     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.',
6085     end => 'endmsg',
6086     name => 'marking message',
6087     type => 'text'
6088     }
6089     ]
6090     ],
6091 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.',
6092     ignore => [
6093     $IGNORE_LIST{system_object}
6094     ],
6095 root 1.5 name => 'Trigger Marker',
6096 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.'
6097     },
6098     Wall => {
6099 root 1.7 attr => [
6100     [
6101     'no_pass',
6102     {
6103     desc => 'If set, the object cannot be passed by players nor monsters.',
6104     name => 'blocking passage',
6105     type => 'bool'
6106     }
6107     ],
6108     [
6109     'can_roll',
6110     {
6111     desc => 'If set, the object is able to "roll", so it can be pushed around. This setting is used for boulders and barrels.',
6112     name => 'moveable',
6113     type => 'bool'
6114     }
6115     ],
6116     [
6117     'no_magic',
6118     {
6119     desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
6120     name => 'restrict spells',
6121     type => 'bool'
6122     }
6123     ],
6124     [
6125     'damned',
6126     {
6127     desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
6128     name => 'restrict prayers',
6129     type => 'bool'
6130     }
6131     ]
6132     ],
6133 root 1.3 desc => 'Walls usually block passage and sight.',
6134     ignore => [
6135     'nrof',
6136     'title',
6137     'name_pl',
6138     'value',
6139     'unpaid'
6140     ],
6141 root 1.5 name => 'Wall',
6142 root 1.3 required => {
6143     alive => 0,
6144     is_floor => 0,
6145     no_pass => 1
6146     }
6147     },
6148     'Wand & Staff' => {
6149 root 1.7 attr => [
6150     [
6151     'sp',
6152     {
6153     desc => 'The <spell> specifies the contained spell.',
6154     name => 'spell',
6155     type => 'spell'
6156     }
6157     ],
6158     [
6159     'level',
6160     {
6161     desc => 'The <casting level> of the wand determines it\'s power. An average level for wands in shops is about 10.',
6162     name => 'casting level',
6163     type => 'int'
6164     }
6165     ],
6166     [
6167     'food',
6168     {
6169     desc => 'The wand can be used <number of charges> times before it is used up. It can be recharged with scrolls of charging.',
6170     name => 'number of charges',
6171     type => 'int'
6172     }
6173     ],
6174     [
6175     'startequip',
6176     {
6177     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6178     name => 'godgiven item',
6179     type => 'bool'
6180     }
6181     ],
6182     [
6183     'msg',
6184     {
6185     desc => 'This text may contain a description of the wand.',
6186     end => 'endmsg',
6187     name => 'description',
6188     type => 'text'
6189     }
6190     ]
6191     ],
6192 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.',
6193 root 1.5 name => 'Wand & Staff',
6194 root 1.9 use => 'Wands are quite seldomly used. The reason prolly is that they\'re generally not cost-efficient. Handing out high-level wands with powerful special spells isn\'t a good idea either, because of the recharge ability. <br><br> For low levels, staffs of healing/cure and word of recall are quite desirable though. Ideal rewards for low level quests.'
6195 root 1.3 },
6196     'Weak Wall' => {
6197 root 1.7 attr => [
6198     [
6199     'alive',
6200     {
6201     type => 'fixed',
6202     value => 1
6203     }
6204     ],
6205     [
6206     'no_pick',
6207     {
6208     type => 'fixed',
6209     value => 1
6210     }
6211     ],
6212     [
6213     'tear_down',
6214     {
6215     type => 'fixed',
6216     value => 1
6217     }
6218     ],
6219     [
6220     'race',
6221     {
6222     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.',
6223     name => 'race',
6224     type => 'string'
6225     }
6226     ],
6227     [
6228     'level',
6229     {
6230     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.',
6231     name => 'level',
6232     type => 'int'
6233     }
6234     ],
6235     [
6236     'hp',
6237     {
6238     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.',
6239     name => 'health points',
6240     type => 'int'
6241     }
6242     ],
6243     [
6244     'maxhp',
6245     {
6246     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.',
6247     name => 'max health',
6248     type => 'int'
6249     }
6250     ],
6251     [
6252     'ac',
6253     {
6254     desc => 'Weak walls of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
6255     name => 'armour class',
6256     type => 'int'
6257     }
6258     ]
6259     ],
6260 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.',
6261     ignore => [
6262     $IGNORE_LIST{non_pickable}
6263     ],
6264 root 1.5 name => 'Weak Wall',
6265 root 1.3 required => {
6266     alive => 1,
6267     is_floor => 0,
6268     tear_down => 1
6269     },
6270 root 1.4 section => [
6271     [
6272     'resistance',
6273 root 1.7 [
6274     [
6275     'resist_physical',
6276     {
6277     name => 'resist physical %',
6278     type => 'int'
6279     }
6280     ],
6281     [
6282     'resist_magic',
6283     {
6284     name => 'resist magic %',
6285     type => 'int'
6286     }
6287     ],
6288     [
6289     'resist_fire',
6290     {
6291     name => 'resist fire %',
6292     type => 'int'
6293     }
6294     ],
6295     [
6296     'resist_electricity',
6297     {
6298     name => 'resist electricity %',
6299     type => 'int'
6300     }
6301     ],
6302     [
6303     'resist_cold',
6304     {
6305     name => 'resist cold %',
6306     type => 'int'
6307     }
6308     ],
6309     [
6310     'resist_confusion',
6311     {
6312     name => 'resist confusion %',
6313     type => 'int'
6314     }
6315     ],
6316     [
6317     'resist_acid',
6318     {
6319     name => 'resist acid %',
6320     type => 'int'
6321     }
6322     ],
6323     [
6324     'resist_drain',
6325     {
6326     name => 'resist draining %',
6327     type => 'int'
6328     }
6329     ],
6330     [
6331     'resist_weaponmagic',
6332     {
6333     name => 'resist weaponmagic %',
6334     type => 'int'
6335     }
6336     ],
6337     [
6338     'resist_ghosthit',
6339     {
6340     name => 'resist ghosthit %',
6341     type => 'int'
6342     }
6343     ],
6344     [
6345     'resist_poison',
6346     {
6347     name => 'resist poison %',
6348     type => 'int'
6349     }
6350     ],
6351     [
6352     'resist_slow',
6353     {
6354     name => 'resist slow %',
6355     type => 'int'
6356     }
6357     ],
6358     [
6359     'resist_paralyze',
6360     {
6361     name => 'resist paralyze %',
6362     type => 'int'
6363     }
6364     ],
6365     [
6366     'resist_fear',
6367     {
6368     name => 'resist fear %',
6369     type => 'int'
6370     }
6371     ],
6372     [
6373     'resist_deplete',
6374     {
6375     name => 'resist depletion %',
6376     type => 'int'
6377     }
6378     ],
6379     [
6380     'resist_turn_undead',
6381     {
6382     name => 'resist turn undead %',
6383     type => 'int'
6384     }
6385     ],
6386     [
6387     'resist_death',
6388     {
6389     name => 'resist death-attack %',
6390     type => 'int'
6391     }
6392     ],
6393     [
6394     'resist_chaos',
6395     {
6396     name => 'resist chaos %',
6397     type => 'int'
6398     }
6399     ],
6400     [
6401     'resist_blind',
6402     {
6403     name => 'resist blinding %',
6404     type => 'int'
6405     }
6406     ],
6407     [
6408     'resist_holyword',
6409     {
6410     name => 'resist holy power %',
6411     type => 'int'
6412     }
6413     ],
6414     [
6415     'resist_godpower',
6416     {
6417     name => 'resist godpower %',
6418     type => 'int'
6419     }
6420     ]
6421     ]
6422 root 1.4 ]
6423     ],
6424 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.'
6425     },
6426     Weapon => {
6427 root 1.7 attr => [
6428     [
6429     'attacktype',
6430     {
6431     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.',
6432     name => 'attacktype',
6433     type => 'bitmask',
6434     value => $BITMASK{attacktype}
6435     }
6436     ],
6437     [
6438     'weapontype',
6439     {
6440     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.',
6441     name => 'weapontype',
6442     type => 'list',
6443     value => $LIST{weapon_type}
6444     }
6445     ],
6446     [
6447     'skill',
6448     {
6449     desc => 'Matching <skill name> of the skill that is required to use this weapon.',
6450     name => 'skill name',
6451     type => 'string'
6452     }
6453     ],
6454     [
6455     'dam',
6456     {
6457     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.',
6458     name => 'damage',
6459     type => 'int'
6460     }
6461     ],
6462     [
6463     'slaying',
6464     {
6465     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.',
6466     name => 'slaying race',
6467     type => 'string'
6468     }
6469     ],
6470     [
6471     'last_sp',
6472     {
6473     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.',
6474     name => 'weapon speed',
6475     type => 'int'
6476     }
6477     ],
6478     [
6479     'wc',
6480     {
6481     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.',
6482     name => 'weapon class',
6483     type => 'int'
6484     }
6485     ],
6486     [
6487     'magic',
6488     {
6489     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.',
6490     name => 'magic bonus',
6491     type => 'int'
6492     }
6493     ],
6494     [
6495     'item_power',
6496     {
6497     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>.',
6498     name => 'item power',
6499     type => 'int'
6500     }
6501     ],
6502     [
6503     'damned',
6504     {
6505     desc => 'A damned weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
6506     name => 'damnation',
6507     type => 'bool'
6508     }
6509     ],
6510     [
6511     'cursed',
6512     {
6513     desc => 'A cursed weapon cannot be unwielded unless the curse is removed.',
6514     name => 'curse',
6515     type => 'bool'
6516     }
6517     ],
6518     [
6519     'lifesave',
6520     {
6521 root 1.9 desc => 'An item with this flag enabled will save the players life for one time: When the player is wearing this item and his health points reach zero, the item disappears, replenishing half of the player\'s health. An item with <save life> should not have any decent additional bonuses!',
6522 root 1.7 name => 'save life',
6523     type => 'bool'
6524     }
6525     ],
6526     [
6527     'unique',
6528     {
6529     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
6530     name => 'unique item',
6531     type => 'bool'
6532     }
6533     ],
6534     [
6535     'startequip',
6536     {
6537     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6538     name => 'godgiven item',
6539     type => 'bool'
6540     }
6541     ],
6542     [
6543     'msg',
6544     {
6545     desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
6546     end => 'endmsg',
6547     name => 'description',
6548     type => 'text'
6549     }
6550     ]
6551     ],
6552 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.',
6553 root 1.5 name => 'Weapon',
6554 root 1.4 section => [
6555     [
6556     'resistance',
6557 root 1.7 [
6558     [
6559     'resist_physical',
6560     {
6561     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.',
6562     name => 'resist physical %',
6563     type => 'int'
6564     }
6565     ],
6566     [
6567     'resist_magic',
6568     {
6569     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.',
6570     name => 'resist magic %',
6571     type => 'int'
6572     }
6573     ],
6574     [
6575     'resist_fire',
6576     {
6577     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.',
6578     name => 'resist fire %',
6579     type => 'int'
6580     }
6581     ],
6582     [
6583     'resist_electricity',
6584     {
6585     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.',
6586     name => 'resist electricity %',
6587     type => 'int'
6588     }
6589     ],
6590     [
6591     'resist_cold',
6592     {
6593     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.',
6594     name => 'resist cold %',
6595     type => 'int'
6596     }
6597     ],
6598     [
6599     'resist_confusion',
6600     {
6601     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).',
6602     name => 'resist confusion %',
6603     type => 'int'
6604     }
6605     ],
6606     [
6607     'resist_acid',
6608     {
6609     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.',
6610     name => 'resist acid %',
6611     type => 'int'
6612     }
6613     ],
6614     [
6615     'resist_drain',
6616     {
6617     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).',
6618     name => 'resist draining %',
6619     type => 'int'
6620     }
6621     ],
6622     [
6623     'resist_weaponmagic',
6624     {
6625     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.',
6626     name => 'resist weaponmagic %',
6627     type => 'int'
6628     }
6629     ],
6630     [
6631     'resist_ghosthit',
6632     {
6633     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.',
6634     name => 'resist ghosthit %',
6635     type => 'int'
6636     }
6637     ],
6638     [
6639     'resist_poison',
6640     {
6641     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.',
6642     name => 'resist poison %',
6643     type => 'int'
6644     }
6645     ],
6646     [
6647     'resist_slow',
6648     {
6649     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.',
6650     name => 'resist slow %',
6651     type => 'int'
6652     }
6653     ],
6654     [
6655     'resist_paralyze',
6656     {
6657     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).',
6658     name => 'resist paralyze %',
6659     type => 'int'
6660     }
6661     ],
6662     [
6663     'resist_fear',
6664     {
6665     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.',
6666     name => 'resist fear %',
6667     type => 'int'
6668     }
6669     ],
6670     [
6671     'resist_deplete',
6672     {
6673     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).',
6674     name => 'resist depletion %',
6675     type => 'int'
6676     }
6677     ],
6678     [
6679     'resist_death',
6680     {
6681     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!',
6682     name => 'resist death-attack %',
6683     type => 'int'
6684     }
6685     ],
6686     [
6687     'resist_chaos',
6688     {
6689     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.',
6690     name => 'resist chaos %',
6691     type => 'int'
6692     }
6693     ],
6694     [
6695     'resist_blind',
6696     {
6697     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.',
6698     name => 'resist blinding %',
6699     type => 'int'
6700     }
6701     ],
6702     [
6703     'resist_holyword',
6704     {
6705     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.',
6706     name => 'resist holy power %',
6707     type => 'int'
6708     }
6709     ]
6710     ]
6711 root 1.4 ],
6712     [
6713     'stats',
6714 root 1.7 [
6715     [
6716     'Str',
6717     {
6718     desc => 'The player\'s strentgh will rise/fall by the given value while wearing this weapon.',
6719     name => 'strength',
6720     type => 'int'
6721     }
6722     ],
6723     [
6724     'Dex',
6725     {
6726     desc => 'The player\'s dexterity will rise/fall by the given value while wearing this weapon.',
6727     name => 'dexterity',
6728     type => 'int'
6729     }
6730     ],
6731     [
6732     'Con',
6733     {
6734     desc => 'The player\'s constitution will rise/fall by the given value while wearing this weapon.',
6735     name => 'constitution',
6736     type => 'int'
6737     }
6738     ],
6739     [
6740     'Int',
6741     {
6742     desc => 'The player\'s intelligence will rise/fall by the given value while wearing this weapon.',
6743     name => 'intelligence',
6744     type => 'int'
6745     }
6746     ],
6747     [
6748     'Pow',
6749     {
6750     desc => 'The player\'s power will rise/fall by the given value while wearing this weapon.',
6751     name => 'power',
6752     type => 'int'
6753     }
6754     ],
6755     [
6756     'Wis',
6757     {
6758     desc => 'The player\'s wisdom will rise/fall by the given value while wearing this weapon.',
6759     name => 'wisdom',
6760     type => 'int'
6761     }
6762     ],
6763     [
6764     'Cha',
6765     {
6766     desc => 'The player\'s charisma will rise/fall by the given value while wearing this weapon.',
6767     name => 'charisma',
6768     type => 'int'
6769     }
6770     ]
6771     ]
6772 root 1.4 ],
6773     [
6774     'misc',
6775 root 1.7 [
6776     [
6777     'luck',
6778     {
6779     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.',
6780     name => 'luck bonus',
6781     type => 'int'
6782     }
6783     ],
6784     [
6785     'hp',
6786     {
6787     desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
6788     name => 'health regen.',
6789     type => 'int'
6790     }
6791     ],
6792     [
6793     'sp',
6794     {
6795     desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
6796     name => 'mana regen.',
6797     type => 'int'
6798     }
6799     ],
6800     [
6801     'grace',
6802     {
6803     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!!',
6804     name => 'grace regen.',
6805     type => 'int'
6806     }
6807     ],
6808     [
6809     'food',
6810     {
6811     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.',
6812     name => 'food bonus',
6813     type => 'int'
6814     }
6815     ],
6816     [
6817     'xrays',
6818     {
6819 root 1.9 desc => 'Xray vision allows the player to see through obstacles in a two-square-wide radius. This is extremely helpful and desirable, so don\'t give it away for cheap on equipment.',
6820 root 1.7 name => 'xray vision',
6821     type => 'bool'
6822     }
6823     ],
6824     [
6825     'stealth',
6826     {
6827     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)',
6828     name => 'stealth',
6829     type => 'bool'
6830     }
6831     ],
6832     [
6833     'reflect_spell',
6834     {
6835     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!',
6836     name => 'reflect spells',
6837     type => 'bool'
6838     }
6839     ],
6840     [
6841     'reflect_missile',
6842     {
6843     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.',
6844     name => 'reflect missiles',
6845     type => 'bool'
6846     }
6847     ],
6848     [
6849     'path_attuned',
6850     {
6851     desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this weapon.',
6852     name => 'attuned paths',
6853     type => 'bitmask',
6854     value => $BITMASK{spellpath}
6855     }
6856     ],
6857     [
6858     'path_repelled',
6859     {
6860     desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this weapon.',
6861     name => 'repelled paths',
6862     type => 'bitmask',
6863     value => $BITMASK{spellpath}
6864     }
6865     ],
6866     [
6867     'path_denied',
6868     {
6869     desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this weapon.',
6870     name => 'denied paths',
6871     type => 'bitmask',
6872     value => $BITMASK{spellpath}
6873     }
6874     ]
6875     ]
6876 root 1.4 ]
6877     ],
6878 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.'
6879 root 1.1 }
6880     );
6881    
6882 root 1.3 our @ATTR0 = (
6883     $TYPE{Floor},
6884     $TYPE{'Monster & NPC'},
6885     $TYPE{Wall},
6886     $TYPE{'Weak Wall'}
6887     );
6888    
6889     our %ATTR = (
6890     3 => $TYPE{Rod},
6891     4 => $TYPE{Treasure},
6892     5 => $TYPE{Potion},
6893     6 => $TYPE{Food},
6894     7 => $TYPE{'Poison Food'},
6895     8 => $TYPE{Book},
6896     9 => $TYPE{Clock},
6897     13 => $TYPE{Projectile},
6898     14 => $TYPE{'Shooting Weapon'},
6899     15 => $TYPE{Weapon},
6900     16 => $TYPE{'Brestplate Armour'},
6901     17 => $TYPE{Pedestal},
6902     18 => $TYPE{Altar},
6903     20 => $TYPE{'Locked Door'},
6904     21 => $TYPE{'Special Key'},
6905 root 1.9 23 => $TYPE{Door},
6906     24 => $TYPE{Key},
6907 root 1.8 26 => $TYPE{'Timed Gate'},
6908 root 1.3 27 => $TYPE{'Handle Trigger'},
6909 root 1.9 28 => $TYPE{'Monster (Grimreaper)'},
6910 root 1.3 29 => $TYPE{'Magic Ear'},
6911 root 1.9 30 => $TYPE{'Button Trigger'},
6912 root 1.3 31 => $TYPE{'Altar Trigger'},
6913     33 => $TYPE{Shield},
6914     34 => $TYPE{Helmet},
6915     35 => $TYPE{Horn},
6916     36 => $TYPE{Money},
6917 root 1.9 37 => $TYPE{'Class Changer'},
6918 root 1.3 39 => $TYPE{Amulet},
6919     40 => $TYPE{Mover},
6920     41 => $TYPE{Teleporter},
6921     42 => $TYPE{Creator},
6922     43 => $TYPE{Skill},
6923     51 => $TYPE{Detector},
6924     52 => $TYPE{'Trigger Marker'},
6925     55 => $TYPE{Marker},
6926     56 => $TYPE{'Holy Altar'},
6927     58 => $TYPE{Battleground},
6928     60 => $TYPE{Jewel},
6929     62 => $TYPE{'Magic Wall'},
6930     64 => $TYPE{'Inventory Checker'},
6931     65 => $TYPE{'Mood Floor'},
6932     66 => $TYPE{Exit},
6933     67 => $TYPE{'Floor (Encounter)'},
6934     68 => $TYPE{'Shop Floor'},
6935     69 => $TYPE{'Shop Mat'},
6936     70 => $TYPE{Ring},
6937     72 => $TYPE{Flesh},
6938     73 => $TYPE{Inorganic},
6939     83 => $TYPE{Duplicator},
6940     85 => $TYPE{Spellbook},
6941     87 => $TYPE{Cloak},
6942     88 => $TYPE{'Hazard Floor'},
6943     90 => $TYPE{Spinner},
6944     91 => $TYPE{Gate},
6945     92 => $TYPE{Button},
6946     93 => $TYPE{Handle},
6947     94 => $TYPE{Pit},
6948     95 => $TYPE{Trapdoor},
6949     98 => $TYPE{'Sign & MagicMouth'},
6950     99 => $TYPE{Boots},
6951     100 => $TYPE{Gloves},
6952     101 => $TYPE{Spell},
6953     103 => $TYPE{Converter},
6954     104 => $TYPE{Bracers},
6955     106 => $TYPE{Savebed},
6956     109 => $TYPE{'Wand & Staff'},
6957     110 => $TYPE{Ability},
6958     111 => $TYPE{Scroll},
6959     112 => $TYPE{Director},
6960     113 => $TYPE{Girdle},
6961     122 => $TYPE{Container},
6962     130 => $TYPE{'Skill Scroll'},
6963     138 => $TYPE{Swamp},
6964     154 => $TYPE{Rune},
6965     155 => $TYPE{Trap},
6966     156 => $TYPE{'Power Crystal'},
6967 root 1.8 158 => $TYPE{Disease},
6968     163 => $TYPE{'Item Transformer'}
6969 root 1.1 );
6970    
6971 root 1.3 our %TYPENAME = (
6972     0 => '*NONE*',
6973     1 => 'PLAYER',
6974 root 1.9 2 => 'TRANSPORT',
6975 root 1.3 3 => 'ROD',
6976     4 => 'TREASURE',
6977     5 => 'POTION',
6978     6 => 'FOOD',
6979     7 => 'POISON',
6980     8 => 'BOOK',
6981     9 => 'CLOCK',
6982     12 => 'LIGHTNING',
6983     13 => 'ARROW',
6984     14 => 'BOW',
6985     15 => 'WEAPON',
6986     16 => 'ARMOUR',
6987     17 => 'PEDESTAL',
6988     18 => 'ALTAR',
6989     20 => 'LOCKED_DOOR',
6990     21 => 'SPECIAL_KEY',
6991     22 => 'MAP',
6992     23 => 'DOOR',
6993     24 => 'KEY',
6994     26 => 'TIMED_GATE',
6995     27 => 'TRIGGER',
6996     28 => 'GRIMREAPER',
6997     29 => 'MAGIC_EAR',
6998     30 => 'TRIGGER_BUTTON',
6999     31 => 'TRIGGER_ALTAR',
7000     32 => 'TRIGGER_PEDESTAL',
7001     33 => 'SHIELD',
7002     34 => 'HELMET',
7003     35 => 'HORN',
7004     36 => 'MONEY',
7005     37 => 'CLASS',
7006     38 => 'GRAVESTONE',
7007     39 => 'AMULET',
7008     40 => 'PLAYERMOVER',
7009     41 => 'TELEPORTER',
7010     42 => 'CREATOR',
7011     43 => 'SKILL',
7012     44 => 'EXPERIENCE',
7013     45 => 'EARTHWALL',
7014     46 => 'GOLEM',
7015     48 => 'THROWN_OBJ',
7016     49 => 'BLINDNESS',
7017     50 => 'GOD',
7018     51 => 'DETECTOR',
7019     52 => 'TRIGGER_MARKER',
7020     53 => 'DEAD_OBJECT',
7021     54 => 'DRINK',
7022     55 => 'MARKER',
7023     56 => 'HOLY_ALTAR',
7024     57 => 'PLAYER_CHANGER',
7025     58 => 'BATTLEGROUND',
7026     59 => 'PEACEMAKER',
7027     60 => 'GEM',
7028     62 => 'FIREWALL',
7029     63 => 'ANVIL',
7030     64 => 'CHECK_INV',
7031     65 => 'MOOD_FLOOR',
7032     66 => 'EXIT',
7033     67 => 'ENCOUNTER',
7034     68 => 'SHOP_FLOOR',
7035     69 => 'SHOP_MAT',
7036     70 => 'RING',
7037     71 => 'FLOOR',
7038     72 => 'FLESH',
7039     73 => 'INORGANIC',
7040     74 => 'SKILL_TOOL',
7041     75 => 'LIGHTER',
7042     76 => 'TRAP_PART',
7043     77 => 'WALL',
7044     78 => 'LIGHT_SOURCE',
7045     79 => 'MISC_OBJECT',
7046     80 => 'MONSTER',
7047     81 => 'SPAWN_GENERATOR',
7048     82 => 'LAMP',
7049     83 => 'DUPLICATOR',
7050     84 => 'TOOL',
7051     85 => 'SPELLBOOK',
7052     86 => 'BUILDFAC',
7053     87 => 'CLOAK',
7054     90 => 'SPINNER',
7055     91 => 'GATE',
7056     92 => 'BUTTON',
7057     93 => 'CF_HANDLE',
7058     94 => 'HOLE',
7059     95 => 'TRAPDOOR',
7060     98 => 'SIGN',
7061     99 => 'BOOTS',
7062     100 => 'GLOVES',
7063     101 => 'SPELL',
7064     102 => 'SPELL_EFFECT',
7065     103 => 'CONVERTER',
7066     104 => 'BRACERS',
7067     105 => 'POISONING',
7068     106 => 'SAVEBED',
7069     107 => 'POISONCLOUD',
7070     108 => 'FIREHOLES',
7071     109 => 'WAND',
7072     111 => 'SCROLL',
7073     112 => 'DIRECTOR',
7074     113 => 'GIRDLE',
7075     114 => 'FORCE',
7076     115 => 'POTION_EFFECT',
7077     121 => 'CLOSE_CON',
7078     122 => 'CONTAINER',
7079     123 => 'ARMOUR_IMPROVER',
7080     124 => 'WEAPON_IMPROVER',
7081     130 => 'SKILLSCROLL',
7082     138 => 'DEEP_SWAMP',
7083     139 => 'IDENTIFY_ALTAR',
7084     150 => 'MENU',
7085     154 => 'RUNE',
7086     155 => 'TRAP',
7087     156 => 'POWER_CRYSTAL',
7088     157 => 'CORPSE',
7089     158 => 'DISEASE',
7090     159 => 'SYMPTOM',
7091     160 => 'BUILDER',
7092 root 1.9 161 => 'MATERIAL',
7093     162 => 'GPS',
7094     163 => 'ITEM_TRANSFORMER',
7095     164 => 'QUEST'
7096 root 1.1 );
7097    
7098     our %SPELL = (
7099 root 1.3 0 => 'magic bullet',
7100     1 => 'small fireball',
7101     2 => 'medium fireball',
7102     3 => 'large fireball',
7103     4 => 'burning hands',
7104     5 => 'small lightning',
7105     6 => 'large lightning',
7106     7 => 'magic missile',
7107     8 => 'create bomb',
7108     9 => 'summon golem',
7109     10 => 'summon fire elemental',
7110     11 => 'summon earth elemental',
7111     12 => 'summon water elemental',
7112     13 => 'summon air elemental',
7113     14 => 'dimension door',
7114     15 => 'create earth wall',
7115     16 => 'paralyze',
7116     17 => 'icestorm',
7117     18 => 'magic mapping',
7118     19 => 'turn undead',
7119     20 => 'fear',
7120     21 => 'poison cloud',
7121     22 => 'wonder',
7122     23 => 'destruction',
7123     24 => 'perceive self',
7124     25 => 'word of recall',
7125     26 => 'invisible',
7126     27 => 'invisible to undead',
7127     28 => 'probe',
7128     29 => 'large bullet',
7129     30 => 'improved invisibility',
7130     31 => 'holy word',
7131     32 => 'minor healing',
7132     33 => 'medium healing',
7133     34 => 'major healing',
7134     35 => 'heal',
7135     36 => 'create food',
7136     37 => 'earth to dust',
7137     38 => 'armour',
7138     39 => 'strength',
7139     40 => 'dexterity',
7140     41 => 'constitution',
7141     42 => 'charisma',
7142     43 => 'create fire wall',
7143     44 => 'create frost wall',
7144     45 => 'protection from cold',
7145     46 => 'protection from electricity',
7146     47 => 'protection from fire',
7147     48 => 'protection from poison',
7148     49 => 'protection from slow',
7149     50 => 'protection from paralysis',
7150     51 => 'protection from draining',
7151     52 => 'protection from magic',
7152     53 => 'protection from attack',
7153     54 => 'levitate',
7154     55 => 'small speedball',
7155     56 => 'large speedball',
7156     57 => 'hellfire',
7157     58 => 'dragonbreath',
7158     59 => 'large icestorm',
7159     60 => 'charging',
7160     61 => 'polymorph',
7161     62 => 'cancellation',
7162     63 => 'confusion',
7163     64 => 'mass confusion',
7164     65 => 'summon pet monster',
7165     66 => 'slow',
7166     67 => 'regenerate spellpoints',
7167     68 => 'cure poison',
7168     69 => 'protection from confusion',
7169     70 => 'protection from cancellation',
7170     71 => 'protection from depletion',
7171     72 => 'alchemy',
7172     73 => 'remove curse',
7173     74 => 'remove damnation',
7174     75 => 'identify',
7175     76 => 'detect magic',
7176     77 => 'detect monster',
7177     78 => 'detect evil',
7178     79 => 'detect curse',
7179     80 => 'heroism',
7180     81 => 'aggravation',
7181     82 => 'firebolt',
7182     83 => 'frostbolt',
7183     84 => 'shockwave',
7184     85 => 'color spray',
7185     86 => 'haste',
7186     87 => 'face of death',
7187     88 => 'ball lightning',
7188     89 => 'meteor swarm',
7189     90 => 'comet',
7190     91 => 'mystic fist',
7191     92 => 'raise dead',
7192     93 => 'resurrection',
7193     94 => 'reincarnation',
7194     95 => 'immunity to cold',
7195     96 => 'immunity to electricity',
7196     97 => 'immunity to fire',
7197     98 => 'immunity to poison',
7198     99 => 'immunity to slow',
7199     100 => 'immunity to paralysis',
7200     101 => 'immunity to draining',
7201     102 => 'immunity to magic',
7202     103 => 'immunity to attack',
7203     104 => 'invulnerability',
7204     105 => 'defense',
7205     106 => 'rune of fire',
7206     107 => 'rune of frost',
7207     108 => 'rune of shocking',
7208     109 => 'rune of blasting',
7209     110 => 'rune of death',
7210     111 => 'marking rune',
7211     112 => 'build director',
7212     113 => 'create pool of chaos',
7213     114 => 'build bullet wall',
7214     115 => 'build lightning wall',
7215     116 => 'build fireball wall',
7216     117 => 'magic rune',
7217     118 => 'rune of magic drain',
7218     119 => 'antimagic rune',
7219     120 => 'rune of transferrence',
7220     121 => 'transferrence',
7221     122 => 'magic drain',
7222     123 => 'counterspell',
7223     124 => 'disarm',
7224     125 => 'cure confusion',
7225     126 => 'restoration',
7226     127 => 'summon evil monster',
7227     128 => 'counterwall',
7228     129 => 'cause light wounds',
7229     130 => 'cause medium wounds',
7230     131 => 'cause serious wounds',
7231     132 => 'charm monsters',
7232     133 => 'banishment',
7233     134 => 'create missile',
7234     135 => 'show invisible',
7235     136 => 'xray',
7236     137 => 'pacify',
7237     138 => 'summon fog',
7238     139 => 'steambolt',
7239     140 => 'command undead',
7240     141 => 'holy orb',
7241     142 => 'summon avatar',
7242     143 => 'holy possession',
7243     144 => 'bless',
7244     145 => 'curse',
7245     146 => 'regeneration',
7246     147 => 'consecrate',
7247     148 => 'summon cult monsters',
7248     149 => 'cause critical wounds',
7249     150 => 'holy wrath',
7250     151 => 'retributive strike',
7251     152 => 'finger of death',
7252     153 => 'insect plague',
7253     154 => 'call holy servant',
7254     155 => 'wall of thorns',
7255     156 => 'staff to snake',
7256     157 => 'light',
7257     158 => 'darkness',
7258     159 => 'nightfall',
7259     160 => 'daylight',
7260     161 => 'sunspear',
7261     162 => 'faery fire',
7262     163 => 'cure blindness',
7263     164 => 'dark vision',
7264     165 => 'bullet swarm',
7265     166 => 'bullet storm',
7266     167 => 'cause many wounds',
7267     168 => 'small snowstorm',
7268     169 => 'medium snowstorm',
7269     170 => 'large snowstorm',
7270     171 => 'cure disease',
7271     172 => 'cause red death',
7272     173 => 'cause flu',
7273     174 => 'cause black death',
7274     175 => 'cause leprosy',
7275     176 => 'cause smallpox',
7276     177 => 'cause white death',
7277     178 => 'cause anthrax',
7278     179 => 'cause typhoid',
7279     180 => 'mana blast',
7280     181 => 'small manaball',
7281     182 => 'medium manaball',
7282     183 => 'large manaball',
7283     184 => 'mana bolt',
7284     185 => 'dancing sword',
7285     186 => 'animate weapon',
7286     187 => 'cause cold',
7287     188 => 'divine shock',
7288     189 => 'windstorm',
7289     190 => 'sanctuary',
7290     191 => 'peace',
7291     192 => 'spiderweb',
7292     193 => 'conflict',
7293     194 => 'rage',
7294     195 => 'forked lightning',
7295     196 => 'poison fog',
7296     197 => 'flaming aura',
7297     198 => 'vitriol',
7298     199 => 'vitriol splash',
7299     200 => 'ironwood skin',
7300     201 => 'wrathful eye',
7301     202 => 'town portal',
7302     203 => 'missile swarm',
7303     204 => 'cause rabies',
7304     205 => 'glyph'
7305 root 1.1 );
7306    
7307    
7308     =head1 AUTHOR
7309    
7310     Marc Lehmann <schmorp.de>
7311     http://home.schmorp.de/
7312    
7313     The source files are part of the CFJavaEditor.
7314    
7315     =cut
7316    
7317     1