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/cvs/deliantra/Deliantra/Deliantra/Data.pm
(Generate patch)

Comparing deliantra/Deliantra/Deliantra/Data.pm (file contents):
Revision 1.13 by root, Thu Mar 16 22:16:06 2006 UTC vs.
Revision 1.14 by root, Mon Mar 20 03:31:45 2006 UTC

57 9 => 'Liquid', 57 9 => 'Liquid',
58 10 => 'Soft Metal', 58 10 => 'Soft Metal',
59 11 => 'Bone', 59 11 => 'Bone',
60 12 => 'Ice', 60 12 => 'Ice',
61 13 => '(supress name on display)' 61 13 => '(supress name on display)'
62 },
63 movement_type => {
64 0 => 'Walk',
65 1 => 'Fly Low',
66 2 => 'Fly High',
67 3 => 'Swim',
68 4 => 'Boat'
62 }, 69 },
63 pick_up => { 70 pick_up => {
64 0 => 'Nothing', 71 0 => 'Nothing',
65 1 => 'Wealth', 72 1 => 'Wealth',
66 2 => 'Food', 73 2 => 'Food',
455 type => 'fixed', 462 type => 'fixed',
456 value => 1 463 value => 1
457 } 464 }
458 ], 465 ],
459 [ 466 [
460 'walk_on', 467 'move_on',
461 { 468 {
469 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
470 name => 'movement type',
462 type => 'fixed', 471 type => 'bitmask',
463 value => 1 472 value => $BITMASK{movement_type}
464 } 473 }
465 ], 474 ],
466 [ 475 [
467 'slaying', 476 'slaying',
468 { 477 {
567 name => 'ignore reset', 576 name => 'ignore reset',
568 type => 'bool' 577 type => 'bool'
569 } 578 }
570 ], 579 ],
571 [ 580 [
572 'walk_on', 581 'move_on',
573 { 582 {
583 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
584 name => 'movement type',
574 type => 'fixed', 585 type => 'bitmask',
575 value => 1 586 value => $BITMASK{movement_type}
576 } 587 }
577 ], 588 ],
578 [ 589 [
579 'msg', 590 'msg',
580 { 591 {
971 name => 'reflect missiles', 982 name => 'reflect missiles',
972 type => 'bool' 983 type => 'bool'
973 } 984 }
974 ], 985 ],
975 [ 986 [
976 'flying', 987 'move_type',
977 { 988 {
978 desc => 'As soon as the player applies a piece of equipment with <levitate> set, the player will start to float in the air.', 989 desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
979 name => 'levitate', 990 name => 'movement type',
980 type => 'bool' 991 type => 'bitmask',
992 value => $BITMASK{movement_type}
981 } 993 }
982 ], 994 ],
983 [ 995 [
984 'path_attuned', 996 'path_attuned',
985 { 997 {
1084 desc => 'This is the text that appears "written" in the book.', 1096 desc => 'This is the text that appears "written" in the book.',
1085 end => 'endmsg', 1097 end => 'endmsg',
1086 name => 'book content', 1098 name => 'book content',
1087 type => 'text' 1099 type => 'text'
1088 } 1100 }
1101 ],
1102 [
1103 'slaying',
1104 {
1105 desc => 'This is the key string of the book. The key string is checked by an inventory checker. (This is used eg. for the gate/port passes in scorn)',
1106 name => 'key string',
1107 type => 'string'
1108 }
1089 ] 1109 ]
1090 ], 1110 ],
1091 desc => 'Applying a book, the containing message is displayed to the player.', 1111 desc => 'Applying a book, the containing message is displayed to the player.',
1092 name => 'Book' 1112 name => 'Book'
1093 }, 1113 },
1170 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.' 1190 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1171 }, 1191 },
1172 Button => { 1192 Button => {
1173 attr => [ 1193 attr => [
1174 [ 1194 [
1175 'walk_on', 1195 'move_on',
1176 { 1196 {
1197 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
1198 name => 'movement type',
1177 type => 'fixed', 1199 type => 'bitmask',
1178 value => 1 1200 value => $BITMASK{movement_type}
1179 } 1201 }
1180 ],
1181 [ 1202 ],
1182 'walk_off', 1203 [
1204 'move_off',
1183 { 1205 {
1206 desc => 'Which movement types deactivate this object (e.g. button).',
1207 name => 'movement type',
1184 type => 'fixed', 1208 type => 'bitmask',
1185 value => 1 1209 value => $BITMASK{movement_type}
1186 } 1210 }
1187 ], 1211 ],
1188 [ 1212 [
1189 'no_pick', 1213 'no_pick',
1190 { 1214 {
1606 type => 'list', 1630 type => 'list',
1607 value => $LIST{direction} 1631 value => $LIST{direction}
1608 } 1632 }
1609 ], 1633 ],
1610 [ 1634 [
1611 'walk_on', 1635 'move_on',
1612 { 1636 {
1637 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
1638 name => 'movement type',
1613 type => 'fixed', 1639 type => 'bitmask',
1614 value => 1 1640 value => $BITMASK{movement_type}
1615 }
1616 ],
1617 [
1618 'fly_on',
1619 {
1620 type => 'fixed',
1621 value => 1
1622 } 1641 }
1623 ] 1642 ]
1624 ], 1643 ],
1625 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.', 1644 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.',
1626 ignore => [ 1645 ignore => [
1888 type => 'fixed', 1907 type => 'fixed',
1889 value => 1 1908 value => 1
1890 } 1909 }
1891 ], 1910 ],
1892 [ 1911 [
1893 'no_pass', 1912 'move_block',
1894 { 1913 {
1895 desc => 'If set, a player must defeat the door to enter.', 1914 desc => 'Objects using these movement types cannot move over this space.',
1896 name => 'blocking passage', 1915 name => 'blocked movement',
1916 type => 'bitmask',
1917 value => $BITMASK{movement_type}
1918 }
1919 ],
1920 [
1921 'move_allow',
1922 {
1923 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
1924 name => 'allowed movement',
1925 type => 'bitmask',
1926 value => $BITMASK{movement_type}
1927 }
1928 ],
1929 [
1930 'move_slow',
1931 {
1932 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
1933 name => 'slowed movement',
1934 type => 'bitmask',
1935 value => $BITMASK{movement_type}
1936 }
1937 ],
1938 [
1939 'move_slow_penalty',
1940 {
1941 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
1942 name => 'slow movement penalty',
1897 type => 'bool' 1943 type => 'int'
1898 } 1944 }
1899 ], 1945 ],
1900 [ 1946 [
1901 'hp', 1947 'hp',
1902 { 1948 {
2034 name => 'destination Y', 2080 name => 'destination Y',
2035 type => 'int' 2081 type => 'int'
2036 } 2082 }
2037 ], 2083 ],
2038 [ 2084 [
2039 'walk_on', 2085 'move_on',
2040 { 2086 {
2041 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.', 2087 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2042 name => 'apply by walking', 2088 name => 'movement type',
2043 type => 'bool' 2089 type => 'bitmask',
2044 } 2090 value => $BITMASK{movement_type}
2045 ],
2046 [
2047 'fly_on',
2048 {
2049 desc => 'If set, the player will apply the exit by "flying into it". Flying means the player is levitating. E.g. wearing levitation boots.',
2050 name => 'apply by flying',
2051 type => 'bool'
2052 } 2091 }
2053 ], 2092 ],
2054 [ 2093 [
2055 'msg', 2094 'msg',
2056 { 2095 {
2279 [ 2318 [
2280 'no_pick', 2319 'no_pick',
2281 { 2320 {
2282 type => 'fixed', 2321 type => 'fixed',
2283 value => 1 2322 value => 1
2284 }
2285 ],
2286 [
2287 'no_pass',
2288 {
2289 desc => 'If set, the object cannot be passed by players nor monsters.',
2290 name => 'blocking passage',
2291 type => 'bool'
2292 } 2323 }
2293 ], 2324 ],
2294 [ 2325 [
2295 'no_magic', 2326 'no_magic',
2296 { 2327 {
2337 section => [ 2368 section => [
2338 [ 2369 [
2339 'terrain', 2370 'terrain',
2340 [ 2371 [
2341 [ 2372 [
2342 'slow_move', 2373 'move_block',
2374 {
2375 desc => 'Objects using these movement types cannot move over this space.',
2376 name => 'blocked movement',
2377 type => 'bitmask',
2378 value => $BITMASK{movement_type}
2343 { 2379 }
2344 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 ],
2381 [
2382 'move_allow',
2383 {
2384 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2385 name => 'allowed movement',
2386 type => 'bitmask',
2387 value => $BITMASK{movement_type}
2388 }
2389 ],
2390 [
2391 'move_slow',
2392 {
2393 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2345 name => 'slow movement', 2394 name => 'slowed movement',
2395 type => 'bitmask',
2396 value => $BITMASK{movement_type}
2397 }
2398 ],
2399 [
2400 'move_slow_penalty',
2401 {
2402 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
2403 name => 'slow movement penalty',
2346 type => 'int' 2404 type => 'int'
2347 } 2405 }
2348 ], 2406 ],
2349 [ 2407 [
2350 'is_wooded', 2408 'is_wooded',
2378 [ 2436 [
2379 'no_pick', 2437 'no_pick',
2380 { 2438 {
2381 type => 'fixed', 2439 type => 'fixed',
2382 value => 1 2440 value => 1
2383 }
2384 ],
2385 [
2386 'no_pass',
2387 {
2388 desc => 'If set, the object cannot be passed by players nor monsters.',
2389 name => 'blocking passage',
2390 type => 'bool'
2391 } 2441 }
2392 ], 2442 ],
2393 [ 2443 [
2394 'no_magic', 2444 'no_magic',
2395 { 2445 {
2432 section => [ 2482 section => [
2433 [ 2483 [
2434 'terrain', 2484 'terrain',
2435 [ 2485 [
2436 [ 2486 [
2437 'slow_move', 2487 'move_block',
2488 {
2489 desc => 'Objects using these movement types cannot move over this space.',
2490 name => 'blocked movement',
2491 type => 'bitmask',
2492 value => $BITMASK{movement_type}
2438 { 2493 }
2439 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)', 2494 ],
2495 [
2496 'move_allow',
2497 {
2498 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2499 name => 'allowed movement',
2500 type => 'bitmask',
2501 value => $BITMASK{movement_type}
2502 }
2503 ],
2504 [
2505 'move_slow',
2506 {
2507 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2440 name => 'slow movement', 2508 name => 'slowed movement',
2509 type => 'bitmask',
2510 value => $BITMASK{movement_type}
2511 }
2512 ],
2513 [
2514 'move_slow_penalty',
2515 {
2516 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
2517 name => 'slow movement penalty',
2441 type => 'int' 2518 type => 'int'
2442 } 2519 }
2443 ], 2520 ],
2444 [ 2521 [
2445 'is_wooded', 2522 'is_wooded',
2507 name => 'position state', 2584 name => 'position state',
2508 type => 'int' 2585 type => 'int'
2509 } 2586 }
2510 ], 2587 ],
2511 [ 2588 [
2512 'no_pass', 2589 'move_block',
2513 { 2590 {
2514 desc => 'For open gates, <blocking passage> should be unset. For closed gates it must be set.', 2591 desc => 'Objects using these movement types cannot move over this space.',
2515 name => 'blocking passage', 2592 name => 'blocked movement',
2593 type => 'bitmask',
2594 value => $BITMASK{movement_type}
2595 }
2596 ],
2597 [
2598 'move_allow',
2599 {
2600 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2601 name => 'allowed movement',
2602 type => 'bitmask',
2603 value => $BITMASK{movement_type}
2604 }
2605 ],
2606 [
2607 'move_slow',
2608 {
2609 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2610 name => 'slowed movement',
2611 type => 'bitmask',
2612 value => $BITMASK{movement_type}
2613 }
2614 ],
2615 [
2616 'move_slow_penalty',
2617 {
2618 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
2619 name => 'slow movement penalty',
2516 type => 'bool' 2620 type => 'int'
2517 } 2621 }
2518 ], 2622 ],
2519 [ 2623 [
2520 'no_magic', 2624 'no_magic',
2521 { 2625 {
2636 type => 'fixed', 2740 type => 'fixed',
2637 value => 1 2741 value => 1
2638 } 2742 }
2639 ], 2743 ],
2640 [ 2744 [
2641 'walk_on', 2745 'move_on',
2642 { 2746 {
2747 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2748 name => 'movement type',
2643 type => 'fixed', 2749 type => 'bitmask',
2644 value => 1 2750 value => $BITMASK{movement_type}
2645 } 2751 }
2646 ], 2752 ],
2647 [ 2753 [
2648 'no_pick', 2754 'no_pick',
2649 { 2755 {
2720 section => [ 2826 section => [
2721 [ 2827 [
2722 'terrain', 2828 'terrain',
2723 [ 2829 [
2724 [ 2830 [
2725 'slow_move', 2831 'move_block',
2832 {
2833 desc => 'Objects using these movement types cannot move over this space.',
2834 name => 'blocked movement',
2835 type => 'bitmask',
2836 value => $BITMASK{movement_type}
2726 { 2837 }
2727 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)', 2838 ],
2839 [
2840 'move_allow',
2841 {
2842 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2843 name => 'allowed movement',
2844 type => 'bitmask',
2845 value => $BITMASK{movement_type}
2846 }
2847 ],
2848 [
2849 'move_slow',
2850 {
2851 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2728 name => 'slow movement', 2852 name => 'slowed movement',
2853 type => 'bitmask',
2854 value => $BITMASK{movement_type}
2855 }
2856 ],
2857 [
2858 'move_slow_penalty',
2859 {
2860 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
2861 name => 'slow movement penalty',
2729 type => 'int' 2862 type => 'int'
2730 } 2863 }
2731 ], 2864 ],
2732 [ 2865 [
2733 'is_wooded', 2866 'is_wooded',
3011 name => 'connection', 3144 name => 'connection',
3012 type => 'int' 3145 type => 'int'
3013 } 3146 }
3014 ], 3147 ],
3015 [ 3148 [
3016 'no_pass', 3149 'move_block',
3017 { 3150 {
3018 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.', 3151 desc => 'Objects using these movement types cannot move over this space.',
3019 name => 'blocking passage', 3152 name => 'blocked movement',
3153 type => 'bitmask',
3154 value => $BITMASK{movement_type}
3155 }
3156 ],
3157 [
3158 'move_allow',
3159 {
3160 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3161 name => 'allowed movement',
3162 type => 'bitmask',
3163 value => $BITMASK{movement_type}
3164 }
3165 ],
3166 [
3167 'move_slow',
3168 {
3169 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3170 name => 'slowed movement',
3171 type => 'bitmask',
3172 value => $BITMASK{movement_type}
3173 }
3174 ],
3175 [
3176 'move_slow_penalty',
3177 {
3178 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
3179 name => 'slow movement penalty',
3020 type => 'bool' 3180 type => 'int'
3021 } 3181 }
3022 ], 3182 ],
3023 [ 3183 [
3024 'last_heal', 3184 'last_heal',
3025 { 3185 {
3027 name => 'remove match', 3187 name => 'remove match',
3028 type => 'bool' 3188 type => 'bool'
3029 } 3189 }
3030 ] 3190 ]
3031 ], 3191 ],
3032 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.', 3192 desc => 'Inventory checkers passively check the players inventory for a specific object. You can set a connected value that is triggered either if that object is present or missing (-&gt; "last_sp") when a player walks over the inv. checker. A valid option is to remove the matching object (usually not recommended, see "last_heal"). <br><br> Alternatively, you can set your inv. checker to block all players that do/don\'t carry the matching object. <br><br> As you can see, inv. checkers are quite powerful, holding a great variety of possibilities.',
3033 ignore => [ 3193 ignore => [
3034 $IGNORE_LIST{system_object} 3194 $IGNORE_LIST{system_object}
3035 ], 3195 ],
3036 name => 'Inventory Checker', 3196 name => 'Inventory Checker',
3037 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.' 3197 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.'
3113 name => 'Key' 3273 name => 'Key'
3114 }, 3274 },
3115 'Locked Door' => { 3275 'Locked Door' => {
3116 attr => [ 3276 attr => [
3117 [ 3277 [
3118 'no_pass', 3278 'move_type',
3119 { 3279 {
3120 type => 'fixed', 3280 type => 'fixed',
3121 value => 1 3281 value => 0
3122 } 3282 }
3123 ], 3283 ],
3124 [ 3284 [
3125 'no_pick', 3285 'no_pick',
3126 { 3286 {
3245 type => 'list', 3405 type => 'list',
3246 value => $LIST{direction} 3406 value => $LIST{direction}
3247 } 3407 }
3248 ], 3408 ],
3249 [ 3409 [
3250 'no_pass', 3410 'move_block',
3251 { 3411 {
3252 desc => 'If set, the object cannot be passed by players nor monsters.', 3412 desc => 'Objects using these movement types cannot move over this space.',
3253 name => 'blocking passage', 3413 name => 'blocked movement',
3414 type => 'bitmask',
3415 value => $BITMASK{movement_type}
3416 }
3417 ],
3418 [
3419 'move_allow',
3420 {
3421 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3422 name => 'allowed movement',
3423 type => 'bitmask',
3424 value => $BITMASK{movement_type}
3425 }
3426 ],
3427 [
3428 'move_slow',
3429 {
3430 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3431 name => 'slowed movement',
3432 type => 'bitmask',
3433 value => $BITMASK{movement_type}
3434 }
3435 ],
3436 [
3437 'move_slow_penalty',
3438 {
3439 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
3440 name => 'slow movement penalty',
3254 type => 'bool' 3441 type => 'int'
3255 } 3442 }
3256 ] 3443 ]
3257 ], 3444 ],
3258 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.', 3445 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.',
3259 ignore => [ 3446 ignore => [
3520 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.' 3707 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.'
3521 }, 3708 },
3522 Misc => { 3709 Misc => {
3523 attr => [ 3710 attr => [
3524 [ 3711 [
3525 'no_pass', 3712 'move_block',
3526 { 3713 {
3527 desc => 'If set, the object cannot be passed by players nor monsters.', 3714 desc => 'Objects using these movement types cannot move over this space.',
3528 name => 'blocking passage', 3715 name => 'blocked movement',
3716 type => 'bitmask',
3717 value => $BITMASK{movement_type}
3718 }
3719 ],
3720 [
3721 'move_allow',
3722 {
3723 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3724 name => 'allowed movement',
3725 type => 'bitmask',
3726 value => $BITMASK{movement_type}
3727 }
3728 ],
3729 [
3730 'move_slow',
3731 {
3732 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3733 name => 'slowed movement',
3734 type => 'bitmask',
3735 value => $BITMASK{movement_type}
3736 }
3737 ],
3738 [
3739 'move_slow_penalty',
3740 {
3741 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
3742 name => 'slow movement penalty',
3529 type => 'bool' 3743 type => 'int'
3530 } 3744 }
3531 ], 3745 ],
3532 [ 3746 [
3533 'cursed', 3747 'cursed',
3534 { 3748 {
3661 name => 'template generation', 3875 name => 'template generation',
3662 type => 'bool' 3876 type => 'bool'
3663 } 3877 }
3664 ], 3878 ],
3665 [ 3879 [
3666 'flying', 3880 'move_type',
3667 { 3881 {
3668 desc => 'Flying monsters won\'t get slowed down in rough terrain and they won\'t be affected by movers.', 3882 desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
3669 name => 'flying', 3883 name => 'movement type',
3670 type => 'bool' 3884 type => 'bitmask',
3885 value => $BITMASK{movement_type}
3671 } 3886 }
3672 ], 3887 ],
3673 [ 3888 [
3674 'undead', 3889 'undead',
3675 { 3890 {
4349 name => 'move players', 4564 name => 'move players',
4350 type => 'bool' 4565 type => 'bool'
4351 } 4566 }
4352 ], 4567 ],
4353 [ 4568 [
4354 'walk_on', 4569 'move_on',
4355 {
4356 desc => 'This should always be set.',
4357 name => 'move walking creatures',
4358 type => 'bool'
4359 } 4570 {
4360 ], 4571 desc => 'Which movement types activate the mover.',
4361 [ 4572 name => 'movement type',
4362 'fly_on', 4573 type => 'movement_type'
4363 {
4364 desc => 'Move flying creatures enabled means all flying (living) objects will get moved too. If disabled, only walking (non-flying) creatures will get moved.',
4365 name => 'move flying creatures',
4366 type => 'bool'
4367 } 4574 }
4368 ] 4575 ]
4369 ] 4576 ]
4370 ] 4577 ]
4371 ], 4578 ],
4395 name => 'connection', 4602 name => 'connection',
4396 type => 'int' 4603 type => 'int'
4397 } 4604 }
4398 ], 4605 ],
4399 [ 4606 [
4400 'walk_on', 4607 'move_on',
4401 { 4608 {
4609 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
4610 name => 'movement type',
4402 type => 'fixed', 4611 type => 'bitmask',
4403 value => 1 4612 value => $BITMASK{movement_type}
4404 }
4405 ],
4406 [
4407 'walk_off',
4408 {
4409 type => 'fixed',
4410 value => 1
4411 } 4613 }
4412 ] 4614 ]
4413 ], 4615 ],
4414 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.', 4616 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.',
4415 ignore => [ 4617 ignore => [
4458 name => 'position state', 4660 name => 'position state',
4459 type => 'int' 4661 type => 'int'
4460 } 4662 }
4461 ], 4663 ],
4462 [ 4664 [
4463 'walk_on', 4665 'move_on',
4464 { 4666 {
4465 desc => 'If set, all walking creatures will fall into the pit. This does NOT need to be set for closed pits!', 4667 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
4466 name => 'swallow walking', 4668 name => 'movement type',
4467 type => 'bool' 4669 type => 'bitmask',
4468 } 4670 value => $BITMASK{movement_type}
4469 ],
4470 [
4471 'fly_on',
4472 {
4473 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.',
4474 name => 'swallow flying',
4475 type => 'bool'
4476 } 4671 }
4477 ] 4672 ]
4478 ], 4673 ],
4479 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.', 4674 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.',
4480 ignore => [ 4675 ignore => [
4893 type => 'fixed', 5088 type => 'fixed',
4894 value => 1 5089 value => 1
4895 } 5090 }
4896 ], 5091 ],
4897 [ 5092 [
4898 'walk_on', 5093 'move_on',
4899 { 5094 {
5095 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5096 name => 'movement type',
4900 type => 'fixed', 5097 type => 'bitmask',
4901 value => 1 5098 value => $BITMASK{movement_type}
4902 } 5099 }
4903 ], 5100 ],
4904 [ 5101 [
4905 'level', 5102 'level',
4906 { 5103 {
5355 type => 'fixed', 5552 type => 'fixed',
5356 value => 1 5553 value => 1
5357 } 5554 }
5358 ], 5555 ],
5359 [ 5556 [
5360 'walk_on', 5557 'move_on',
5361 { 5558 {
5362 desc => 'If set, the player can enter/leave the shop by just walking into the shop mat.', 5559 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5363 name => 'apply by walking', 5560 name => 'movement type',
5364 type => 'bool' 5561 type => 'bitmask',
5365 } 5562 value => $BITMASK{movement_type}
5366 ],
5367 [
5368 'fly_on',
5369 {
5370 desc => 'If set, the player can enter/leave the shop by "flying" into the shop mat.',
5371 name => 'apply by flying',
5372 type => 'bool'
5373 } 5563 }
5374 ] 5564 ]
5375 ], 5565 ],
5376 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).', 5566 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).',
5377 ignore => [ 5567 ignore => [
5389 name => 'connection', 5579 name => 'connection',
5390 type => 'int' 5580 type => 'int'
5391 } 5581 }
5392 ], 5582 ],
5393 [ 5583 [
5394 'walk_on', 5584 'move_on',
5395 { 5585 {
5396 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.', 5586 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5397 name => 'activate by walking', 5587 name => 'movement type',
5398 type => 'bool' 5588 type => 'bitmask',
5399 } 5589 value => $BITMASK{movement_type}
5400 ],
5401 [
5402 'fly_on',
5403 {
5404 desc => 'If set, the player gets the message when flying (=levitating) ontop of the object. Usually this should be set together with walk_on.',
5405 name => 'activate by flying',
5406 type => 'bool'
5407 } 5590 }
5408 ], 5591 ],
5409 [ 5592 [
5410 'food', 5593 'food',
5411 { 5594 {
5714 name => 'direction number', 5897 name => 'direction number',
5715 type => 'int' 5898 type => 'int'
5716 } 5899 }
5717 ], 5900 ],
5718 [ 5901 [
5719 'walk_on', 5902 'move_on',
5720 { 5903 {
5904 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5905 name => 'movement type',
5721 type => 'fixed', 5906 type => 'bitmask',
5722 value => 1 5907 value => $BITMASK{movement_type}
5723 }
5724 ],
5725 [
5726 'fly_on',
5727 {
5728 type => 'fixed',
5729 value => 1
5730 } 5908 }
5731 ] 5909 ]
5732 ], 5910 ],
5733 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.', 5911 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.',
5734 ignore => [ 5912 ignore => [
5738 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.' 5916 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.'
5739 }, 5917 },
5740 Swamp => { 5918 Swamp => {
5741 attr => [ 5919 attr => [
5742 [ 5920 [
5743 'walk_on',
5744 {
5745 type => 'fixed',
5746 value => 1
5747 }
5748 ],
5749 [
5750 'is_floor', 5921 'is_floor',
5751 { 5922 {
5752 type => 'fixed', 5923 type => 'fixed',
5753 value => 1 5924 value => 1
5754 } 5925 }
5767 name => 'drowning speed', 5938 name => 'drowning speed',
5768 type => 'float' 5939 type => 'float'
5769 } 5940 }
5770 ], 5941 ],
5771 [ 5942 [
5772 'slow_move', 5943 'move_on',
5773 { 5944 {
5774 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', 5945 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5946 name => 'movement type',
5947 type => 'bitmask',
5948 value => $BITMASK{movement_type}
5949 }
5950 ],
5951 [
5952 'move_block',
5953 {
5954 desc => 'Objects using these movement types cannot move over this space.',
5955 name => 'blocked movement',
5956 type => 'bitmask',
5957 value => $BITMASK{movement_type}
5958 }
5959 ],
5960 [
5961 'move_allow',
5962 {
5963 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
5964 name => 'allowed movement',
5965 type => 'bitmask',
5966 value => $BITMASK{movement_type}
5967 }
5968 ],
5969 [
5970 'move_slow',
5971 {
5972 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
5775 name => 'slow movement', 5973 name => 'slowed movement',
5974 type => 'bitmask',
5975 value => $BITMASK{movement_type}
5976 }
5977 ],
5978 [
5979 'move_slow_penalty',
5980 {
5981 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
5982 name => 'slow movement penalty',
5776 type => 'int' 5983 type => 'int'
5777 } 5984 }
5778 ], 5985 ],
5779 [ 5986 [
5780 'no_magic', 5987 'no_magic',
5873 name => 'position state', 6080 name => 'position state',
5874 type => 'int' 6081 type => 'int'
5875 } 6082 }
5876 ], 6083 ],
5877 [ 6084 [
5878 'no_pass', 6085 'move_block',
5879 { 6086 {
5880 desc => 'For open gates, <blocking passage> should be unset. For closed gates it must be set.', 6087 desc => 'Objects using these movement types cannot move over this space.',
5881 name => 'blocking passage', 6088 name => 'blocked movement',
6089 type => 'bitmask',
6090 value => $BITMASK{movement_type}
6091 }
6092 ],
6093 [
6094 'move_allow',
6095 {
6096 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6097 name => 'allowed movement',
6098 type => 'bitmask',
6099 value => $BITMASK{movement_type}
6100 }
6101 ],
6102 [
6103 'move_slow',
6104 {
6105 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6106 name => 'slowed movement',
6107 type => 'bitmask',
6108 value => $BITMASK{movement_type}
6109 }
6110 ],
6111 [
6112 'move_slow_penalty',
6113 {
6114 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
6115 name => 'slow movement penalty',
5882 type => 'bool' 6116 type => 'int'
5883 } 6117 }
5884 ], 6118 ],
5885 [ 6119 [
5886 'no_magic', 6120 'no_magic',
5887 { 6121 {
5922 type => 'fixed', 6156 type => 'fixed',
5923 value => 1 6157 value => 1
5924 } 6158 }
5925 ], 6159 ],
5926 [ 6160 [
5927 'walk_on', 6161 'move_on',
5928 { 6162 {
6163 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6164 name => 'movement type',
5929 type => 'fixed', 6165 type => 'bitmask',
5930 value => 1 6166 value => $BITMASK{movement_type}
5931 } 6167 }
5932 ], 6168 ],
5933 [ 6169 [
5934 'level', 6170 'level',
5935 { 6171 {
6010 type => 'fixed', 6246 type => 'fixed',
6011 value => 1 6247 value => 1
6012 } 6248 }
6013 ], 6249 ],
6014 [ 6250 [
6015 'walk_on', 6251 'move_on',
6016 { 6252 {
6253 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6254 name => 'movement type',
6017 type => 'fixed', 6255 type => 'bitmask',
6018 value => 1 6256 value => $BITMASK{movement_type}
6019 } 6257 }
6020 ], 6258 ],
6021 [ 6259 [
6022 'weight', 6260 'weight',
6023 { 6261 {
6156 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.' 6394 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.'
6157 }, 6395 },
6158 Wall => { 6396 Wall => {
6159 attr => [ 6397 attr => [
6160 [ 6398 [
6161 'no_pass', 6399 'move_block',
6162 { 6400 {
6163 desc => 'If set, the object cannot be passed by players nor monsters.', 6401 desc => 'Objects using these movement types cannot move over this space.',
6164 name => 'blocking passage', 6402 name => 'blocked movement',
6403 type => 'bitmask',
6404 value => $BITMASK{movement_type}
6405 }
6406 ],
6407 [
6408 'move_allow',
6409 {
6410 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6411 name => 'allowed movement',
6412 type => 'bitmask',
6413 value => $BITMASK{movement_type}
6414 }
6415 ],
6416 [
6417 'move_slow',
6418 {
6419 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6420 name => 'slowed movement',
6421 type => 'bitmask',
6422 value => $BITMASK{movement_type}
6423 }
6424 ],
6425 [
6426 'move_slow_penalty',
6427 {
6428 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
6429 name => 'slow movement penalty',
6165 type => 'bool' 6430 type => 'int'
6166 } 6431 }
6167 ], 6432 ],
6168 [ 6433 [
6169 'can_roll', 6434 'can_roll',
6170 { 6435 {
6200 ], 6465 ],
6201 name => 'Wall', 6466 name => 'Wall',
6202 required => { 6467 required => {
6203 alive => 0, 6468 alive => 0,
6204 is_floor => 0, 6469 is_floor => 0,
6205 no_pass => 1 6470 move_block => 255
6206 } 6471 }
6207 }, 6472 },
6208 'Wand & Staff' => { 6473 'Wand & Staff' => {
6209 attr => [ 6474 attr => [
6210 [ 6475 [

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