1 | =head1 NAME |
1 | =head1 NAME |
2 | |
2 | |
3 | Crossfire::Data - various data structures useful for understanding archs and objects |
3 | Deliantra::Data - various data structures useful for understanding archs and objects |
4 | |
4 | |
5 | =head1 |
5 | =head1 |
6 | |
6 | |
7 | THIS FILE IS AUTOGENERATED, DO NOT EDIT! |
7 | THIS FILE IS AUTOGENERATED, DO NOT EDIT! |
8 | |
8 | |
… | |
… | |
14 | |
14 | |
15 | See F<res/README> for more info. |
15 | See F<res/README> for more info. |
16 | |
16 | |
17 | =cut |
17 | =cut |
18 | |
18 | |
19 | package Crossfire::Data; |
19 | package Deliantra::Data; |
20 | |
20 | |
21 | our %BITMASK = ( |
21 | our %BITMASK = ( |
22 | attacktype => { |
22 | attacktype => { |
23 | 0 => 'Physical', |
23 | 0 => 'Physical', |
24 | 1 => 'Magical', |
24 | 1 => 'Magical', |
… | |
… | |
1780 | name => 'message', |
1780 | name => 'message', |
1781 | type => 'text' |
1781 | type => 'text' |
1782 | } |
1782 | } |
1783 | ] |
1783 | ] |
1784 | ], |
1784 | ], |
1785 | 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.', |
1785 | desc => 'Diseases are an intersting form of spellcraft in Deliantra. Once casted, they can spread out and infect creatures in a large area. Being infected can have various effects, from amusing farts to horrible damage - almost everything is possible.', |
1786 | ignore => [ |
1786 | ignore => [ |
1787 | $IGNORE_LIST{system_object} |
1787 | $IGNORE_LIST{system_object} |
1788 | ], |
1788 | ], |
1789 | name => 'Disease', |
1789 | name => 'Disease', |
1790 | section => [ |
1790 | section => [ |
… | |
… | |
2148 | } |
2148 | } |
2149 | ], |
2149 | ], |
2150 | [ |
2150 | [ |
2151 | 'title', |
2151 | 'title', |
2152 | { |
2152 | { |
2153 | desc => 'The name of the plug-in that should be notified of the event, e.g. "cfpython" for python and "perl" for the Crossfire-Perl plug-in.', |
2153 | desc => 'The name of the plug-in that should be notified of the event, e.g. "cfpython" for python and "perl" for the Deliantra-Perl plug-in.', |
2154 | name => 'plug-in', |
2154 | name => 'plug-in', |
2155 | type => 'string' |
2155 | type => 'string' |
2156 | } |
2156 | } |
2157 | ], |
2157 | ], |
2158 | [ |
2158 | [ |
… | |
… | |
2748 | name => 'restrict prayers', |
2748 | name => 'restrict prayers', |
2749 | type => 'bool' |
2749 | type => 'bool' |
2750 | } |
2750 | } |
2751 | ] |
2751 | ] |
2752 | ], |
2752 | ], |
2753 | 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.', |
2753 | desc => 'Gates play an important role in Deliantra. Gates can be opened by activating a button/trigger, by speaking passwords (-> magic_ear) or carrying special key-objects (-> inventory checker). Unlike locked doors, gates can get shut again after a player has passed, which makes them more practical in many cases.', |
2754 | ignore => [ |
2754 | ignore => [ |
2755 | $IGNORE_LIST{non_pickable} |
2755 | $IGNORE_LIST{non_pickable} |
2756 | ], |
2756 | ], |
2757 | name => 'Gate', |
2757 | name => 'Gate', |
2758 | 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".' |
2758 | 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".' |
… | |
… | |
4400 | } |
4400 | } |
4401 | ], |
4401 | ], |
4402 | [ |
4402 | [ |
4403 | 'stand_still', |
4403 | 'stand_still', |
4404 | { |
4404 | { |
4405 | 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.', |
4405 | desc => 'Monsters which <stand still> won\'t move to leave their position. When agressive, they will attack all enemies who get close to them. This behaviour is commonly known from castle guards. In older versions of Deliantra it was possible to eventually push a <stand still>-monster out of position by force. I believe this is no longer possible. Neverthless, you should still be cautious when lining up <stand still>-monster in order to "defend" something: Such monsters are rather easy to kill. It\'s good for low level maps, but not much more.', |
4406 | name => 'stand still', |
4406 | name => 'stand still', |
4407 | type => 'bool' |
4407 | type => 'bool' |
4408 | } |
4408 | } |
4409 | ], |
4409 | ], |
4410 | [ |
4410 | [ |
… | |
… | |
5543 | type => 'fixed', |
5543 | type => 'fixed', |
5544 | value => 1 |
5544 | value => 1 |
5545 | } |
5545 | } |
5546 | ] |
5546 | ] |
5547 | ], |
5547 | ], |
5548 | desc => 'Safe ground is a special object that prevents any effects that might be harmful for the map, other players or items on the map. It blocks all magic and prayers, usage of alchemy, prevents potions from being used and blocks bombs from exploding. Note that altars that do cast spells still work. (This is a Crossfire+ feature, and might not work elsewhere)', |
5548 | desc => 'Safe ground is a special object that prevents any effects that might be harmful for the map, other players or items on the map. It blocks all magic and prayers, usage of alchemy, prevents potions from being used and blocks bombs from exploding. Note that altars that do cast spells still work. (This is a Deliantra+ feature, and might not work elsewhere)', |
5549 | ignore => [ |
5549 | ignore => [ |
5550 | $IGNORE_LIST{non_pickable} |
5550 | $IGNORE_LIST{non_pickable} |
5551 | ], |
5551 | ], |
5552 | name => 'Safe ground (CF+)', |
5552 | name => 'Safe ground (CF+)', |
5553 | use => 'Safe ground can be used to prevents any means of burning or destroying the items in a shop. Put this object below all floor tiles in your map and your shop will be safe. It\'s generally useful for making areas where really no kind of spell should be invoked by a player.' |
5553 | use => 'Safe ground can be used to prevents any means of burning or destroying the items in a shop. Put this object below all floor tiles in your map and your shop will be safe. It\'s generally useful for making areas where really no kind of spell should be invoked by a player.' |
… | |
… | |
6013 | } |
6013 | } |
6014 | ], |
6014 | ], |
6015 | [ |
6015 | [ |
6016 | 'subtype', |
6016 | 'subtype', |
6017 | { |
6017 | { |
6018 | 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.', |
6018 | desc => 'The <skill type> defines the base functionality of the skill. Skill types are hardcoded in the Deliantra server. It isn\'t hard to create new skill types, but it requires a bit of server-coding.', |
6019 | name => 'skill type', |
6019 | name => 'skill type', |
6020 | type => 'list', |
6020 | type => 'list', |
6021 | value => $LIST{skill_type} |
6021 | value => $LIST{skill_type} |
6022 | } |
6022 | } |
6023 | ], |
6023 | ], |
… | |
… | |
6788 | name => 'open duration', |
6788 | name => 'open duration', |
6789 | type => 'int' |
6789 | type => 'int' |
6790 | } |
6790 | } |
6791 | ] |
6791 | ] |
6792 | ], |
6792 | ], |
6793 | 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.', |
6793 | desc => 'Gates play an important role in Deliantra. Gates can be opened by activating a button/trigger, by speaking passwords (-> magic_ear) or carrying special key-objects (-> inventory checker). Unlike locked doors, gates can get shut again after a player has passed, which makes them more practical in many cases. Unlike normal gates, timed gates open when triggered but automatically close again after some time.', |
6794 | ignore => [ |
6794 | ignore => [ |
6795 | $IGNORE_LIST{non_pickable} |
6795 | $IGNORE_LIST{non_pickable} |
6796 | ], |
6796 | ], |
6797 | name => 'Timed Gate', |
6797 | name => 'Timed Gate', |
6798 | 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".' |
6798 | 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".' |