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

Comparing deliantra/Deliantra/Deliantra/Data.pm (file contents):
Revision 1.4 by root, Wed Feb 22 22:36:45 2006 UTC vs.
Revision 1.5 by root, Wed Feb 22 22:41:22 2006 UTC

359 }, 359 },
360 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;.', 360 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;.',
361 ignore => [ 361 ignore => [
362 $IGNORE_LIST{system_object} 362 $IGNORE_LIST{system_object}
363 ], 363 ],
364 name => 'Ability',
364 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?' 365 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?'
365 }, 366 },
366 Altar => { 367 Altar => {
367 attr => { 368 attr => {
368 connected => { 369 connected => {
399 } 400 }
400 }, 401 },
401 desc => 'When a player puts a defined number of certain items on the altar, then either a spell is casted (on the player) or a connector is triggered. If the latter is the case, the altar works only once. Either way, the sacrificed item dissapears.', 402 desc => 'When a player puts a defined number of certain items on the altar, then either a spell is casted (on the player) or a connector is triggered. If the latter is the case, the altar works only once. Either way, the sacrificed item dissapears.',
402 ignore => [ 403 ignore => [
403 $IGNORE_LIST{non_pickable} 404 $IGNORE_LIST{non_pickable}
404 ] 405 ],
406 name => 'Altar'
405 }, 407 },
406 'Altar Trigger' => { 408 'Altar Trigger' => {
407 attr => { 409 attr => {
408 connected => { 410 connected => {
409 desc => 'If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.', 411 desc => 'If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.',
450 }, 452 },
451 desc => 'Altar_triggers work pretty much like normal altars (drop sacrifice -> connection activated), except for the fact that they reset after usage. Hence, altar_triggers can be used infinitly.', 453 desc => 'Altar_triggers work pretty much like normal altars (drop sacrifice -> connection activated), except for the fact that they reset after usage. Hence, altar_triggers can be used infinitly.',
452 ignore => [ 454 ignore => [
453 $IGNORE_LIST{non_pickable} 455 $IGNORE_LIST{non_pickable}
454 ], 456 ],
457 name => 'Altar Trigger',
455 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. =)' 458 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. =)'
456 }, 459 },
457 Amulet => { 460 Amulet => {
458 attr => { 461 attr => {
459 ac => { 462 ac => {
507 name => 'weapon class', 510 name => 'weapon class',
508 type => 'int' 511 type => 'int'
509 } 512 }
510 }, 513 },
511 desc => 'Wearing an amulet, the object\'s stats will directly be inherited to the player. Amulets are usually meant for protection and defense.', 514 desc => 'Wearing an amulet, the object\'s stats will directly be inherited to the player. Amulets are usually meant for protection and defense.',
515 name => 'Amulet',
512 section => [ 516 section => [
513 [ 517 [
514 'resistance', 518 'resistance',
515 { 519 {
516 resist_acid => { 520 resist_acid => {
747 }, 751 },
748 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.', 752 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.',
749 ignore => [ 753 ignore => [
750 $IGNORE_LIST{non_pickable} 754 $IGNORE_LIST{non_pickable}
751 ], 755 ],
756 name => 'Battleground',
752 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.)' 757 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.)'
753 }, 758 },
754 Book => { 759 Book => {
755 attr => { 760 attr => {
756 level => { 761 level => {
773 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.', 778 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
774 name => 'unique item', 779 name => 'unique item',
775 type => 'bool' 780 type => 'bool'
776 } 781 }
777 }, 782 },
778 desc => 'Applying a book, the containing message is displayed to the player.' 783 desc => 'Applying a book, the containing message is displayed to the player.',
784 name => 'Book'
779 }, 785 },
780 Boots => { 786 Boots => {
781 attr => { 787 attr => {
782 exp => { 788 exp => {
783 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.', 789 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.',
792 }, 798 },
793 desc => 'Wearing boots, the object\'s stats will directly be inherited to the player. Usually enhancing his speed, or granting some minor protection bonus.', 799 desc => 'Wearing boots, the object\'s stats will directly be inherited to the player. Usually enhancing his speed, or granting some minor protection bonus.',
794 import => [ 800 import => [
795 $TYPE{Amulet} 801 $TYPE{Amulet}
796 ], 802 ],
803 name => 'Boots',
797 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.' 804 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
798 }, 805 },
799 Bracers => { 806 Bracers => {
800 attr => { 807 attr => {
801 magic => { 808 magic => {
806 }, 813 },
807 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.', 814 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.',
808 import => [ 815 import => [
809 $TYPE{Amulet} 816 $TYPE{Amulet}
810 ], 817 ],
818 name => 'Bracers',
811 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.' 819 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
812 }, 820 },
813 'Brestplate Armour' => { 821 'Brestplate Armour' => {
814 attr => { 822 attr => {
815 last_heal => { 823 last_heal => {
830 }, 838 },
831 desc => 'Wearing an armour, the object\'s stats will directly be inherited to the player. Usually enhancing his defense.', 839 desc => 'Wearing an armour, the object\'s stats will directly be inherited to the player. Usually enhancing his defense.',
832 import => [ 840 import => [
833 $TYPE{Amulet} 841 $TYPE{Amulet}
834 ], 842 ],
843 name => 'Brestplate Armour',
835 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.' 844 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
836 }, 845 },
837 Button => { 846 Button => {
838 attr => { 847 attr => {
839 connected => { 848 connected => {
863 } 872 }
864 }, 873 },
865 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.', 874 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.',
866 ignore => [ 875 ignore => [
867 $IGNORE_LIST{non_pickable} 876 $IGNORE_LIST{non_pickable}
868 ] 877 ],
878 name => 'Button'
869 }, 879 },
870 Cloak => { 880 Cloak => {
871 attr => { 881 attr => {
872 magic => { 882 magic => {
873 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>.', 883 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>.',
877 }, 887 },
878 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.', 888 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.',
879 import => [ 889 import => [
880 $TYPE{Amulet} 890 $TYPE{Amulet}
881 ], 891 ],
892 name => 'Cloak',
882 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.' 893 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
883 }, 894 },
884 Clock => { 895 Clock => {
885 attr => { 896 attr => {
886 msg => { 897 msg => {
888 end => 'endmsg', 899 end => 'endmsg',
889 name => 'description', 900 name => 'description',
890 type => 'text' 901 type => 'text'
891 } 902 }
892 }, 903 },
893 desc => 'Applying a clock, the time is displayed to the player.' 904 desc => 'Applying a clock, the time is displayed to the player.',
905 name => 'Clock'
894 }, 906 },
895 Container => { 907 Container => {
896 attr => { 908 attr => {
897 Str => { 909 Str => {
898 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.', 910 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.',
940 name => 'unique item', 952 name => 'unique item',
941 type => 'bool' 953 type => 'bool'
942 } 954 }
943 }, 955 },
944 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.', 956 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.',
957 name => 'Container',
945 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>' 958 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>'
946 }, 959 },
947 Converter => { 960 Converter => {
948 attr => { 961 attr => {
949 food => { 962 food => {
983 'name_pl', 996 'name_pl',
984 'no_pick', 997 'no_pick',
985 'unpaid', 998 'unpaid',
986 'title' 999 'title'
987 ], 1000 ],
1001 name => 'Converter',
988 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.' 1002 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.'
989 }, 1003 },
990 Creator => { 1004 Creator => {
991 attr => { 1005 attr => {
992 connected => { 1006 connected => {
1025 }, 1039 },
1026 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.', 1040 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.',
1027 ignore => [ 1041 ignore => [
1028 $IGNORE_LIST{system_object} 1042 $IGNORE_LIST{system_object}
1029 ], 1043 ],
1044 name => 'Creator',
1030 use => 'Don\'t hesitate to hide your creators under the floor. The created items will still always appear ontop of the floor.' 1045 use => 'Don\'t hesitate to hide your creators under the floor. The created items will still always appear ontop of the floor.'
1031 }, 1046 },
1032 Detector => { 1047 Detector => {
1033 attr => { 1048 attr => {
1034 connected => { 1049 connected => {
1052 }, 1067 },
1053 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.', 1068 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.',
1054 ignore => [ 1069 ignore => [
1055 $IGNORE_LIST{system_object} 1070 $IGNORE_LIST{system_object}
1056 ], 1071 ],
1072 name => 'Detector',
1057 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.' 1073 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.'
1058 }, 1074 },
1059 Director => { 1075 Director => {
1060 attr => { 1076 attr => {
1061 fly_on => { 1077 fly_on => {
1073 }, 1089 },
1074 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.', 1090 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.',
1075 ignore => [ 1091 ignore => [
1076 $IGNORE_LIST{non_pickable} 1092 $IGNORE_LIST{non_pickable}
1077 ], 1093 ],
1094 name => 'Director',
1078 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.' 1095 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.'
1079 }, 1096 },
1080 Disease => { 1097 Disease => {
1081 attr => { 1098 attr => {
1082 ac => { 1099 ac => {
1106 }, 1123 },
1107 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.', 1124 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.',
1108 ignore => [ 1125 ignore => [
1109 $IGNORE_LIST{system_object} 1126 $IGNORE_LIST{system_object}
1110 ], 1127 ],
1128 name => 'Disease',
1111 section => [ 1129 section => [
1112 [ 1130 [
1113 'spreading', 1131 'spreading',
1114 { 1132 {
1115 last_grace => { 1133 last_grace => {
1258 }, 1276 },
1259 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.', 1277 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.',
1260 ignore => [ 1278 ignore => [
1261 $IGNORE_LIST{system_object} 1279 $IGNORE_LIST{system_object}
1262 ], 1280 ],
1281 name => 'Duplicator',
1263 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%.' 1282 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%.'
1264 }, 1283 },
1265 Exit => { 1284 Exit => {
1266 attr => { 1285 attr => {
1267 fly_on => { 1286 fly_on => {
1303 }, 1322 },
1304 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.', 1323 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.',
1305 ignore => [ 1324 ignore => [
1306 $IGNORE_LIST{non_pickable} 1325 $IGNORE_LIST{non_pickable}
1307 ], 1326 ],
1327 name => 'Exit',
1308 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.' 1328 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.'
1309 }, 1329 },
1310 Flesh => { 1330 Flesh => {
1311 attr => { 1331 attr => {
1312 food => { 1332 food => {
1330 name => 'godgiven item', 1350 name => 'godgiven item',
1331 type => 'bool' 1351 type => 'bool'
1332 } 1352 }
1333 }, 1353 },
1334 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.', 1354 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.',
1355 name => 'Flesh',
1335 section => [ 1356 section => [
1336 [ 1357 [
1337 'resistance', 1358 'resistance',
1338 { 1359 {
1339 resist_acid => { 1360 resist_acid => {
1468 }, 1489 },
1469 desc => 'Floor is a very basic thing whithout too much functionality. It\'s a floor - you stand on it.', 1490 desc => 'Floor is a very basic thing whithout too much functionality. It\'s a floor - you stand on it.',
1470 ignore => [ 1491 ignore => [
1471 $IGNORE_LIST{non_pickable} 1492 $IGNORE_LIST{non_pickable}
1472 ], 1493 ],
1494 name => 'Floor',
1473 required => { 1495 required => {
1474 alive => 0, 1496 alive => 0,
1475 is_floor => 1 1497 is_floor => 1
1476 }, 1498 },
1477 section => [ 1499 section => [
1534 }, 1556 },
1535 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.', 1557 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.',
1536 ignore => [ 1558 ignore => [
1537 $IGNORE_LIST{non_pickable} 1559 $IGNORE_LIST{non_pickable}
1538 ], 1560 ],
1561 name => 'Floor (Encounter)',
1539 section => [ 1562 section => [
1540 [ 1563 [
1541 'terrain', 1564 'terrain',
1542 { 1565 {
1543 is_hilly => { 1566 is_hilly => {
1570 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.', 1593 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1571 name => 'godgiven item', 1594 name => 'godgiven item',
1572 type => 'bool' 1595 type => 'bool'
1573 } 1596 }
1574 }, 1597 },
1575 desc => 'By eating/drinking food-objects, the player can fill his stomache and gain a little health.' 1598 desc => 'By eating/drinking food-objects, the player can fill his stomache and gain a little health.',
1599 name => 'Food'
1576 }, 1600 },
1577 Gate => { 1601 Gate => {
1578 attr => { 1602 attr => {
1579 connected => { 1603 connected => {
1580 desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.', 1604 desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
1607 }, 1631 },
1608 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.', 1632 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.',
1609 ignore => [ 1633 ignore => [
1610 $IGNORE_LIST{non_pickable} 1634 $IGNORE_LIST{non_pickable}
1611 ], 1635 ],
1636 name => 'Gate',
1612 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".' 1637 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".'
1613 }, 1638 },
1614 Girdle => { 1639 Girdle => {
1615 attr => { 1640 attr => {
1616 magic => { 1641 magic => {
1621 }, 1646 },
1622 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.', 1647 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.',
1623 import => [ 1648 import => [
1624 $TYPE{Amulet} 1649 $TYPE{Amulet}
1625 ], 1650 ],
1651 name => 'Girdle',
1626 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.' 1652 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1627 }, 1653 },
1628 Gloves => { 1654 Gloves => {
1629 attr => { 1655 attr => {
1630 magic => { 1656 magic => {
1635 }, 1661 },
1636 desc => 'Wearing gloves, the object\'s stats will directly be inherited to the player. Gloves can add defense or damage bonuses.', 1662 desc => 'Wearing gloves, the object\'s stats will directly be inherited to the player. Gloves can add defense or damage bonuses.',
1637 import => [ 1663 import => [
1638 $TYPE{Amulet} 1664 $TYPE{Amulet}
1639 ], 1665 ],
1666 name => 'Gloves',
1640 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.' 1667 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1641 }, 1668 },
1642 Handle => { 1669 Handle => {
1643 attr => { 1670 attr => {
1644 connected => { 1671 connected => {
1658 }, 1685 },
1659 desc => 'A handle can be applied by players and (certain) monsters. Every time it is applied, the &lt;connection&gt; value is triggered.', 1686 desc => 'A handle can be applied by players and (certain) monsters. Every time it is applied, the &lt;connection&gt; value is triggered.',
1660 ignore => [ 1687 ignore => [
1661 $IGNORE_LIST{non_pickable} 1688 $IGNORE_LIST{non_pickable}
1662 ], 1689 ],
1690 name => 'Handle',
1663 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.' 1691 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.'
1664 }, 1692 },
1665 'Handle Trigger' => { 1693 'Handle Trigger' => {
1666 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.', 1694 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.',
1667 ignore => [ 1695 ignore => [
1668 $IGNORE_LIST{non_pickable} 1696 $IGNORE_LIST{non_pickable}
1669 ], 1697 ],
1670 import => [ 1698 import => [
1671 $TYPE{Handle} 1699 $TYPE{Handle}
1672 ], 1700 ],
1701 name => 'Handle Trigger',
1673 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.' 1702 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.'
1674 }, 1703 },
1675 'Hazard Floor' => { 1704 'Hazard Floor' => {
1676 attr => { 1705 attr => {
1677 attacktype => { 1706 attacktype => {
1725 }, 1754 },
1726 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.', 1755 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.',
1727 ignore => [ 1756 ignore => [
1728 $IGNORE_LIST{non_pickable} 1757 $IGNORE_LIST{non_pickable}
1729 ], 1758 ],
1759 name => 'Hazard Floor',
1730 required => { 1760 required => {
1731 is_floor => 1 1761 is_floor => 1
1732 }, 1762 },
1733 section => [ 1763 section => [
1734 [ 1764 [
1764 }, 1794 },
1765 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.', 1795 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.',
1766 import => [ 1796 import => [
1767 $TYPE{Amulet} 1797 $TYPE{Amulet}
1768 ], 1798 ],
1799 name => 'Helmet',
1769 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.' 1800 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1770 }, 1801 },
1771 'Holy Altar' => { 1802 'Holy Altar' => {
1772 attr => { 1803 attr => {
1773 level => { 1804 level => {
1785 } 1816 }
1786 }, 1817 },
1787 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.', 1818 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.',
1788 ignore => [ 1819 ignore => [
1789 $IGNORE_LIST{non_pickable} 1820 $IGNORE_LIST{non_pickable}
1790 ] 1821 ],
1822 name => 'Holy Altar'
1791 }, 1823 },
1792 Horn => { 1824 Horn => {
1793 attr => { 1825 attr => {
1794 hp => { 1826 hp => {
1795 desc => 'This value represents the initial amount of spellpoints in the horn. Naturally, this is quite unimportant.', 1827 desc => 'This value represents the initial amount of spellpoints in the horn. Naturally, this is quite unimportant.',
1825 }, 1857 },
1826 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.', 1858 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.',
1827 ignore => [ 1859 ignore => [
1828 'title' 1860 'title'
1829 ], 1861 ],
1862 name => 'Horn',
1830 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.' 1863 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.'
1831 }, 1864 },
1832 Inorganic => { 1865 Inorganic => {
1833 attr => { 1866 attr => {
1834 is_dust => { 1867 is_dust => {
1835 name => 'is dust', 1868 name => 'is dust',
1836 type => 'bool' 1869 type => 'bool'
1837 } 1870 }
1838 }, 1871 },
1839 desc => 'Inorganic materials are generally used as ingredients for alchemical receipes. By themselves, they have no special functionalities.', 1872 desc => 'Inorganic materials are generally used as ingredients for alchemical receipes. By themselves, they have no special functionalities.',
1873 name => 'Inorganic',
1840 section => [ 1874 section => [
1841 [ 1875 [
1842 'resistance', 1876 'resistance',
1843 { 1877 {
1844 resist_acid => { 1878 resist_acid => {
1936 }, 1970 },
1937 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.', 1971 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.',
1938 ignore => [ 1972 ignore => [
1939 $IGNORE_LIST{system_object} 1973 $IGNORE_LIST{system_object}
1940 ], 1974 ],
1975 name => 'Inventory Checker',
1941 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.' 1976 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.'
1942 }, 1977 },
1943 Jewel => { 1978 Jewel => {
1944 attr => { 1979 attr => {
1945 msg => { 1980 msg => {
1950 }, 1985 },
1951 race => { 1986 race => {
1952 type => 'fixed' 1987 type => 'fixed'
1953 } 1988 }
1954 }, 1989 },
1955 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.' 1990 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.',
1991 name => 'Jewel'
1956 }, 1992 },
1957 'Locked Door' => { 1993 'Locked Door' => {
1958 attr => { 1994 attr => {
1959 damned => { 1995 damned => {
1960 desc => 'Restricting the use of prayers to pass this door. This should be set in most cases.', 1996 desc => 'Restricting the use of prayers to pass this door. This should be set in most cases.',
1986 }, 2022 },
1987 desc => 'A locked door can be opened only when carrying the appropriate special key.', 2023 desc => 'A locked door can be opened only when carrying the appropriate special key.',
1988 ignore => [ 2024 ignore => [
1989 $IGNORE_LIST{non_pickable} 2025 $IGNORE_LIST{non_pickable}
1990 ], 2026 ],
2027 name => 'Locked Door',
1991 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).' 2028 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).'
1992 }, 2029 },
1993 'Magic Ear' => { 2030 'Magic Ear' => {
1994 attr => { 2031 attr => {
1995 connected => { 2032 connected => {
2009 }, 2046 },
2010 desc => 'Magic_ears trigger a connected value when the player speaks a specific keyword.', 2047 desc => 'Magic_ears trigger a connected value when the player speaks a specific keyword.',
2011 ignore => [ 2048 ignore => [
2012 $IGNORE_LIST{system_object} 2049 $IGNORE_LIST{system_object}
2013 ], 2050 ],
2051 name => 'Magic Ear',
2014 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.' 2052 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.'
2015 }, 2053 },
2016 'Magic Wall' => { 2054 'Magic Wall' => {
2017 attr => { 2055 attr => {
2018 connected => { 2056 connected => {
2049 }, 2087 },
2050 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.', 2088 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.',
2051 ignore => [ 2089 ignore => [
2052 $IGNORE_LIST{non_pickable} 2090 $IGNORE_LIST{non_pickable}
2053 ], 2091 ],
2092 name => 'Magic Wall',
2054 section => [ 2093 section => [
2055 [ 2094 [
2056 'destroyable', 2095 'destroyable',
2057 { 2096 {
2058 ac => { 2097 ac => {
2208 }, 2247 },
2209 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.', 2248 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.',
2210 ignore => [ 2249 ignore => [
2211 $IGNORE_LIST{system_object} 2250 $IGNORE_LIST{system_object}
2212 ], 2251 ],
2252 name => 'Marker',
2213 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.' 2253 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.'
2214 }, 2254 },
2215 Misc => { 2255 Misc => {
2216 attr => { 2256 attr => {
2217 cursed => { 2257 cursed => {
2243 unique => { 2283 unique => {
2244 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.', 2284 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
2245 name => 'unique item', 2285 name => 'unique item',
2246 type => 'bool' 2286 type => 'bool'
2247 } 2287 }
2248 } 2288 },
2289 name => 'Misc'
2249 }, 2290 },
2250 Money => { 2291 Money => {
2251 attr => { 2292 attr => {
2252 race => { 2293 race => {
2253 type => 'fixed' 2294 type => 'fixed'
2254 } 2295 }
2255 }, 2296 },
2256 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.', 2297 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.',
2257 ignore => [ 2298 ignore => [
2258 'unpaid' 2299 'unpaid'
2259 ] 2300 ],
2301 name => 'Money'
2260 }, 2302 },
2261 'Monster & NPC' => { 2303 'Monster & NPC' => {
2262 attr => { 2304 attr => {
2263 alive => { 2305 alive => {
2264 type => 'fixed' 2306 type => 'fixed'
2330 'name_pl', 2372 'name_pl',
2331 'nrof', 2373 'nrof',
2332 'value', 2374 'value',
2333 'unpaid' 2375 'unpaid'
2334 ], 2376 ],
2377 name => 'Monster & NPC',
2335 required => { 2378 required => {
2336 alive => 1, 2379 alive => 1,
2337 is_floor => 0, 2380 is_floor => 0,
2338 tear_down => 0 2381 tear_down => 0
2339 }, 2382 },
2679 }, 2722 },
2680 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.', 2723 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.',
2681 ignore => [ 2724 ignore => [
2682 $IGNORE_LIST{system_object} 2725 $IGNORE_LIST{system_object}
2683 ], 2726 ],
2727 name => 'Mood Floor',
2684 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.)' 2728 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.)'
2685 }, 2729 },
2686 Mover => { 2730 Mover => {
2687 attr => { 2731 attr => {
2688 attacktype => { 2732 attacktype => {
2719 }, 2763 },
2720 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.', 2764 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.',
2721 ignore => [ 2765 ignore => [
2722 $IGNORE_LIST{non_pickable} 2766 $IGNORE_LIST{non_pickable}
2723 ], 2767 ],
2768 name => 'Mover',
2724 section => [ 2769 section => [
2725 [ 2770 [
2726 'targets', 2771 'targets',
2727 { 2772 {
2728 fly_on => { 2773 fly_on => {
2769 }, 2814 },
2770 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.', 2815 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.',
2771 ignore => [ 2816 ignore => [
2772 $IGNORE_LIST{non_pickable} 2817 $IGNORE_LIST{non_pickable}
2773 ], 2818 ],
2819 name => 'Pedestal',
2774 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.' 2820 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.'
2775 }, 2821 },
2776 Pit => { 2822 Pit => {
2777 attr => { 2823 attr => {
2778 connected => { 2824 connected => {
2811 }, 2857 },
2812 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.', 2858 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.',
2813 ignore => [ 2859 ignore => [
2814 $IGNORE_LIST{non_pickable} 2860 $IGNORE_LIST{non_pickable}
2815 ], 2861 ],
2862 name => 'Pit',
2816 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.' 2863 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.'
2817 }, 2864 },
2818 'Poison Food' => { 2865 'Poison Food' => {
2819 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.' 2866 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.',
2867 name => 'Poison Food'
2820 }, 2868 },
2821 Potion => { 2869 Potion => {
2822 attr => { 2870 attr => {
2823 attacktype => { 2871 attacktype => {
2824 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.', 2872 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.',
2846 name => 'godgiven item', 2894 name => 'godgiven item',
2847 type => 'bool' 2895 type => 'bool'
2848 } 2896 }
2849 }, 2897 },
2850 desc => 'The player can drink these and gain various kinds of benefits (/penalties) by doing so.', 2898 desc => 'The player can drink these and gain various kinds of benefits (/penalties) by doing so.',
2899 name => 'Potion',
2851 section => [ 2900 section => [
2852 [ 2901 [
2853 'stats', 2902 'stats',
2854 { 2903 {
2855 Cha => { 2904 Cha => {
2968 desc => '<initial mana> is the amount of spellpoints that the crystal holds when the map is loaded.', 3017 desc => '<initial mana> is the amount of spellpoints that the crystal holds when the map is loaded.',
2969 name => 'initial mana', 3018 name => 'initial mana',
2970 type => 'int' 3019 type => 'int'
2971 } 3020 }
2972 }, 3021 },
2973 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.' 3022 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.',
3023 name => 'Power Crystal'
2974 }, 3024 },
2975 Projectile => { 3025 Projectile => {
2976 attr => { 3026 attr => {
2977 attacktype => { 3027 attacktype => {
2978 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.', 3028 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.',
3031 name => 'weaponclass', 3081 name => 'weaponclass',
3032 type => 'int' 3082 type => 'int'
3033 } 3083 }
3034 }, 3084 },
3035 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.', 3085 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.',
3086 name => 'Projectile',
3036 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.' 3087 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.'
3037 }, 3088 },
3038 Ring => { 3089 Ring => {
3039 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.', 3090 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.',
3040 import => [ 3091 import => [
3041 $TYPE{Amulet} 3092 $TYPE{Amulet}
3042 ], 3093 ],
3094 name => 'Ring',
3043 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.' 3095 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.'
3044 }, 3096 },
3045 Rod => { 3097 Rod => {
3046 attr => { 3098 attr => {
3047 hp => { 3099 hp => {
3078 }, 3130 },
3079 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.', 3131 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.',
3080 ignore => [ 3132 ignore => [
3081 'title' 3133 'title'
3082 ], 3134 ],
3135 name => 'Rod',
3083 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>' 3136 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>'
3084 }, 3137 },
3085 Rune => { 3138 Rune => {
3086 attr => { 3139 attr => {
3087 Cha => { 3140 Cha => {
3131 'weight', 3184 'weight',
3132 'value', 3185 'value',
3133 'material', 3186 'material',
3134 'unpaid' 3187 'unpaid'
3135 ], 3188 ],
3189 name => 'Rune',
3136 section => [ 3190 section => [
3137 [ 3191 [
3138 'spellcraft', 3192 'spellcraft',
3139 { 3193 {
3140 maxhp => { 3194 maxhp => {
3187 }, 3241 },
3188 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.', 3242 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.',
3189 ignore => [ 3243 ignore => [
3190 $IGNORE_LIST{non_pickable} 3244 $IGNORE_LIST{non_pickable}
3191 ], 3245 ],
3246 name => 'Savebed',
3192 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>' 3247 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>'
3193 }, 3248 },
3194 Scroll => { 3249 Scroll => {
3195 attr => { 3250 attr => {
3196 level => { 3251 level => {
3211 }, 3266 },
3212 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.', 3267 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.',
3213 ignore => [ 3268 ignore => [
3214 'title' 3269 'title'
3215 ], 3270 ],
3271 name => 'Scroll',
3216 use => 'For low level quests, scrolls of healing/curing-spells can be a nice reward. At higher levels, scrolls become less and less useful.' 3272 use => 'For low level quests, scrolls of healing/curing-spells can be a nice reward. At higher levels, scrolls become less and less useful.'
3217 }, 3273 },
3218 Shield => { 3274 Shield => {
3219 attr => { 3275 attr => {
3220 magic => { 3276 magic => {
3225 }, 3281 },
3226 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.', 3282 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.',
3227 import => [ 3283 import => [
3228 $TYPE{Amulet} 3284 $TYPE{Amulet}
3229 ], 3285 ],
3286 name => 'Shield',
3230 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.' 3287 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
3231 }, 3288 },
3232 'Shooting Weapon' => { 3289 'Shooting Weapon' => {
3233 attr => { 3290 attr => {
3234 cursed => { 3291 cursed => {
3287 name => 'weaponclass', 3344 name => 'weaponclass',
3288 type => 'int' 3345 type => 'int'
3289 } 3346 }
3290 }, 3347 },
3291 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.', 3348 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.',
3349 name => 'Shooting Weapon',
3292 section => [ 3350 section => [
3293 [ 3351 [
3294 'stats', 3352 'stats',
3295 { 3353 {
3296 Cha => { 3354 Cha => {
3382 }, 3440 },
3383 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).', 3441 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).',
3384 ignore => [ 3442 ignore => [
3385 $IGNORE_LIST{non_pickable} 3443 $IGNORE_LIST{non_pickable}
3386 ], 3444 ],
3445 name => 'Shop Floor',
3387 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.' 3446 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.'
3388 }, 3447 },
3389 'Shop Mat' => { 3448 'Shop Mat' => {
3390 attr => { 3449 attr => {
3391 fly_on => { 3450 fly_on => {
3404 }, 3463 },
3405 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).', 3464 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).',
3406 ignore => [ 3465 ignore => [
3407 $IGNORE_LIST{non_pickable} 3466 $IGNORE_LIST{non_pickable}
3408 ], 3467 ],
3468 name => 'Shop Mat',
3409 use => 'As stated above, always place TWO shop mats into your shop. Not more and not less than that.' 3469 use => 'As stated above, always place TWO shop mats into your shop. Not more and not less than that.'
3410 }, 3470 },
3411 'Sign & MagicMouth' => { 3471 'Sign & MagicMouth' => {
3412 attr => { 3472 attr => {
3413 connected => { 3473 connected => {
3439 }, 3499 },
3440 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).', 3500 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).',
3441 ignore => [ 3501 ignore => [
3442 $IGNORE_LIST{non_pickable} 3502 $IGNORE_LIST{non_pickable}
3443 ], 3503 ],
3504 name => 'Sign & MagicMouth',
3444 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.' 3505 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.'
3445 }, 3506 },
3446 Skill => { 3507 Skill => {
3447 attr => { 3508 attr => {
3448 can_use_skill => { 3509 can_use_skill => {
3483 }, 3544 },
3484 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.', 3545 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.',
3485 ignore => [ 3546 ignore => [
3486 $IGNORE_LIST{system_object} 3547 $IGNORE_LIST{system_object}
3487 ], 3548 ],
3549 name => 'Skill',
3488 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>' 3550 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>'
3489 }, 3551 },
3490 'Skill Scroll' => { 3552 'Skill Scroll' => {
3491 attr => { 3553 attr => {
3492 race => { 3554 race => {
3497 name => 'skill name', 3559 name => 'skill name',
3498 type => 'string' 3560 type => 'string'
3499 } 3561 }
3500 }, 3562 },
3501 desc => 'By reading a skill scroll, a player has a chance to learn the contained skill.', 3563 desc => 'By reading a skill scroll, a player has a chance to learn the contained skill.',
3564 name => 'Skill Scroll',
3502 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.' 3565 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.'
3503 }, 3566 },
3504 'Special Key' => { 3567 'Special Key' => {
3505 attr => { 3568 attr => {
3506 material => { 3569 material => {
3533 }, 3596 },
3534 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.', 3597 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.',
3535 ignore => [ 3598 ignore => [
3536 'material' 3599 'material'
3537 ], 3600 ],
3601 name => 'Special Key',
3538 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".' 3602 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".'
3539 }, 3603 },
3540 Spell => { 3604 Spell => {
3541 attr => { 3605 attr => {
3542 casting_time => { 3606 casting_time => {
3587 }, 3651 },
3588 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.', 3652 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.',
3589 ignore => [ 3653 ignore => [
3590 $IGNORE_LIST{system_object} 3654 $IGNORE_LIST{system_object}
3591 ], 3655 ],
3656 name => 'Spell',
3592 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.' 3657 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.'
3593 }, 3658 },
3594 Spellbook => { 3659 Spellbook => {
3595 attr => { 3660 attr => {
3596 msg => { 3661 msg => {
3612 name => 'godgiven item', 3677 name => 'godgiven item',
3613 type => 'bool' 3678 type => 'bool'
3614 } 3679 }
3615 }, 3680 },
3616 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.', 3681 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.',
3682 name => 'Spellbook',
3617 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.' 3683 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.'
3618 }, 3684 },
3619 Spinner => { 3685 Spinner => {
3620 attr => { 3686 attr => {
3621 fly_on => { 3687 fly_on => {
3632 }, 3698 },
3633 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.', 3699 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.',
3634 ignore => [ 3700 ignore => [
3635 $IGNORE_LIST{non_pickable} 3701 $IGNORE_LIST{non_pickable}
3636 ], 3702 ],
3703 name => 'Spinner',
3637 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.' 3704 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.'
3638 }, 3705 },
3639 Swamp => { 3706 Swamp => {
3640 attr => { 3707 attr => {
3641 damned => { 3708 damned => {
3669 } 3736 }
3670 }, 3737 },
3671 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.', 3738 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.',
3672 ignore => [ 3739 ignore => [
3673 $IGNORE_LIST{non_pickable} 3740 $IGNORE_LIST{non_pickable}
3674 ] 3741 ],
3742 name => 'Swamp'
3675 }, 3743 },
3676 Teleporter => { 3744 Teleporter => {
3677 attr => { 3745 attr => {
3678 connected => { 3746 connected => {
3679 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.', 3747 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.',
3703 }, 3771 },
3704 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.', 3772 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.',
3705 ignore => [ 3773 ignore => [
3706 $IGNORE_LIST{non_pickable} 3774 $IGNORE_LIST{non_pickable}
3707 ], 3775 ],
3776 name => 'Teleporter',
3708 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.' 3777 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.'
3709 }, 3778 },
3710 Trap => { 3779 Trap => {
3711 attr => { 3780 attr => {
3712 Cha => { 3781 Cha => {
3761 'weight', 3830 'weight',
3762 'value', 3831 'value',
3763 'material', 3832 'material',
3764 'unpaid' 3833 'unpaid'
3765 ], 3834 ],
3835 name => 'Trap',
3766 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.' 3836 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.'
3767 }, 3837 },
3768 Trapdoor => { 3838 Trapdoor => {
3769 attr => { 3839 attr => {
3770 hp => { 3840 hp => {
3791 }, 3861 },
3792 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.', 3862 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.',
3793 ignore => [ 3863 ignore => [
3794 $IGNORE_LIST{non_pickable} 3864 $IGNORE_LIST{non_pickable}
3795 ], 3865 ],
3866 name => 'Trapdoor',
3796 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.' 3867 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.'
3797 }, 3868 },
3798 Treasure => { 3869 Treasure => {
3799 attr => { 3870 attr => {
3800 auto_apply => { 3871 auto_apply => {
3825 'name_pl', 3896 'name_pl',
3826 'weight', 3897 'weight',
3827 'value', 3898 'value',
3828 'material' 3899 'material'
3829 ], 3900 ],
3901 name => 'Treasure',
3830 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.' 3902 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.'
3831 }, 3903 },
3832 'Trigger Marker' => { 3904 'Trigger Marker' => {
3833 attr => { 3905 attr => {
3834 connected => { 3906 connected => {
3863 }, 3935 },
3864 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.', 3936 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.',
3865 ignore => [ 3937 ignore => [
3866 $IGNORE_LIST{system_object} 3938 $IGNORE_LIST{system_object}
3867 ], 3939 ],
3940 name => 'Trigger Marker',
3868 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.' 3941 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.'
3869 }, 3942 },
3870 Wall => { 3943 Wall => {
3871 attr => { 3944 attr => {
3872 can_roll => { 3945 can_roll => {
3896 'title', 3969 'title',
3897 'name_pl', 3970 'name_pl',
3898 'value', 3971 'value',
3899 'unpaid' 3972 'unpaid'
3900 ], 3973 ],
3974 name => 'Wall',
3901 required => { 3975 required => {
3902 alive => 0, 3976 alive => 0,
3903 is_floor => 0, 3977 is_floor => 0,
3904 no_pass => 1 3978 no_pass => 1
3905 } 3979 }
3932 name => 'godgiven item', 4006 name => 'godgiven item',
3933 type => 'bool' 4007 type => 'bool'
3934 } 4008 }
3935 }, 4009 },
3936 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.', 4010 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.',
4011 name => 'Wand & Staff',
3937 use => 'Wands are quite seldomly used. The reason prolly is that they\'re generally not cost-efficient. Handing out high-level wands with powerfull special spells isn\'t a good idea either, because of the recharge ability. <br><br> For low levels, staffs of healing/cure and word of recall are quite desireable though. Ideal rewards for low level quests.' 4012 use => 'Wands are quite seldomly used. The reason prolly is that they\'re generally not cost-efficient. Handing out high-level wands with powerfull special spells isn\'t a good idea either, because of the recharge ability. <br><br> For low levels, staffs of healing/cure and word of recall are quite desireable though. Ideal rewards for low level quests.'
3938 }, 4013 },
3939 'Weak Wall' => { 4014 'Weak Wall' => {
3940 attr => { 4015 attr => {
3941 ac => { 4016 ac => {
3975 }, 4050 },
3976 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.', 4051 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.',
3977 ignore => [ 4052 ignore => [
3978 $IGNORE_LIST{non_pickable} 4053 $IGNORE_LIST{non_pickable}
3979 ], 4054 ],
4055 name => 'Weak Wall',
3980 required => { 4056 required => {
3981 alive => 1, 4057 alive => 1,
3982 is_floor => 0, 4058 is_floor => 0,
3983 tear_down => 1 4059 tear_down => 1
3984 }, 4060 },
4155 type => 'list', 4231 type => 'list',
4156 value => $LIST{weapon_type} 4232 value => $LIST{weapon_type}
4157 } 4233 }
4158 }, 4234 },
4159 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.', 4235 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.',
4236 name => 'Weapon',
4160 section => [ 4237 section => [
4161 [ 4238 [
4162 'resistance', 4239 'resistance',
4163 { 4240 {
4164 resist_acid => { 4241 resist_acid => {

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