… | |
… | |
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 <treasurelist>.', |
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 <treasurelist>.', |
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 <connection> value is triggered. In most cases this happens when a player or monster steps on it. When the button is "released", the <connection> value get\'s triggered a second time.', |
874 | desc => 'When a predefined amount of weigh is placed on a button, the <connection> value is triggered. In most cases this happens when a player or monster steps on it. When the button is "released", the <connection> 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 <armour class> 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 <armour class> 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 <target arch>, and only objects of this archetype can be affected.<br> It will multiply the number of items in the pile, by the <multiply factor>. 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 <target arch>, and only objects of this archetype can be affected.<br> It will multiply the number of items in the pile, by the <multiply factor>. 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 <multiply factor> greater than one. It is designed to be used for betting mechanisms only (bet -> 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 <multiply factor> 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 <multiply factor> greater than one. It is designed to be used for betting mechanisms only (bet -> 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 <multiply factor> 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 <a>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 <a>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 <invisible> (, of course <apply by walking>), 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 <invisible> (, of course <apply by walking>), 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 <flesh level>. 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 <flesh level>. 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 <connection> value is triggered.', |
1686 | desc => 'A handle can be applied by players and (certain) monsters. Every time it is applied, the <connection> 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 <connection> 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 <connection> 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 (-> "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 (-> "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 (-> "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 (-> "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 & 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 & 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 <key string> 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 <key string> 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 <key string> 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 <key string> 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 & projectiles. Just set matching <ammunition class> 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 & projectiles. Just set matching <ammunition class> 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 & 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 & 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 & projectiles. Just set matching <ammunition class> 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 & projectiles. Just set matching <ammunition class> 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 (-> magic_mouth), the player pressing <a>pply (-> sign) or the player triggering a button/handle/etc (-> 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 (-> magic_mouth), the player pressing <a>pply (-> sign) or the player triggering a button/handle/etc (-> 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 <skill name>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 <skill name>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 <key string> 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 <key string> 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 <treasurelist> 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 <treasurelist> 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 <treasurelist> 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 <treasurelist> 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 <key string> 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 <key string> 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 => { |