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Revision: 1.11
Committed: Thu Mar 16 01:42:22 2006 UTC (18 years, 2 months ago) by root
Branch: MAIN
Changes since 1.10: +8 -3 lines
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File Contents

# Content
1 =head1 NAME
2
3 Crossfire::Data - various data structures useful for understanding archs and objects
4
5 =head1
6
7 THIS FILE IS AUTOGENERATED, DO NOT EDIT!
8
9 It's a translation of the following files:
10
11 res/spells.xml
12 res/types.xml
13 res/typenumbers.xml
14
15 See F<res/README> for more info.
16
17 =cut
18
19 package Crossfire::Data;
20
21 our %BITMASK = (
22 attacktype => {
23 0 => 'Physical',
24 1 => 'Magical',
25 2 => 'Fire',
26 3 => 'Electricity',
27 4 => 'Cold',
28 5 => 'Confusion',
29 6 => 'Acid',
30 7 => 'Drain',
31 8 => 'Weaponmagic',
32 9 => 'Ghosthit',
33 10 => 'Poison',
34 11 => 'Slow',
35 12 => 'Paralyze',
36 13 => 'Turn Undead',
37 14 => 'Fear',
38 15 => 'Cancellation',
39 16 => 'Depletion',
40 17 => 'Death',
41 18 => 'Chaos',
42 19 => 'Counterspell',
43 20 => 'God Power',
44 21 => 'Holy Power',
45 22 => 'Blinding'
46 },
47 material => {
48 0 => 'Paper',
49 1 => 'Iron',
50 2 => 'Glass',
51 3 => 'Leather',
52 4 => 'Wood',
53 5 => 'Organics',
54 6 => 'Stone',
55 7 => 'Cloth',
56 8 => 'Adamantite'
57 },
58 pick_up => {
59 0 => 'Nothing',
60 1 => 'Wealth',
61 2 => 'Food',
62 3 => 'Weapons',
63 4 => 'Armour',
64 5 => 'Inverse',
65 6 => 'All'
66 },
67 spellpath => {
68 0 => 'Protection',
69 1 => 'Fire',
70 2 => 'Frost',
71 3 => 'Electricity',
72 4 => 'Missiles',
73 5 => 'Self',
74 6 => 'Summoning',
75 7 => 'Abjuration',
76 8 => 'Restoration',
77 9 => 'Detonation',
78 10 => 'Mind',
79 11 => 'Creation',
80 12 => 'Teleportation',
81 13 => 'Information',
82 14 => 'Transmutation',
83 15 => 'Transferrence',
84 16 => 'Turning',
85 17 => 'Wounding',
86 18 => 'Death',
87 19 => 'Light'
88 },
89 will_apply => {
90 0 => 'Apply Handles',
91 1 => 'Open Chests',
92 2 => 'Break Walls',
93 3 => 'Open Doors'
94 }
95 );
96
97 our %LIST = (
98 direction => {
99 0 => '<none>',
100 1 => 'north',
101 2 => 'northeast',
102 3 => 'east',
103 4 => 'southeast',
104 5 => 'south',
105 6 => 'southwest',
106 7 => 'west',
107 8 => 'northwest'
108 },
109 event_type => {
110 0 => 'none',
111 1 => 'apply',
112 2 => 'attack',
113 3 => 'death',
114 4 => 'drop',
115 5 => 'pickup',
116 6 => 'say',
117 7 => 'stop',
118 8 => 'time',
119 9 => 'throw',
120 10 => 'trigger',
121 11 => 'close',
122 12 => 'timer',
123 28 => 'move'
124 },
125 mood => {
126 0 => 'furious',
127 1 => 'angry',
128 2 => 'calm',
129 3 => 'sleep',
130 4 => 'charm'
131 },
132 potion_effect => {
133 0 => '<none>',
134 65536 => 'life restoration',
135 1048576 => 'improvement'
136 },
137 skill_type => {
138 1 => 'lockpicking',
139 2 => 'hiding',
140 3 => 'smithery',
141 4 => 'bowyer',
142 5 => 'jeweler',
143 6 => 'alchemy',
144 7 => 'stealing',
145 8 => 'literacy',
146 9 => 'bargaining',
147 10 => 'jumping',
148 11 => 'detect magic',
149 12 => 'oratory',
150 13 => 'singing',
151 14 => 'detect curse',
152 15 => 'find traps',
153 16 => 'mediatation',
154 17 => 'punching',
155 18 => 'flame touch',
156 19 => 'karate',
157 20 => 'climbing',
158 21 => 'woodsman',
159 22 => 'inscription',
160 23 => 'one handed weapons',
161 24 => 'missile weapons',
162 25 => 'throwing',
163 26 => 'use magic item',
164 27 => 'disarm traps',
165 28 => 'set traps',
166 29 => 'thaumaturgy',
167 30 => 'praying',
168 31 => 'clawing',
169 32 => 'levitation',
170 33 => 'summoning',
171 34 => 'pyromancy',
172 35 => 'evocation',
173 36 => 'sorcery',
174 37 => 'two handed weapons'
175 },
176 spell_type => {
177 1 => 'raise dead',
178 2 => 'rune',
179 3 => 'make mark',
180 4 => 'bolt',
181 5 => 'bullet',
182 6 => 'explosion',
183 7 => 'cone',
184 8 => 'bomb',
185 9 => 'wonder',
186 10 => 'smite',
187 11 => 'magic missile',
188 12 => 'summon golem',
189 13 => 'dimension door',
190 14 => 'magic mapping',
191 15 => 'magic wall',
192 16 => 'destruction',
193 17 => 'perceive self',
194 18 => 'word of recall',
195 19 => 'invisible',
196 20 => 'probe',
197 21 => 'healing',
198 22 => 'create food',
199 23 => 'earth to dust',
200 24 => 'change ability',
201 25 => 'bless',
202 26 => 'curse',
203 27 => 'summon monster',
204 28 => 'recharge',
205 29 => 'polymorph',
206 30 => 'alchemy',
207 31 => 'remove curse',
208 32 => 'identify',
209 33 => 'detection',
210 34 => 'mood change',
211 35 => 'moving ball',
212 36 => 'swarm',
213 37 => 'charge mana',
214 38 => 'dispel rune',
215 39 => 'create missile',
216 40 => 'consecrate',
217 41 => 'animate weapon',
218 42 => 'light',
219 43 => 'change map light',
220 44 => 'faery fire',
221 45 => 'disease',
222 46 => 'aura',
223 47 => 'town portal'
224 },
225 weapon_type => {
226 0 => '<unknown>',
227 1 => 'sword',
228 2 => 'arrows',
229 3 => 'axe',
230 4 => 'katana',
231 5 => 'knife, dagger',
232 6 => 'whip, chain',
233 7 => 'hammer, flail',
234 8 => 'club, stick'
235 }
236 );
237
238 our %IGNORE_LIST = (
239 non_pickable => [
240 'value',
241 'nrof',
242 'weight',
243 'name_pl',
244 'material',
245 'no_pick',
246 'unpaid',
247 'title',
248 'identified'
249 ],
250 system_object => [
251 'value',
252 'nrof',
253 'weight',
254 'name_pl',
255 'material',
256 'no_pick',
257 'unpaid',
258 'title',
259 'glow_radius',
260 'identified',
261 'blocksview',
262 'invisible'
263 ]
264 );
265
266 our %DEFAULT_ATTR = (
267 attr => [
268 [
269 'name',
270 {
271 desc => 'This is the name of the object, displayed to the player.',
272 name => 'name',
273 type => 'string'
274 }
275 ],
276 [
277 'name_pl',
278 {
279 desc => 'This is the plural name of the object. A plural name must be set for all items that can be picked up and collected by the player.',
280 name => 'plural name',
281 type => 'string'
282 }
283 ],
284 [
285 'title',
286 {
287 desc => 'This is the object\'s title. Once an object is identified the title is attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.',
288 name => 'title',
289 type => 'string'
290 }
291 ],
292 [
293 'face',
294 {
295 desc => 'The image-name defines what image is displayed for this object in-game.',
296 name => 'image',
297 type => 'string'
298 }
299 ],
300 [
301 'nrof',
302 {
303 desc => 'This value determines the number of objects in one stack (for example: 100 goldcoins => "number = 100"). You should set this at least to one, for any pickable object - otherwise it won\'t be mergeable into a stack.',
304 name => 'number',
305 type => 'int'
306 }
307 ],
308 [
309 'weight',
310 {
311 desc => 'This value defines the object\'s weight in grams (1000g is 1kg). Objects with zero weight are not pickable for players. Still, set the "non-pickable"-flag for explicitly non-pickable objects (hey, this is opensource.. you never know ;) ).',
312 name => 'weight',
313 type => 'int'
314 }
315 ],
316 [
317 'value',
318 {
319 desc => 'Adds a certain value to the object: It will be worth that many times the default value from it\'s archetype (E.g. "value = 3" means three times worth the default value). Value for buying/selling will be further modified by various factors. Hence, testing values in-game is usually inevitable.',
320 name => 'value',
321 type => 'int'
322 }
323 ],
324 [
325 'glow_radius',
326 {
327 desc => 'If <glow radius> is set to a value greater zero, the object appears lit up on dark maps. <glow radius> can be a value between 0 and 4, the higher, the more light does the object emit.',
328 name => 'glow radius',
329 type => 'int'
330 }
331 ],
332 [
333 'material',
334 {
335 desc => 'This bitmask-value informs the player of which material(s) the object consists. Material does also affect how likely the object can be destroyed by hazardous spell-effects.',
336 name => 'material',
337 type => 'bitmask',
338 value => $BITMASK{material}
339 }
340 ],
341 [
342 'no_pick',
343 {
344 desc => 'If set, the object cannot be picked up (Neither by players nor monsters).',
345 name => 'non-pickable',
346 type => 'bool'
347 }
348 ],
349 [
350 'invisible',
351 {
352 desc => 'Generally makes the object invisible. Depending on the object-type, some can be made visible by the show_invisible spell. If in doubt, test it. Putting an invisible object under the floor always prevents it from being shown.',
353 name => 'invisible',
354 type => 'bool'
355 }
356 ],
357 [
358 'blocksview',
359 {
360 desc => 'If an item is set to block view, players (and monsters) cannot see byond it unless they cross it or manage to stand ontop.',
361 name => 'block view',
362 type => 'bool'
363 }
364 ],
365 [
366 'identified',
367 {
368 desc => 'If an item is identified, the player has full knowledge about it.',
369 name => 'identified',
370 type => 'bool'
371 }
372 ],
373 [
374 'unpaid',
375 {
376 desc => 'An <unpaid> item cannot be used unless a player carried it over a shop mat, paying the demanded price. Setting this flag makes sense only for pickable items inside shops.',
377 name => 'unpaid',
378 type => 'bool'
379 }
380 ]
381 ]
382 );
383
384 our %TYPE = (
385 Ability => {
386 attr => [
387 [
388 'invisible',
389 {
390 type => 'fixed',
391 value => 1
392 }
393 ],
394 [
395 'no_drop',
396 {
397 type => 'fixed',
398 value => 1
399 }
400 ],
401 [
402 'sp',
403 {
404 desc => 'The monster will use the specified <short range spell> when the player is within 6-square radius (of the monster\'s head).',
405 name => 'short range spell',
406 type => 'spell'
407 }
408 ],
409 [
410 'hp',
411 {
412 desc => 'The monster will use the specified <long range spell> when the player is at least 6 squares away (from the monster\'s head). Setting a <long range spell> is optional. If unset, the <short range spell> gets used all the time.',
413 name => 'long range spell',
414 type => 'nz_spell'
415 }
416 ],
417 [
418 'maxsp',
419 {
420 desc => 'Sometimes you\'ll want a monster to use one ability more than others. To achieve this, set the <importance> to a value greater than one. Abilities with this value zero/unset are counted to be of <importance> one. Example: A monster with "small fireball" of <importance> 3 and "paralyze" of <importance> 1 will averagely cast three out of four times the "small fireball".',
421 name => 'importance',
422 type => 'int'
423 }
424 ],
425 [
426 'attacktype',
427 {
428 desc => 'This flag specifies whether the ability <is magical> in nature. If enabled, all spells produced by this ability will have magic attacktype added to the usual attacktypes. This should always be set for spell-like abilities. "Natural" abilities like a dragon\'s firebreath are an exception. Note that non-magical abilities are more dangerous because magic resistance does not protect from those.',
429 name => 'is magical',
430 type => 'bool',
431 value => [
432 0,
433 2
434 ]
435 }
436 ]
437 ],
438 desc => 'Abilities are to be put in a monster\'s inventory. They grant monsters the knowledge to cast spells. Spells from abilities are usually magical in nature, thus adding magic attacktype to the spell-damage they produce. <br><br> A particularly nice feature of abilities is that they can hold two spells: One for short range- and one for long range use. \\n\\n You should know that spellcasting monsters receive abilities via &lt;treasurelist&gt;.',
439 ignore => [
440 $IGNORE_LIST{system_object}
441 ],
442 name => 'Ability',
443 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?'
444 },
445 Altar => {
446 attr => [
447 [
448 'no_pick',
449 {
450 type => 'fixed',
451 value => 1
452 }
453 ],
454 [
455 'walk_on',
456 {
457 type => 'fixed',
458 value => 1
459 }
460 ],
461 [
462 'slaying',
463 {
464 desc => 'This string specifies the item that must be put on the altar to activate it. It can either be the name of an archetype, or directly the name of an object. Yet, titles are not recognized by altars. Remember to put a note somewhere, telling the player what he is expected to drop on the altar. (Often this is put in the altar\'s name: E.g. "drop 100 platinums")',
465 name => 'match item name',
466 type => 'string'
467 }
468 ],
469 [
470 'food',
471 {
472 desc => 'The drop amount specifies the amount of items (specified in <match item name>) that must be dropped to activate the altar. If <match item name> is set to "money", then the value of the sacrificed money must be equal to <drop amount> (ie, if food=200, then 200 silver, 20 gold, or 4 platinum will all work.) Note that the maximum possible for <drop amount> is 32767.',
473 name => 'drop amount',
474 type => 'int'
475 }
476 ],
477 [
478 'connected',
479 {
480 desc => 'If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.',
481 name => 'connection',
482 type => 'int'
483 }
484 ],
485 [
486 'sp',
487 {
488 desc => 'When activated, the selected <spell> will be casted (once, on the player). This should work for any given spell. The altar will work infinitely in this way. Don\'t set both <spell> and <connection> for one altar.',
489 name => 'spell',
490 type => 'spell'
491 }
492 ],
493 [
494 'msg',
495 {
496 desc => 'This text will be displayed to the player in the exact moment when the altar is activated.',
497 end => 'endmsg',
498 name => 'message',
499 type => 'text'
500 }
501 ]
502 ],
503 desc => 'When a player puts a defined number of certain items on the altar, then either a spell is casted (on the player) or a connector is triggered. If the latter is the case, the altar works only once. Either way, the sacrificed item disappears.',
504 ignore => [
505 $IGNORE_LIST{non_pickable}
506 ],
507 name => 'Altar'
508 },
509 'Altar Trigger' => {
510 attr => [
511 [
512 'no_pick',
513 {
514 type => 'fixed',
515 value => 1
516 }
517 ],
518 [
519 'slaying',
520 {
521 desc => 'This string specifies the item that must be put on the altar to activate it. It can either be the name of an archetype, or directly the name of an object. Yet, titles are not recognized by altars. Remember to put a note somewhere, telling the player what he is expected to drop on the altar. (Often this is put in the altar\'s name: E.g. "drop 100 platinums")',
522 name => 'match item name',
523 type => 'string'
524 }
525 ],
526 [
527 'food',
528 {
529 desc => 'The drop amount specifies the amount of items (specified in <match item name>) that must be dropped to activate the altar. If <match item name> is set to "money", then the value of the sacrificed money must be equal to <drop amount> (ie, if food=200, then 200 silver, 20 gold, or 4 platinum will all work.) Note that the maximum possible for <drop amount> is 32767.',
530 name => 'drop amount',
531 type => 'int'
532 }
533 ],
534 [
535 'connected',
536 {
537 desc => 'If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.',
538 name => 'connection',
539 type => 'int'
540 }
541 ],
542 [
543 'sp',
544 {
545 desc => 'When activated, this <spell> will be casted (once, on the player). This should work for any given spell. The altar will work infinitely in this way. Don\'t set both <spell> and <connection> for one altar.',
546 name => 'spell',
547 type => 'spell'
548 }
549 ],
550 [
551 'exp',
552 {
553 desc => 'Being activated, the altar will reset after <reset time> ticks. After reset, the altar is ready to be activated once again. The default <reset time> is 30.',
554 name => 'reset time',
555 type => 'int'
556 }
557 ],
558 [
559 'last_sp',
560 {
561 desc => 'If this attribute is enabled, the altar_trigger won\'t push the connected value by altar reset. Only ONCE by dropping the sacrifice. This is typically used when the altar is connected to a creator, e.g. for selling tickets. If this attribute is disabled (default), the altar_trigger will push the connected value TWICE per sacrifice: First by dropping sacrifice, second by reset. This mode is typically used for altars being connected to gates, resulting in the gate being opened and closed again.',
562 name => 'ignore reset',
563 type => 'bool'
564 }
565 ],
566 [
567 'walk_on',
568 {
569 type => 'fixed',
570 value => 1
571 }
572 ],
573 [
574 'msg',
575 {
576 desc => 'This text will be displayed to the player in the exact moment when the altar is activated.',
577 end => 'endmsg',
578 name => 'message',
579 type => 'text'
580 }
581 ]
582 ],
583 desc => 'Altar_triggers work pretty much like normal altars (drop sacrifice -> connection activated), except for the fact that they reset after usage. Hence, altar_triggers can be used infinitely.',
584 ignore => [
585 $IGNORE_LIST{non_pickable}
586 ],
587 name => 'Altar Trigger',
588 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. =)'
589 },
590 Amulet => {
591 attr => [
592 [
593 'ac',
594 {
595 desc => 'This value defines the amount of armour-class bonus for wearing this item. <Armour class> lessens the chance of being hit. Lower values are better. It should usually be set only for armour-like equipment.',
596 name => 'armour class',
597 type => 'int'
598 }
599 ],
600 [
601 'wc',
602 {
603 desc => 'The <weapon class> value adds to the overall weapon class of the wielder\'s melee attacks. Weapon class improves the chance of hitting the opponent. Weapon class is the "counterpiece" of <armour class>. It should usually be set only for weapon-like items. Lower values are better.',
604 name => 'weapon class',
605 type => 'int'
606 }
607 ],
608 [
609 'item_power',
610 {
611 desc => 'The <item power> value measures how "powerful" an artifact is. Players will only be able to wear equipment with a certain total amount of <item power>, depending on their own level. This is the only way to prevent low level players to wear "undeserved" equipment (like gifts from other players or cheated items). It is very important to adjust the <item power> value carefully for every artifact you create! If zero/unset, the CF server will calculate a provisional value at runtime, but this is never going to be an accurate measurement of <item power>.',
612 name => 'item power',
613 type => 'int'
614 }
615 ],
616 [
617 'damned',
618 {
619 desc => 'A damned piece of equipment cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
620 name => 'damnation',
621 type => 'bool'
622 }
623 ],
624 [
625 'cursed',
626 {
627 desc => 'A cursed piece of equipment cannot be unwielded unless the curse is removed.',
628 name => 'curse',
629 type => 'bool'
630 }
631 ],
632 [
633 'lifesave',
634 {
635 desc => 'An item with this flag enabled will save the players life for one time: When the player is wearing this item and his health points reach zero, the item disappears, replenishing half of the player\'s health. An item with <save life> should not have any decent additional bonuses!',
636 name => 'save life',
637 type => 'bool'
638 }
639 ],
640 [
641 'unique',
642 {
643 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
644 name => 'unique item',
645 type => 'bool'
646 }
647 ],
648 [
649 'startequip',
650 {
651 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
652 name => 'godgiven item',
653 type => 'bool'
654 }
655 ],
656 [
657 'applied',
658 {
659 desc => 'If you put this item into the inventory of a monster, and you want the monster to use/wear the item - you must set <is applied>. Enabling this flag doesn\'t make any sense if the item is NOT in a monster\'s inventory.',
660 name => 'is applied',
661 type => 'bool'
662 }
663 ],
664 [
665 'msg',
666 {
667 desc => 'This text describes the item\'s "story". Every decent artifact should have such a description.',
668 end => 'endmsg',
669 name => 'description',
670 type => 'text'
671 }
672 ]
673 ],
674 desc => 'Wearing an amulet, the object\'s stats will directly be inherited to the player. Amulets are usually meant for protection and defense.',
675 name => 'Amulet',
676 section => [
677 [
678 'resistance',
679 [
680 [
681 'resist_physical',
682 {
683 desc => 'This adds physical resistance to the item (= armour value). The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
684 name => 'resist physical %',
685 type => 'int'
686 }
687 ],
688 [
689 'resist_magic',
690 {
691 desc => 'This adds magic resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
692 name => 'resist magic %',
693 type => 'int'
694 }
695 ],
696 [
697 'resist_fire',
698 {
699 desc => 'This adds fire resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
700 name => 'resist fire %',
701 type => 'int'
702 }
703 ],
704 [
705 'resist_electricity',
706 {
707 desc => 'This adds electricity resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
708 name => 'resist electricity %',
709 type => 'int'
710 }
711 ],
712 [
713 'resist_cold',
714 {
715 desc => 'This adds fire resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
716 name => 'resist cold %',
717 type => 'int'
718 }
719 ],
720 [
721 'resist_confusion',
722 {
723 desc => 'This adds confusion resistance to the item. The number is a percent-value in the range 0-100. Confusion resistance is not very effective unless the value comes close to 100 (= perfect immunity).',
724 name => 'resist confusion %',
725 type => 'int'
726 }
727 ],
728 [
729 'resist_acid',
730 {
731 desc => 'This adds acid resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
732 name => 'resist acid %',
733 type => 'int'
734 }
735 ],
736 [
737 'resist_drain',
738 {
739 desc => 'This adds draining resistance to the item. The number is a percent-value in the range 0-100. Draining resistance is little effective unless the value is 100 (= perfect immunity).',
740 name => 'resist draining %',
741 type => 'int'
742 }
743 ],
744 [
745 'resist_weaponmagic',
746 {
747 desc => 'This adds weaponmagic resistance to the item. The number is a percent-value in the range 0-100. Weaponmagic resistance generally should not exist on equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell) are not meant to be easily resisted.',
748 name => 'resist weaponmagic %',
749 type => 'int'
750 }
751 ],
752 [
753 'resist_ghosthit',
754 {
755 desc => 'This adds ghosthit resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
756 name => 'resist ghosthit %',
757 type => 'int'
758 }
759 ],
760 [
761 'resist_poison',
762 {
763 desc => 'This adds poison resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
764 name => 'resist poison %',
765 type => 'int'
766 }
767 ],
768 [
769 'resist_slow',
770 {
771 desc => 'This adds fear resistance to the item. The number is a percent-value in the range 0-100. Resistance to fear is pretty useless.',
772 name => 'resist slow %',
773 type => 'int'
774 }
775 ],
776 [
777 'resist_paralyze',
778 {
779 desc => 'This adds paralyze resistance to the item. The number is a percent-value in the range 0-100. Paralyze resistance is little effective unless the value is 100 (= perfect immunity).',
780 name => 'resist paralyze %',
781 type => 'int'
782 }
783 ],
784 [
785 'resist_fear',
786 {
787 desc => 'This adds fear resistance to the item. The number is a percent-value in the range 0-100. Resistance to fear is pretty useless.',
788 name => 'resist fear %',
789 type => 'int'
790 }
791 ],
792 [
793 'resist_deplete',
794 {
795 desc => 'This adds depletion resistance to the item. The number is a percent-value in the range 0-100. Depletion resistance is little effective unless the value is 100 (= perfect immunity).',
796 name => 'resist depletion %',
797 type => 'int'
798 }
799 ],
800 [
801 'resist_death',
802 {
803 desc => 'This adds death-attack resistance to the item. The number is a percent-value in the range 0-100. Death-attack resistance is little effective unless the value is 100 (= perfect immunity). Generally, resistance to death-attack is not supposed to be available to players!',
804 name => 'resist death-attack %',
805 type => 'int'
806 }
807 ],
808 [
809 'resist_chaos',
810 {
811 desc => 'This adds chaos resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact. Note that chaos is not a stand-alone attacktype. Chaos "contains" a combination of other attacktypes.',
812 name => 'resist chaos %',
813 type => 'int'
814 }
815 ],
816 [
817 'resist_blind',
818 {
819 desc => 'This adds blinding resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
820 name => 'resist blinding %',
821 type => 'int'
822 }
823 ],
824 [
825 'resist_holyword',
826 {
827 desc => 'This adds holy power resistance to the item. The number is a percent-value in the range 0-100. Holy power is the attacktype that holyword-type spells use to hurt undead creatures. This kind of resistance is only reasonable for undead players (wraith or devourer cult). Generally, resistance to holy word should not be available for players.',
828 name => 'resist holy power %',
829 type => 'int'
830 }
831 ]
832 ]
833 ],
834 [
835 'stats',
836 [
837 [
838 'Str',
839 {
840 desc => 'The player\'s strentgh will rise/fall by the given value while wearing this piece of equipment.',
841 name => 'strength',
842 type => 'int'
843 }
844 ],
845 [
846 'Dex',
847 {
848 desc => 'The player\'s dexterity will rise/fall by the given value while wearing this piece of equipment.',
849 name => 'dexterity',
850 type => 'int'
851 }
852 ],
853 [
854 'Con',
855 {
856 desc => 'The player\'s constitution will rise/fall by the given value while wearing this piece of equipment.',
857 name => 'constitution',
858 type => 'int'
859 }
860 ],
861 [
862 'Int',
863 {
864 desc => 'The player\'s intelligence will rise/fall by the given value while wearing this piece of equipment.',
865 name => 'intelligence',
866 type => 'int'
867 }
868 ],
869 [
870 'Pow',
871 {
872 desc => 'The player\'s power will rise/fall by the given value while wearing this piece of equipment.',
873 name => 'power',
874 type => 'int'
875 }
876 ],
877 [
878 'Wis',
879 {
880 desc => 'The player\'s wisdom will rise/fall by the given value while wearing this piece of equipment.',
881 name => 'wisdom',
882 type => 'int'
883 }
884 ],
885 [
886 'Cha',
887 {
888 desc => 'The player\'s charisma will rise/fall by the given value while wearing this piece of equipment.',
889 name => 'charisma',
890 type => 'int'
891 }
892 ]
893 ]
894 ],
895 [
896 'misc',
897 [
898 [
899 'luck',
900 {
901 desc => 'With positive luck bonus, the player is more likely to succeed in all sorts of things (spellcasting, praying,...). Unless the <luck bonus> is very high, the effect will be barely visible in-game. Luck bonus on one piece of equipment should never exceed 3, and such bonus should not be too frequently available.',
902 name => 'luck bonus',
903 type => 'int'
904 }
905 ],
906 [
907 'hp',
908 {
909 desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
910 name => 'health regen.',
911 type => 'int'
912 }
913 ],
914 [
915 'sp',
916 {
917 desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
918 name => 'mana regen.',
919 type => 'int'
920 }
921 ],
922 [
923 'grace',
924 {
925 desc => 'Positive <grace regen.> bonus speeds up the player\'s grace regeneration. Negative values slow it down. Since grace can be regenerated rather easy with praying, additional <grace regen.> bonus should be VERY RARE!!',
926 name => 'grace regen.',
927 type => 'int'
928 }
929 ],
930 [
931 'food',
932 {
933 desc => 'Positive <food bonus> slows down the player\'s digestion, thus he consumes less food. Negative values speed it up. Note that food is consumed not only for "being alive", but also for healing and mana-regeneration. <food bonus> only affects the amount of food consumed for "being alive". Hence, even with high <food bonus>, during a fight a player can run out of food quickly.',
934 name => 'food bonus',
935 type => 'int'
936 }
937 ],
938 [
939 'xrays',
940 {
941 desc => 'Xray vision allows the player to see through obstacles in a two-square-wide radius. This is extremely helpful and desirable, so don\'t give it away for cheap on equipment.',
942 name => 'xray vision',
943 type => 'bool'
944 }
945 ],
946 [
947 'stealth',
948 {
949 desc => 'Stealth allows the player to move silently. This comes to effect if a player turns himself invisible and tries to sneak around monsters. (At least that was the idea behind it)',
950 name => 'stealth',
951 type => 'bool'
952 }
953 ],
954 [
955 'reflect_spell',
956 {
957 desc => 'If a player is wearing any piece of equipment with the ability to <reflect spells>, all kinds of spell-bullets and -beams will bounce off him. This works only about 90% of all times, to avoid players being completely immune to certain types of attacks. This is a very powerful ability and it shouldn\'t be handed out cheap!',
958 name => 'reflect spells',
959 type => 'bool'
960 }
961 ],
962 [
963 'reflect_missile',
964 {
965 desc => 'If a player is wearing any piece of equipment with the ability to <reflect missiles>, all kinds of projectiles (e.g. arrows, bolts, boulders) will bounce off him. This works only about 90% of all times, to avoid players being completely immune to certain types of attacks.',
966 name => 'reflect missiles',
967 type => 'bool'
968 }
969 ],
970 [
971 'flying',
972 {
973 desc => 'As soon as the player applies a piece of equipment with <levitate> set, the player will start to float in the air.',
974 name => 'levitate',
975 type => 'bool'
976 }
977 ],
978 [
979 'path_attuned',
980 {
981 desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this item.',
982 name => 'attuned paths',
983 type => 'bitmask',
984 value => $BITMASK{spellpath}
985 }
986 ],
987 [
988 'path_repelled',
989 {
990 desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this item.',
991 name => 'repelled paths',
992 type => 'bitmask',
993 value => $BITMASK{spellpath}
994 }
995 ],
996 [
997 'path_denied',
998 {
999 desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this item.',
1000 name => 'denied paths',
1001 type => 'bitmask',
1002 value => $BITMASK{spellpath}
1003 }
1004 ]
1005 ]
1006 ]
1007 ],
1008 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1009 },
1010 Battleground => {
1011 attr => [
1012 [
1013 'no_pick',
1014 {
1015 type => 'fixed',
1016 value => 1
1017 }
1018 ],
1019 [
1020 'is_floor',
1021 {
1022 type => 'fixed',
1023 value => 1
1024 }
1025 ],
1026 [
1027 'hp',
1028 {
1029 desc => 'The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.',
1030 name => 'destination X',
1031 type => 'int'
1032 }
1033 ],
1034 [
1035 'sp',
1036 {
1037 desc => 'The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.',
1038 name => 'destination Y',
1039 type => 'int'
1040 }
1041 ]
1042 ],
1043 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.',
1044 ignore => [
1045 $IGNORE_LIST{non_pickable}
1046 ],
1047 name => 'Battleground',
1048 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.)'
1049 },
1050 Book => {
1051 attr => [
1052 [
1053 'level',
1054 {
1055 desc => 'If this value is set to be greater than zero, the player needs a certain literacy level to succeed reading the book. The book can be read if: mental_level greater <literacy level> - 5. Adding level to a book can be a nice idea, personally I like it when a player needs more than his fighting skills to solve a quest. However, keep the booklevel at least below 15 because it is quite hard to gain high mental levels.',
1056 name => 'literacy level',
1057 type => 'int'
1058 }
1059 ],
1060 [
1061 'startequip',
1062 {
1063 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1064 name => 'godgiven item',
1065 type => 'bool'
1066 }
1067 ],
1068 [
1069 'unique',
1070 {
1071 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
1072 name => 'unique item',
1073 type => 'bool'
1074 }
1075 ],
1076 [
1077 'msg',
1078 {
1079 desc => 'This is the text that appears "written" in the book.',
1080 end => 'endmsg',
1081 name => 'book content',
1082 type => 'text'
1083 }
1084 ]
1085 ],
1086 desc => 'Applying a book, the containing message is displayed to the player.',
1087 name => 'Book'
1088 },
1089 Boots => {
1090 attr => [
1091 [
1092 'exp',
1093 {
1094 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.',
1095 name => 'speed bonus',
1096 type => 'int'
1097 }
1098 ],
1099 [
1100 'magic',
1101 {
1102 desc => '<magic bonus> works just like ac, except that it can be improved by "scrolls of Enchant Armour" or reduced by acid. It is less useful than direct armour-class bonus on the boots. Important: <magic bonus> on boots has no effect if there is no <armour class> set. It only works in combination with <armour class>.',
1103 name => 'magic bonus',
1104 type => 'int'
1105 }
1106 ]
1107 ],
1108 desc => 'Wearing boots, the object\'s stats will directly be inherited to the player. Usually enhancing his speed, or granting some minor protection bonus.',
1109 import => [
1110 $TYPE{Amulet}
1111 ],
1112 name => 'Boots',
1113 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1114 },
1115 Bracers => {
1116 attr => [
1117 [
1118 'magic',
1119 {
1120 desc => '<magic bonus> works just like ac, except that it can be improved by "scrolls of Enchant Armour" or reduced by acid. It is less useful than direct armour-class bonus on the bracers.',
1121 name => 'magic bonus',
1122 type => 'int'
1123 }
1124 ]
1125 ],
1126 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.',
1127 import => [
1128 $TYPE{Amulet}
1129 ],
1130 name => 'Bracers',
1131 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1132 },
1133 'Brestplate Armour' => {
1134 attr => [
1135 [
1136 'last_heal',
1137 {
1138 desc => 'This poses a penalty to spell regeneration speed, for wearing the armour. The bigger the spellpoint penalty, the worse.',
1139 name => 'spellpoint penalty',
1140 type => 'int'
1141 }
1142 ],
1143 [
1144 'last_sp',
1145 {
1146 desc => 'Slowdown penalty reduces the player\'s walking speed when wearing the armour. Bigger values are worse - zero is best.',
1147 name => 'slowdown penalty',
1148 type => 'int'
1149 }
1150 ],
1151 [
1152 'magic',
1153 {
1154 desc => '<magic bonus> works just like ac, except that it can be improved by "scrolls of Enchant Armour" or reduced by acid. It is less useful than direct armour-class bonus on the armour.',
1155 name => 'magic bonus',
1156 type => 'int'
1157 }
1158 ]
1159 ],
1160 desc => 'Wearing an armour, the object\'s stats will directly be inherited to the player. Usually enhancing his defense.',
1161 import => [
1162 $TYPE{Amulet}
1163 ],
1164 name => 'Brestplate Armour',
1165 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1166 },
1167 Button => {
1168 attr => [
1169 [
1170 'walk_on',
1171 {
1172 type => 'fixed',
1173 value => 1
1174 }
1175 ],
1176 [
1177 'walk_off',
1178 {
1179 type => 'fixed',
1180 value => 1
1181 }
1182 ],
1183 [
1184 'no_pick',
1185 {
1186 type => 'fixed',
1187 value => 1
1188 }
1189 ],
1190 [
1191 'weight',
1192 {
1193 desc => 'The button is pressed (triggered), as soon as <press weigh> gram are placed ontop of it.',
1194 name => 'press weight',
1195 type => 'int'
1196 }
1197 ],
1198 [
1199 'connected',
1200 {
1201 desc => 'Every time the button is pressed or released, all objects with the same <connection> value are activated.',
1202 name => 'connection',
1203 type => 'int'
1204 }
1205 ],
1206 [
1207 'msg',
1208 {
1209 desc => 'This text may describe the item. You can use this message to explain the button\'s purpose to the player.',
1210 end => 'endmsg',
1211 name => 'description',
1212 type => 'text'
1213 }
1214 ]
1215 ],
1216 desc => 'When a predefined amount of weigh is placed on a button, the &lt;connection&gt; value is triggered. In most cases this happens when a player or monster steps on it. When the button is "released", the &lt;connection&gt; value get\'s triggered a second time.',
1217 ignore => [
1218 $IGNORE_LIST{non_pickable}
1219 ],
1220 name => 'Button'
1221 },
1222 'Button Trigger' => {
1223 desc => 'Handle buttons are buttons which reset after a short period of time. Every time it is either applied or reset, the &lt;connection&gt; value is triggered.',
1224 ignore => [
1225 $IGNORE_LIST{non_pickable}
1226 ],
1227 import => [
1228 $TYPE{Button}
1229 ],
1230 name => 'Button Trigger'
1231 },
1232 'Class Changer' => {
1233 attr => [
1234 [
1235 'randomitems',
1236 {
1237 desc => 'This entry determines which initial items the character receives.',
1238 name => 'class items',
1239 type => 'treasurelist'
1240 }
1241 ]
1242 ],
1243 desc => 'Class changer are used while creating a character.',
1244 ignore => [
1245 $IGNORE_LIST{non_pickable}
1246 ],
1247 name => 'Class Changer',
1248 section => [
1249 [
1250 'stats',
1251 [
1252 [
1253 'Str',
1254 {
1255 desc => 'The player\'s strength will rise by the given value if he chooses this class. (Negative values make strength fall)',
1256 name => 'strength',
1257 type => 'int'
1258 }
1259 ],
1260 [
1261 'Dex',
1262 {
1263 desc => 'The player\'s dexterity will rise by the given value if he chooses this class. (Negative values make dexterity fall)',
1264 name => 'dexterity',
1265 type => 'int'
1266 }
1267 ],
1268 [
1269 'Con',
1270 {
1271 desc => 'The player\'s constitution will rise by the given value if he chooses this class. (Negative values make constitution fall)',
1272 name => 'constitution',
1273 type => 'int'
1274 }
1275 ],
1276 [
1277 'Int',
1278 {
1279 desc => 'The player\'s intelligence will rise by the given value if he chooses this class. (Negative values make intelligence fall)',
1280 name => 'intelligence',
1281 type => 'int'
1282 }
1283 ],
1284 [
1285 'Pow',
1286 {
1287 desc => 'The player\'s power will rise by the given value if he chooses this class. (Negative values make power fall)',
1288 name => 'power',
1289 type => 'int'
1290 }
1291 ],
1292 [
1293 'Wis',
1294 {
1295 desc => 'The player\'s wisdom will rise by the given value if he chooses this class. (Negative values make wisdom fall)',
1296 name => 'wisdom',
1297 type => 'int'
1298 }
1299 ],
1300 [
1301 'Cha',
1302 {
1303 desc => 'The player\'s charisma will rise by the given value if he chooses this class. (Negative values make charisma fall)',
1304 name => 'charisma',
1305 type => 'int'
1306 }
1307 ]
1308 ]
1309 ]
1310 ]
1311 },
1312 Cloak => {
1313 attr => [
1314 [
1315 'magic',
1316 {
1317 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>.',
1318 name => 'magic bonus',
1319 type => 'int'
1320 }
1321 ]
1322 ],
1323 desc => 'Wearing a cloak, the object\'s stats will directly be inherited to the player. Cloaks usually add minor &lt;armour class&gt; and sometimes a bit of resistance.',
1324 import => [
1325 $TYPE{Amulet}
1326 ],
1327 name => 'Cloak',
1328 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1329 },
1330 Clock => {
1331 attr => [
1332 [
1333 'msg',
1334 {
1335 desc => 'This text may describe the item',
1336 end => 'endmsg',
1337 name => 'description',
1338 type => 'text'
1339 }
1340 ]
1341 ],
1342 desc => 'Applying a clock, the time is displayed to the player.',
1343 name => 'Clock'
1344 },
1345 Container => {
1346 attr => [
1347 [
1348 'race',
1349 {
1350 desc => 'If set, the container will hold only certain types of objects. Possible choices for <container class> are: "gold and jewels", "arrows" and "keys". Unfortunately it is not easy to create new container classes, because items need a matching counterpiece-attribute to the <container class> before they can be put inside a container. This attribute ("race") is set only for the existing container classes.',
1351 name => 'container class',
1352 type => 'string'
1353 }
1354 ],
1355 [
1356 'slaying',
1357 {
1358 desc => 'If <key string> is set, only players with a special key of matching <key string> are able to open the container.',
1359 name => 'key string',
1360 type => 'string'
1361 }
1362 ],
1363 [
1364 'container',
1365 {
1366 desc => 'The container can hold a maximum total weight of the given value in gram. Note that this weight limit is calculated *after* the weight reduction (<reduce weight>) has been applied.',
1367 name => 'maximum weight',
1368 type => 'int'
1369 }
1370 ],
1371 [
1372 'Str',
1373 {
1374 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.',
1375 name => 'reduce weight %',
1376 type => 'int'
1377 }
1378 ],
1379 [
1380 'is_cauldron',
1381 {
1382 desc => 'If set, the container can be used as alchemy-cauldron. The player can put ingredients inside, close it, cast alchemy and if his formulae is true, he\'ll get what he longed for.',
1383 name => 'alchemy cauldron',
1384 type => 'bool'
1385 }
1386 ],
1387 [
1388 'unique',
1389 {
1390 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good. All contents of a unique container are unique as well.',
1391 name => 'unique item',
1392 type => 'bool'
1393 }
1394 ],
1395 [
1396 'startequip',
1397 {
1398 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1399 name => 'godgiven item',
1400 type => 'bool'
1401 }
1402 ],
1403 [
1404 'other_arch',
1405 {
1406 desc => 'This is used for a certain kind of... "animation" when opening the container. Stick to the default arches here and you won\'t get into trouble.',
1407 name => 'animation arch',
1408 type => 'string'
1409 }
1410 ],
1411 [
1412 'msg',
1413 {
1414 desc => 'This text may contain a description of the container.',
1415 end => 'endmsg',
1416 name => 'description',
1417 type => 'text'
1418 }
1419 ]
1420 ],
1421 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.',
1422 name => 'Container',
1423 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>'
1424 },
1425 Converter => {
1426 attr => [
1427 [
1428 'no_pick',
1429 {
1430 type => 'fixed',
1431 value => 1
1432 }
1433 ],
1434 [
1435 'slaying',
1436 {
1437 desc => '<cost arch> is the name of the archetype the player has to put on the converter, as payment.',
1438 name => 'cost arch',
1439 type => 'string'
1440 }
1441 ],
1442 [
1443 'food',
1444 {
1445 desc => 'The player has to put <cost number> items of <cost arch> on the converter, in order to get <receive number> items of <receive arch>.',
1446 name => 'cost number',
1447 type => 'int'
1448 }
1449 ],
1450 [
1451 'other_arch',
1452 {
1453 desc => '<receive arch> is the name of the archetype to convert into. This field is ignored if the converter has items in inventory. In this case one of the inventory items is duplicated. The duplicated item is randomly chosen from all items present.',
1454 name => 'receive arch',
1455 type => 'string'
1456 }
1457 ],
1458 [
1459 'sp',
1460 {
1461 desc => 'The player has to put <cost number> items of <cost arch> on the converter, in order to get <receive number> items of <receive arch>.',
1462 name => 'receive number',
1463 type => 'int'
1464 }
1465 ],
1466 [
1467 'msg',
1468 {
1469 desc => 'This text may contain a description of the converter.',
1470 end => 'endmsg',
1471 name => 'description',
1472 type => 'text'
1473 }
1474 ]
1475 ],
1476 desc => 'Converters are like "exchange tables". When the player drops a specific type of items, they get converted into other items, at a predefined exchange-ratio.',
1477 ignore => [
1478 'value',
1479 'nrof',
1480 'name_pl',
1481 'no_pick',
1482 'unpaid',
1483 'title'
1484 ],
1485 name => 'Converter',
1486 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.'
1487 },
1488 Creator => {
1489 attr => [
1490 [
1491 'no_pick',
1492 {
1493 type => 'fixed',
1494 value => 1
1495 }
1496 ],
1497 [
1498 'other_arch',
1499 {
1500 desc => 'This string defines the object that will be created. You can choose any of the existing arches. This field is ignored if the creator has items in inventory. In this case one of the inventory items is duplicated. The duplicated item is randomly chosen from all items present.',
1501 name => 'create arch',
1502 type => 'string'
1503 }
1504 ],
1505 [
1506 'connected',
1507 {
1508 desc => 'Whenever the connection value is activated, the creator gets triggered.',
1509 name => 'connection',
1510 type => 'int'
1511 }
1512 ],
1513 [
1514 'lifesave',
1515 {
1516 desc => 'If <infinit uses> is set, the creator will work infinitely, regardless of the value in <number of uses>.',
1517 name => 'infinit uses',
1518 type => 'bool'
1519 }
1520 ],
1521 [
1522 'hp',
1523 {
1524 desc => 'The creator can be triggered <number of uses> times, thus creating that many objects, before it dissappears. Default is <number of uses> 1 (-> one-time usage).',
1525 name => 'number of uses',
1526 type => 'int'
1527 }
1528 ],
1529 [
1530 'slaying',
1531 {
1532 desc => 'The created object will bear the name and title specified in <name of creation>. If nothing is set, the standard name and title of the archetype is used.',
1533 name => 'name of creation',
1534 type => 'string'
1535 }
1536 ],
1537 [
1538 'level',
1539 {
1540 desc => 'The created object will be of that level. If zero/unset, the standard level of the archetype is used.',
1541 name => 'level of creation',
1542 type => 'int'
1543 }
1544 ]
1545 ],
1546 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.',
1547 ignore => [
1548 $IGNORE_LIST{system_object}
1549 ],
1550 name => 'Creator',
1551 use => 'Don\'t hesitate to hide your creators under the floor. The created items will still always appear ontop of the floor.'
1552 },
1553 Detector => {
1554 attr => [
1555 [
1556 'no_pick',
1557 {
1558 type => 'fixed',
1559 value => 1
1560 }
1561 ],
1562 [
1563 'slaying',
1564 {
1565 desc => '<match name> specifies the name of the object we are looking for. Actually it does also check for the <key string> in key-objects, but for this case inventory checkers are often more powerful to use.',
1566 name => 'match name',
1567 type => 'string'
1568 }
1569 ],
1570 [
1571 'connected',
1572 {
1573 desc => 'When the detector is triggered, all objects with the same connection value get activated.',
1574 name => 'connection',
1575 type => 'int'
1576 }
1577 ],
1578 [
1579 'speed',
1580 {
1581 desc => 'This value defines the time between two detector-checks. If you want the detector to behave almost like pedestals/buttons, set speed rather high, like <detection speed> 1.0.',
1582 name => 'detection speed',
1583 type => 'float'
1584 }
1585 ]
1586 ],
1587 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.',
1588 ignore => [
1589 $IGNORE_LIST{system_object}
1590 ],
1591 name => 'Detector',
1592 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.'
1593 },
1594 Director => {
1595 attr => [
1596 [
1597 'sp',
1598 {
1599 desc => 'Projectiles will leave the director flying in the selected <direction>. A director with direction <none> simply stops projectiles. (The latter works out a bit strange for some spells).',
1600 name => 'direction',
1601 type => 'list',
1602 value => $LIST{direction}
1603 }
1604 ],
1605 [
1606 'walk_on',
1607 {
1608 type => 'fixed',
1609 value => 1
1610 }
1611 ],
1612 [
1613 'fly_on',
1614 {
1615 type => 'fixed',
1616 value => 1
1617 }
1618 ]
1619 ],
1620 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.',
1621 ignore => [
1622 $IGNORE_LIST{non_pickable}
1623 ],
1624 name => 'Director',
1625 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.'
1626 },
1627 Disease => {
1628 attr => [
1629 [
1630 'invisible',
1631 {
1632 type => 'fixed',
1633 value => 1
1634 }
1635 ],
1636 [
1637 'level',
1638 {
1639 desc => 'The <plaque level> is proportional to the disease\'s deadliness. This mainly reflects in the <damage>. It has no effect on most other symptoms. Neverthless, it is a very important value for all damage-inflicting diseases.',
1640 name => 'plaque level',
1641 type => 'int'
1642 }
1643 ],
1644 [
1645 'race',
1646 {
1647 desc => 'The disease will only infect creatures of the specified <race>. "<race> *" means every creature can be infected.',
1648 name => 'infect race',
1649 type => 'string'
1650 }
1651 ],
1652 [
1653 'ac',
1654 {
1655 desc => 'Every time the disease "moves" the severity of the symptoms are increased by <progressiveness>/100. (severity = 1 + (accumlated progression)/100)',
1656 name => 'progressiveness',
1657 type => 'int'
1658 }
1659 ],
1660 [
1661 'msg',
1662 {
1663 desc => 'This text is displayed to the player every time the symptoms strike.',
1664 end => 'endmsg',
1665 name => 'message',
1666 type => 'text'
1667 }
1668 ]
1669 ],
1670 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.',
1671 ignore => [
1672 $IGNORE_LIST{system_object}
1673 ],
1674 name => 'Disease',
1675 section => [
1676 [
1677 'spreading',
1678 [
1679 [
1680 'wc',
1681 {
1682 desc => 'The <infectiosness> defines the chance of new creatures getting infected. If you set this too high, the disease is very likely to be too effective. <infectiosness>/127 is the chance of someone in range catching it.',
1683 name => 'infectiosness',
1684 type => 'int'
1685 }
1686 ],
1687 [
1688 'last_grace',
1689 {
1690 desc => 'The <attenuation> value reduces the diseases\' <infectiosness> everytime it infects someone new. This limits how many generations a disease can propagate.',
1691 name => 'attenuation',
1692 type => 'int'
1693 }
1694 ],
1695 [
1696 'magic',
1697 {
1698 desc => '<infection range> sets the range at which infection may occur. If positive, the <infection range> is level dependant - If negative, it is not: E.g. "<infection range> -6" means creatures can be infected in six square range, and <plaque level> doesn\'t modify that.',
1699 name => 'infection range',
1700 type => 'int'
1701 }
1702 ],
1703 [
1704 'maxhp',
1705 {
1706 desc => '<persistence> defines how long the disease can persist OUTSIDE a host. The disease can "move" <persistence> times outside a host before it vanishes. A negative value means the disease lasts for permanent (which is only recommended to use in maps without monsters).',
1707 name => 'persistence',
1708 type => 'int'
1709 }
1710 ],
1711 [
1712 'maxgrace',
1713 {
1714 desc => 'The disease will last in the host for <curing duration> "disease moves" (Assuming the host survives and doesn\'t use a curing spell). After this period the disease is naturally cured, which provides the host with immunity from this particular disease of lower or equal level. A negative value means the disease can never be cured naturally. Note that this value can be further modulated by spell-parameters, if the disease is registered as spell in the code. Due to that, most default diseases take a lot longer to cure than it seems.',
1715 name => 'curing duration',
1716 type => 'int'
1717 }
1718 ],
1719 [
1720 'speed',
1721 {
1722 desc => 'The <speed> of the disease determines how fast the disease will "move", thus how fast the symptoms strike the host.',
1723 name => 'moving speed',
1724 type => 'float'
1725 }
1726 ]
1727 ]
1728 ],
1729 [
1730 'symptoms',
1731 [
1732 [
1733 'attacktype',
1734 {
1735 desc => 'The disease will attack the host with the given <attacktype>. Godpower attacktype is commonly used for "unresistable" diseases.',
1736 name => 'attacktype',
1737 type => 'bitmask',
1738 value => $BITMASK{attacktype}
1739 }
1740 ],
1741 [
1742 'dam',
1743 {
1744 desc => 'A disease with a positive <damage> value will strike the player for that amount of damage every time the symptoms occur. A negative <damage> value produces %-based damage: "<damage> -10" means the player\'s health is reduced by 10% every time the symptoms strike. Diseases with %-based damage can be dangerous - but not deadly - for players of all levels.',
1745 name => 'damage',
1746 type => 'int'
1747 }
1748 ],
1749 [
1750 'other_arch',
1751 {
1752 desc => 'If set, the specified arch is created and dropped every time the symptoms strike. This can be various things: farts, body pieces, eggs ... Even monsters can be created that way. You could also make a disease where some exotic stuff like money/gems is created.',
1753 name => 'create arch',
1754 type => 'string'
1755 }
1756 ],
1757 [
1758 'last_sp',
1759 {
1760 desc => 'If set, the disease imposes a <slowdown penalty> while being infected. The player\'s speed is reduced by <slowdown penalty> % of normal value.',
1761 name => 'slowdown penalty',
1762 type => 'int'
1763 }
1764 ],
1765 [
1766 'exp',
1767 {
1768 desc => 'When the player manages to cure this disease (with a curing spell), he is awarded with <exp. for curing> experience.',
1769 name => 'exp. for curing',
1770 type => 'int'
1771 }
1772 ],
1773 [
1774 'maxsp',
1775 {
1776 desc => 'Every time the disease "moves", the player\'s mana is reduced by the value of <mana depletion>. For negative values, a %-based amount is taken.',
1777 name => 'mana depletion',
1778 type => 'int'
1779 }
1780 ],
1781 [
1782 'last_eat',
1783 {
1784 desc => 'Every time the disease "moves", the player\'s food is reduced by the value of <food depletion>. For negative values, a %-based amount is taken.',
1785 name => 'food depletion',
1786 type => 'int'
1787 }
1788 ],
1789 [
1790 'hp',
1791 {
1792 desc => 'This value increases the player\'s healing rate. Negative values decrease it.',
1793 name => 'health regen.',
1794 type => 'int'
1795 }
1796 ],
1797 [
1798 'sp',
1799 {
1800 desc => 'This value increases the player\'s rate of mana regeneration. Negative values decrease it.',
1801 name => 'mana regen.',
1802 type => 'int'
1803 }
1804 ]
1805 ]
1806 ],
1807 [
1808 'disability',
1809 [
1810 [
1811 'Str',
1812 {
1813 desc => 'The player\'s strength will rise by the given value while being infected. (Negative values make strength fall)',
1814 name => 'strength',
1815 type => 'int'
1816 }
1817 ],
1818 [
1819 'Dex',
1820 {
1821 desc => 'The player\'s dexterity will rise by the given value while being infected. (Negative values make dexterity fall)',
1822 name => 'dexterity',
1823 type => 'int'
1824 }
1825 ],
1826 [
1827 'Con',
1828 {
1829 desc => 'The player\'s constitution will rise by the given value while being infected. (Negative values make constitution fall)',
1830 name => 'constitution',
1831 type => 'int'
1832 }
1833 ],
1834 [
1835 'Int',
1836 {
1837 desc => 'The player\'s intelligence will rise by the given value while being infected. (Negative values make intelligence fall)',
1838 name => 'intelligence',
1839 type => 'int'
1840 }
1841 ],
1842 [
1843 'Pow',
1844 {
1845 desc => 'The player\'s power will rise by the given value while being infected. (Negative values make power fall)',
1846 name => 'power',
1847 type => 'int'
1848 }
1849 ],
1850 [
1851 'Wis',
1852 {
1853 desc => 'The player\'s wisdom will rise by the given value while being infected. (Negative values make wisdom fall)',
1854 name => 'wisdom',
1855 type => 'int'
1856 }
1857 ],
1858 [
1859 'Cha',
1860 {
1861 desc => 'The player\'s charisma will rise by the given value while being infected. (Negative values make charisma fall)',
1862 name => 'charisma',
1863 type => 'int'
1864 }
1865 ]
1866 ]
1867 ]
1868 ],
1869 use => 'Diseases are extremely flexible and usable in a many ways. So far they are mostly used for causing bad, unwanted effects. You could just as well create a disease which helps the player (recharging mana for example). Infection with a "positive disease" could even be a quest reward.'
1870 },
1871 Door => {
1872 attr => [
1873 [
1874 'no_pick',
1875 {
1876 type => 'fixed',
1877 value => 1
1878 }
1879 ],
1880 [
1881 'alive',
1882 {
1883 type => 'fixed',
1884 value => 1
1885 }
1886 ],
1887 [
1888 'no_pass',
1889 {
1890 desc => 'If set, a player must defeat the door to enter.',
1891 name => 'blocking passage',
1892 type => 'bool'
1893 }
1894 ],
1895 [
1896 'hp',
1897 {
1898 desc => 'The more <hitpoints> the door has, the longer it takes to be broken.',
1899 name => 'hitpoints',
1900 type => 'int'
1901 }
1902 ],
1903 [
1904 'ac',
1905 {
1906 desc => 'Doors of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
1907 name => 'armour class',
1908 type => 'int'
1909 }
1910 ],
1911 [
1912 'other_arch',
1913 {
1914 desc => 'This string defines the object that will be created when the door was defeated.',
1915 name => 'drop arch',
1916 type => 'string'
1917 }
1918 ],
1919 [
1920 'randomitems',
1921 {
1922 desc => 'This entry determines what kind of traps will appear in the door.',
1923 name => 'treasurelist',
1924 type => 'treasurelist'
1925 }
1926 ]
1927 ],
1928 desc => 'A door can be opened with a normal key. It also can be broken by attacking it, and it can be defeated with the lockpicking skill. If a door is defeated, horizontally and vertically adjacent doors are automatically removed.',
1929 ignore => [
1930 $IGNORE_LIST{non_pickable}
1931 ],
1932 name => 'Door'
1933 },
1934 Duplicator => {
1935 attr => [
1936 [
1937 'other_arch',
1938 {
1939 desc => 'Only objects of matching archtype, lying ontop of the dublicator will be dublicated, multiplied or removed. All other objects will be ignored.',
1940 name => 'target arch',
1941 type => 'string'
1942 }
1943 ],
1944 [
1945 'level',
1946 {
1947 desc => 'The number of items in the target pile will be multiplied by the <multiply factor>. If it is set to zero, all target objects will be destroyed.',
1948 name => 'multiply factor',
1949 type => 'int'
1950 }
1951 ],
1952 [
1953 'connected',
1954 {
1955 desc => 'An activator (lever, altar, button, etc) with matching connection value is able to trigger this duplicator. Be very careful that players cannot abuse it to create endless amounts of money or other valuable stuff!',
1956 name => 'connection',
1957 type => 'int'
1958 }
1959 ]
1960 ],
1961 desc => 'When activated, a duplicator can duplicate, multiply or destroy a pile of objects which lies somewhere on top of the duplicator. The duplicator has one arch name specified as &lt;target arch&gt;, and only objects of this archetype can be affected.<br> It will multiply the number of items in the pile, by the &lt;multiply factor&gt;. If the latter is set to zero, it will destroy objects.',
1962 ignore => [
1963 $IGNORE_LIST{system_object}
1964 ],
1965 name => 'Duplicator',
1966 use => 'I hope it is clear that one must be very cautious when inserting a duplicator anywhere with &lt;multiply factor&gt; greater than one. It is designed to be used for betting mechanisms only (bet -&gt; win/loose). It is <b>not acceptable</b> to allow duplication of anything other than coins, gold and jewels. Besides, it is very important that the chance to loose the input matches the chance to earn winnings.<br> A duplicator with &lt;multiply factor&gt; 3 for example should have a loosing rate of 2/3 = 67%.'
1967 },
1968 'Event Connector' => {
1969 attr => [
1970 [
1971 'subtype',
1972 {
1973 desc => 'The type of event that triggers a notify to the plug-in.',
1974 name => 'event type',
1975 type => 'list',
1976 value => $LIST{event_type}
1977 }
1978 ],
1979 [
1980 'title',
1981 {
1982 desc => 'The name of the plug-in that should be notified of the event, e.g. "cfpython" for python and "perl" for the Crossfire-Perl plug-in.',
1983 name => 'plug-in',
1984 type => 'string'
1985 }
1986 ],
1987 [
1988 'slaying',
1989 {
1990 desc => 'The name of the extension to invoke (for python, this is the path to a script, for perl this is the name of a extension package without the ".ext" extension.',
1991 name => 'extension',
1992 type => 'string'
1993 }
1994 ],
1995 [
1996 'name',
1997 {
1998 desc => 'A string that is passed unaltered to the extension above. Often used to pass options to the extension that alter its behaviour.',
1999 name => 'options',
2000 type => 'string'
2001 }
2002 ]
2003 ],
2004 desc => 'Event connectors link specific events that happen to objects to a crossfire plug-in.',
2005 ignore => [
2006 $IGNORE_LIST{system_object},
2007 'face'
2008 ],
2009 name => 'Event Connector'
2010 },
2011 Exit => {
2012 attr => [
2013 [
2014 'slaying',
2015 {
2016 desc => 'The exit path defines the map that the player is transferred to. You can enter an absolute path, beginning with \'/\' (for example "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning with \'/\' (On the map "/peterm/FireTemple/Fire2" for example I could use the relative path "Fire1"). Use relative paths whenever possible! Note that upper/lower case must always be set correctly. However, please use lower case only. It is well possible to have an exit pointing to the same map that the exit is on. If slaying is not set in an exit, the player will see a message like "the exit is closed".',
2017 name => 'exit path',
2018 type => 'string'
2019 }
2020 ],
2021 [
2022 'hp',
2023 {
2024 desc => 'The exit destinations define the (x, y)-coordinates where the exit leads to. If both are set to zero, the player will be transferred to the "default enter location" of the destined map. The latter can be set in the map- properties as "Enter X/Y". Though, please DO NOT use that. It turned out to be a source for numerous map-bugs.',
2025 name => 'destination X',
2026 type => 'int'
2027 }
2028 ],
2029 [
2030 'sp',
2031 {
2032 desc => 'The exit destinations define the (x, y)-coordinates where the exit leads to. If both are set to zero, the player will be transferred to the "default enter location" of the destined map. The latter can be set in the map- properties as "Enter X/Y". Though, please DO NOT use that. It turned out to be a source for numerous map-bugs.',
2033 name => 'destination Y',
2034 type => 'int'
2035 }
2036 ],
2037 [
2038 'walk_on',
2039 {
2040 desc => 'If set, the player will apply the exit by just walking into it. This must be set for the invisible exits for example. If unset, the player has to step onto the exit and press \'a\' to get transferred.',
2041 name => 'apply by walking',
2042 type => 'bool'
2043 }
2044 ],
2045 [
2046 'fly_on',
2047 {
2048 desc => 'If set, the player will apply the exit by "flying into it". Flying means the player is levitating. E.g. wearing levitation boots.',
2049 name => 'apply by flying',
2050 type => 'bool'
2051 }
2052 ],
2053 [
2054 'msg',
2055 {
2056 desc => 'If set, this message will be displayed to the player when he applies the exit. This is quite useful to throw in some "role-play feeling": "As you enter the dark cave you hear the sound of rustling dragonscales...". Well, my english is poor, but you get the point. =)',
2057 end => 'endmsg',
2058 name => 'exit message',
2059 type => 'text'
2060 }
2061 ],
2062 [
2063 'unique',
2064 {
2065 desc => 'This flag defines the destined map as "personal unique map". If set, there will be a seperate version of that map for every player out there. This feature is used for the permanent apartments (in Scorn/Nuernberg/Caterham...). It should not be used for anything else than apartments, since Crossfire is a *multi*player game. In such a permanent apartment don\'t forget to set the unique-flag for all floor tiles too (see floors). An exit pointing outside of a personal unique map must have the "unique destination"-flag unset.',
2066 name => 'unique destination',
2067 type => 'bool'
2068 }
2069 ]
2070 ],
2071 desc => 'When the player applies an exit, he is transferred to a different location. (Monsters cannot use exits.) Depending on how it is set, the player applies the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on the exit.',
2072 ignore => [
2073 $IGNORE_LIST{non_pickable}
2074 ],
2075 name => 'Exit',
2076 use => 'If you want to have an invisible exit, set &lt;invisible&gt; (, of course &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be detected with the show_invisible spell. <br><br> You can be quite creative with the outlook of secret exits (their "face"). Don\'t forget to give the player relyable hints about them though.'
2077 },
2078 Flesh => {
2079 attr => [
2080 [
2081 'food',
2082 {
2083 desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2084 name => 'foodpoints',
2085 type => 'int'
2086 }
2087 ],
2088 [
2089 'level',
2090 {
2091 desc => 'The <flesh level> is not visible to the players and it affects only dragon players. Normally this value reflects the level of the monster from which the flesh item originates. Dragon players always search for flesh of highest level possible, because it bears the best chance to gain high resistances.',
2092 name => 'flesh level',
2093 type => 'int'
2094 }
2095 ],
2096 [
2097 'startequip',
2098 {
2099 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2100 name => 'godgiven item',
2101 type => 'bool'
2102 }
2103 ],
2104 [
2105 'msg',
2106 {
2107 desc => 'This text may describe the item.',
2108 end => 'endmsg',
2109 name => 'description',
2110 type => 'text'
2111 }
2112 ]
2113 ],
2114 desc => 'Just like with food, the player can fill his stomache and gain a little health by eating flesh-objects. <br> For dragon players, flesh plays a very special role though: If the flesh has resistances set, a dragon player has a chance to gain resistance in those cathegories. The only constraint to this process is the &lt;flesh level&gt;. Don\'t forget that flesh items with resistances have to be balanced according to map/monster difficulty.',
2115 name => 'Flesh',
2116 section => [
2117 [
2118 'resistance',
2119 [
2120 [
2121 'resist_physical',
2122 {
2123 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2124 name => 'resist physical %',
2125 type => 'int'
2126 }
2127 ],
2128 [
2129 'resist_magic',
2130 {
2131 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2132 name => 'resist magic %',
2133 type => 'int'
2134 }
2135 ],
2136 [
2137 'resist_fire',
2138 {
2139 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2140 name => 'resist fire %',
2141 type => 'int'
2142 }
2143 ],
2144 [
2145 'resist_electricity',
2146 {
2147 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2148 name => 'resist electricity %',
2149 type => 'int'
2150 }
2151 ],
2152 [
2153 'resist_cold',
2154 {
2155 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2156 name => 'resist cold %',
2157 type => 'int'
2158 }
2159 ],
2160 [
2161 'resist_confusion',
2162 {
2163 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2164 name => 'resist confusion %',
2165 type => 'int'
2166 }
2167 ],
2168 [
2169 'resist_acid',
2170 {
2171 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2172 name => 'resist acid %',
2173 type => 'int'
2174 }
2175 ],
2176 [
2177 'resist_drain',
2178 {
2179 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2180 name => 'resist draining %',
2181 type => 'int'
2182 }
2183 ],
2184 [
2185 'resist_weaponmagic',
2186 {
2187 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2188 name => 'resist weaponmagic %',
2189 type => 'int'
2190 }
2191 ],
2192 [
2193 'resist_ghosthit',
2194 {
2195 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2196 name => 'resist ghosthit %',
2197 type => 'int'
2198 }
2199 ],
2200 [
2201 'resist_poison',
2202 {
2203 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2204 name => 'resist poison %',
2205 type => 'int'
2206 }
2207 ],
2208 [
2209 'resist_slow',
2210 {
2211 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2212 name => 'resist slow %',
2213 type => 'int'
2214 }
2215 ],
2216 [
2217 'resist_paralyze',
2218 {
2219 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2220 name => 'resist paralyze %',
2221 type => 'int'
2222 }
2223 ],
2224 [
2225 'resist_fear',
2226 {
2227 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2228 name => 'resist fear %',
2229 type => 'int'
2230 }
2231 ],
2232 [
2233 'resist_deplete',
2234 {
2235 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2236 name => 'resist depletion %',
2237 type => 'int'
2238 }
2239 ],
2240 [
2241 'resist_death',
2242 {
2243 desc => 'RResistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2244 name => 'resist death-attack %',
2245 type => 'int'
2246 }
2247 ],
2248 [
2249 'resist_chaos',
2250 {
2251 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2252 name => 'resist chaos %',
2253 type => 'int'
2254 }
2255 ],
2256 [
2257 'resist_blind',
2258 {
2259 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2260 name => 'resist blinding %',
2261 type => 'int'
2262 }
2263 ]
2264 ]
2265 ]
2266 ],
2267 use => 'For dragon players, flesh items can be highly valuable. Note that many standard monsters carry flesh items from their &lt;treasurelist&gt;. These flesh items "inherit" resistances and level from the monster they belong to. When you add special flesh items to the inventory of a monster, this is not the case - so you have to set it manually. <br><br> Generally adding special flesh-treaties for dragon players is a great thing to do. Always consider that dragon players might really not be interested in that special piece of weapon or armour, so don\'t let the dragon-fellows miss out on the reward completely.'
2268 },
2269 Floor => {
2270 attr => [
2271 [
2272 'is_floor',
2273 {
2274 type => 'fixed',
2275 value => 1
2276 }
2277 ],
2278 [
2279 'no_pick',
2280 {
2281 type => 'fixed',
2282 value => 1
2283 }
2284 ],
2285 [
2286 'no_pass',
2287 {
2288 desc => 'If set, the object cannot be passed by players nor monsters.',
2289 name => 'blocking passage',
2290 type => 'bool'
2291 }
2292 ],
2293 [
2294 'no_magic',
2295 {
2296 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2297 name => 'no spells',
2298 type => 'bool'
2299 }
2300 ],
2301 [
2302 'damned',
2303 {
2304 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2305 name => 'no prayers',
2306 type => 'bool'
2307 }
2308 ],
2309 [
2310 'unique',
2311 {
2312 desc => 'Unique floor means that any items dropped on that spot will be saved byond map reset. For permanent apartments, all floor tiles must be set <unique map>.',
2313 name => 'unique map',
2314 type => 'bool'
2315 }
2316 ],
2317 [
2318 'msg',
2319 {
2320 desc => 'This text may describe the object.',
2321 end => 'endmsg',
2322 name => 'description',
2323 type => 'text'
2324 }
2325 ]
2326 ],
2327 desc => 'Floor is a very basic thing whithout too much functionality. It\'s a floor - you stand on it.',
2328 ignore => [
2329 $IGNORE_LIST{non_pickable}
2330 ],
2331 name => 'Floor',
2332 required => {
2333 alive => 0,
2334 is_floor => 1
2335 },
2336 section => [
2337 [
2338 'terrain',
2339 [
2340 [
2341 'slow_move',
2342 {
2343 desc => 'If <slow movement> is set to a value greater zero, all creatures moving over this spot will be slower than normal. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 7 - spider web (sticky as hell)',
2344 name => 'slow movement',
2345 type => 'int'
2346 }
2347 ],
2348 [
2349 'is_wooded',
2350 {
2351 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2352 name => 'wooded terrain',
2353 type => 'bool'
2354 }
2355 ],
2356 [
2357 'is_hilly',
2358 {
2359 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2360 name => 'hilly terrain',
2361 type => 'bool'
2362 }
2363 ]
2364 ]
2365 ]
2366 ]
2367 },
2368 'Floor (Encounter)' => {
2369 attr => [
2370 [
2371 'is_floor',
2372 {
2373 type => 'fixed',
2374 value => 1
2375 }
2376 ],
2377 [
2378 'no_pick',
2379 {
2380 type => 'fixed',
2381 value => 1
2382 }
2383 ],
2384 [
2385 'no_pass',
2386 {
2387 desc => 'If set, the object cannot be passed by players nor monsters.',
2388 name => 'blocking passage',
2389 type => 'bool'
2390 }
2391 ],
2392 [
2393 'no_magic',
2394 {
2395 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2396 name => 'no spells',
2397 type => 'bool'
2398 }
2399 ],
2400 [
2401 'damned',
2402 {
2403 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2404 name => 'no prayers',
2405 type => 'bool'
2406 }
2407 ],
2408 [
2409 'unique',
2410 {
2411 desc => 'Unique floor means that any items dropped on that spot will be saved byond map reset. For permanent apartments, all floor tiles must be set <unique map>.',
2412 name => 'unique map',
2413 type => 'bool'
2414 }
2415 ],
2416 [
2417 'msg',
2418 {
2419 desc => 'This text may describe the object.',
2420 end => 'endmsg',
2421 name => 'description',
2422 type => 'text'
2423 }
2424 ]
2425 ],
2426 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.',
2427 ignore => [
2428 $IGNORE_LIST{non_pickable}
2429 ],
2430 name => 'Floor (Encounter)',
2431 section => [
2432 [
2433 'terrain',
2434 [
2435 [
2436 'slow_move',
2437 {
2438 desc => 'If <slow movement> is set to a value greater zero, all creatures moving over this spot will be slower than normal. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 7 - spider web (sticky as hell)',
2439 name => 'slow movement',
2440 type => 'int'
2441 }
2442 ],
2443 [
2444 'is_wooded',
2445 {
2446 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2447 name => 'wooded terrain',
2448 type => 'bool'
2449 }
2450 ],
2451 [
2452 'is_hilly',
2453 {
2454 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2455 name => 'hilly terrain',
2456 type => 'bool'
2457 }
2458 ]
2459 ]
2460 ]
2461 ]
2462 },
2463 Food => {
2464 attr => [
2465 [
2466 'food',
2467 {
2468 desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2469 name => 'foodpoints',
2470 type => 'int'
2471 }
2472 ],
2473 [
2474 'startequip',
2475 {
2476 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2477 name => 'godgiven item',
2478 type => 'bool'
2479 }
2480 ]
2481 ],
2482 desc => 'By eating/drinking food-objects, the player can fill his stomache and gain a little health.',
2483 name => 'Food'
2484 },
2485 Gate => {
2486 attr => [
2487 [
2488 'no_pick',
2489 {
2490 type => 'fixed',
2491 value => 1
2492 }
2493 ],
2494 [
2495 'connected',
2496 {
2497 desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
2498 name => 'connection',
2499 type => 'int'
2500 }
2501 ],
2502 [
2503 'wc',
2504 {
2505 desc => 'The <position state> defines the position of the gate: Zero means completely open/down, the "number of animation-steps" (usually about 6 or 7) means completely closed/up state. I suggest you don\'t mess with this value - Leave the default in place.',
2506 name => 'position state',
2507 type => 'int'
2508 }
2509 ],
2510 [
2511 'no_pass',
2512 {
2513 desc => 'For open gates, <blocking passage> should be unset. For closed gates it must be set.',
2514 name => 'blocking passage',
2515 type => 'bool'
2516 }
2517 ],
2518 [
2519 'no_magic',
2520 {
2521 desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
2522 name => 'restrict spells',
2523 type => 'bool'
2524 }
2525 ],
2526 [
2527 'damned',
2528 {
2529 desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
2530 name => 'restrict prayers',
2531 type => 'bool'
2532 }
2533 ]
2534 ],
2535 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.',
2536 ignore => [
2537 $IGNORE_LIST{non_pickable}
2538 ],
2539 name => 'Gate',
2540 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".'
2541 },
2542 Girdle => {
2543 attr => [
2544 [
2545 'magic',
2546 {
2547 desc => '<magic bonus> works just like ac, except that it can be improved by "scrolls of Enchant Armour" or reduced by acid. It is less useful than direct armour-class bonus on the helmet. Important: <magic bonus> on girdles has no effect if there is no <armour class> set. Girdles shouldn\'t have <armour class>, thus <magic bonus> is pointless here.',
2548 name => 'magic bonus',
2549 type => 'int'
2550 }
2551 ]
2552 ],
2553 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.',
2554 import => [
2555 $TYPE{Amulet}
2556 ],
2557 name => 'Girdle',
2558 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2559 },
2560 Gloves => {
2561 attr => [
2562 [
2563 'magic',
2564 {
2565 desc => 'If the gloves provide <armour class>, <magic bonus> will increase it. If the gloves have <weapon class> instead, then <magic bonus> will increase that.',
2566 name => 'magic bonus',
2567 type => 'int'
2568 }
2569 ]
2570 ],
2571 desc => 'Wearing gloves, the object\'s stats will directly be inherited to the player. Gloves can add defense or damage bonuses.',
2572 import => [
2573 $TYPE{Amulet}
2574 ],
2575 name => 'Gloves',
2576 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2577 },
2578 Handle => {
2579 attr => [
2580 [
2581 'no_pick',
2582 {
2583 type => 'fixed',
2584 value => 1
2585 }
2586 ],
2587 [
2588 'connected',
2589 {
2590 desc => 'Every time the handle is applied, all objects with the same <connection> value are activated.',
2591 name => 'connection',
2592 type => 'int'
2593 }
2594 ],
2595 [
2596 'msg',
2597 {
2598 desc => 'This text may describe the item. You can use this message to explain the handle\'s purpose to the player.',
2599 end => 'endmsg',
2600 name => 'description',
2601 type => 'text'
2602 }
2603 ]
2604 ],
2605 desc => 'A handle can be applied by players and (certain) monsters. Every time it is applied, the &lt;connection&gt; value is triggered.',
2606 ignore => [
2607 $IGNORE_LIST{non_pickable}
2608 ],
2609 name => 'Handle',
2610 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.'
2611 },
2612 'Handle Trigger' => {
2613 desc => 'Handle triggers are handles which reset after a short period of time. Every time it is either applied or reset, the &lt;connection&gt; value is triggered.',
2614 ignore => [
2615 $IGNORE_LIST{non_pickable}
2616 ],
2617 import => [
2618 $TYPE{Handle}
2619 ],
2620 name => 'Handle Trigger',
2621 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.'
2622 },
2623 'Hazard Floor' => {
2624 attr => [
2625 [
2626 'is_floor',
2627 {
2628 type => 'fixed',
2629 value => 1
2630 }
2631 ],
2632 [
2633 'lifesave',
2634 {
2635 type => 'fixed',
2636 value => 1
2637 }
2638 ],
2639 [
2640 'walk_on',
2641 {
2642 type => 'fixed',
2643 value => 1
2644 }
2645 ],
2646 [
2647 'no_pick',
2648 {
2649 type => 'fixed',
2650 value => 1
2651 }
2652 ],
2653 [
2654 'attacktype',
2655 {
2656 desc => 'This attribute specifys the attacktypes that this floor uses to damage it\'s victims. Attacktypes are: physical, fire, cold.. etc. If you want a real tough hazard floor, add more than just one attacktype.',
2657 name => 'attacktype',
2658 type => 'bitmask',
2659 value => $BITMASK{attacktype}
2660 }
2661 ],
2662 [
2663 'dam',
2664 {
2665 desc => 'The <base damage> defines how much damage is inflicted to the victim per hit. The final damage is influenced by several other factors like the victim\'s resistance and level.',
2666 name => 'base damage',
2667 type => 'int'
2668 }
2669 ],
2670 [
2671 'wc',
2672 {
2673 desc => '<weapon class> improves the chance of hitting the victim. Lower values are better. Usually, hazard floors like lava are supposed to hit the victim all the time. Therefore, <weaponclass> should be set to something like -30.',
2674 name => 'weaponclass',
2675 type => 'int'
2676 }
2677 ],
2678 [
2679 'level',
2680 {
2681 desc => 'I guess this value is supposed to work similar to monster levels. But in fact, it does not seem to have an effect. Set any non-zero value to be on the safe side.',
2682 name => 'attack level',
2683 type => 'int'
2684 }
2685 ],
2686 [
2687 'no_magic',
2688 {
2689 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2690 name => 'no spells',
2691 type => 'bool'
2692 }
2693 ],
2694 [
2695 'damned',
2696 {
2697 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2698 name => 'no prayers',
2699 type => 'bool'
2700 }
2701 ],
2702 [
2703 'unique',
2704 {
2705 desc => 'Unique floor means that any items dropped on that spot will be saved byond map reset. For permanent apartments, all floor tiles must be set <unique map>.',
2706 name => 'unique map',
2707 type => 'bool'
2708 }
2709 ]
2710 ],
2711 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.',
2712 ignore => [
2713 $IGNORE_LIST{non_pickable}
2714 ],
2715 name => 'Hazard Floor',
2716 required => {
2717 is_floor => 1
2718 },
2719 section => [
2720 [
2721 'terrain',
2722 [
2723 [
2724 'slow_move',
2725 {
2726 desc => 'If <slow movement> is set to a value greater zero, all creatures moving over this spot will be slower than normal. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 7 - spider web (sticky as hell)',
2727 name => 'slow movement',
2728 type => 'int'
2729 }
2730 ],
2731 [
2732 'is_wooded',
2733 {
2734 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2735 name => 'wooded terrain',
2736 type => 'bool'
2737 }
2738 ],
2739 [
2740 'is_hilly',
2741 {
2742 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2743 name => 'hilly terrain',
2744 type => 'bool'
2745 }
2746 ]
2747 ]
2748 ]
2749 ],
2750 use => 'The default lava for example does minor damage. But you can turn it up so that your hazard floor poses a real threat.<br> Like magic walls, such floors add a permanent thrill to your map. You can use that to safely chase off too-weak players, or just to have something different.'
2751 },
2752 Helmet => {
2753 attr => [
2754 [
2755 'magic',
2756 {
2757 desc => '<magic bonus> works just like ac, except that it can be improved by "scrolls of Enchant Armour" or reduced by acid. It is less useful than direct armour-class bonus on the helmet. Important: <magic bonus> on helmets has no effect if there is no <armour class> set. It only works in combination with <armour class>. Crowns for instance typically provide no <amour class>.',
2758 name => 'magic bonus',
2759 type => 'int'
2760 }
2761 ]
2762 ],
2763 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.',
2764 import => [
2765 $TYPE{Amulet}
2766 ],
2767 name => 'Helmet',
2768 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2769 },
2770 'Holy Altar' => {
2771 attr => [
2772 [
2773 'no_pick',
2774 {
2775 type => 'fixed',
2776 value => 1
2777 }
2778 ],
2779 [
2780 'other_arch',
2781 {
2782 desc => 'The altar belongs to the god of the given name. Possible options for <god name> are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, Gorokh, Valriel and Sorig. If you want to have an unconsecrated altar, set <god name> 0 and eventually <reconsecrate level> 0.',
2783 name => 'god name',
2784 type => 'string'
2785 }
2786 ],
2787 [
2788 'level',
2789 {
2790 desc => 'To re-consecrate an altar, the player\'s wisdom level must be as high or higher than this value. In that way, some altars can not be re-consecrated, while other altars, like those in dungeons, could be. Altars located in temples should have at least <reconsecrate level> 100. Some characters might need those altars, they would be very unhappy to see them re-consecrated to another cult.',
2791 name => 'reconsecrate level',
2792 type => 'int'
2793 }
2794 ]
2795 ],
2796 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.',
2797 ignore => [
2798 $IGNORE_LIST{non_pickable}
2799 ],
2800 name => 'Holy Altar'
2801 },
2802 Horn => {
2803 attr => [
2804 [
2805 'sp',
2806 {
2807 desc => 'Sets the <spell> of the horn. Consider twice before handing out any horns to players, since they can be used endlessly without any mana cost! Horns with heal/ restoration/ protection spells, IF available, MUST be very very VERY hard to get!',
2808 name => 'spell',
2809 type => 'spell'
2810 }
2811 ],
2812 [
2813 'level',
2814 {
2815 desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should not be set too high.',
2816 name => 'casting level',
2817 type => 'int'
2818 }
2819 ],
2820 [
2821 'hp',
2822 {
2823 desc => 'This value represents the initial amount of spellpoints in the horn. Naturally, this is quite unimportant.',
2824 name => 'initial spellpoints',
2825 type => 'int'
2826 }
2827 ],
2828 [
2829 'maxhp',
2830 {
2831 desc => 'When the horn is fully charged up, it will hold this maximum amount of spellpoints. Make sure it is enough to cast the contained spell at least once. But don\'t set the value too high, as that might make the horn way too effective.',
2832 name => 'max. spellpoints',
2833 type => 'int'
2834 }
2835 ],
2836 [
2837 'startequip',
2838 {
2839 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2840 name => 'godgiven item',
2841 type => 'bool'
2842 }
2843 ],
2844 [
2845 'msg',
2846 {
2847 desc => 'This text may contain a description of the horn.',
2848 end => 'endmsg',
2849 name => 'description',
2850 type => 'text'
2851 }
2852 ]
2853 ],
2854 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.',
2855 ignore => [
2856 'title'
2857 ],
2858 name => 'Horn',
2859 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.'
2860 },
2861 Inorganic => {
2862 attr => [
2863 [
2864 'is_dust',
2865 {
2866 name => 'is dust',
2867 type => 'bool'
2868 }
2869 ]
2870 ],
2871 desc => 'Inorganic materials are generally used as ingredients for alchemical receipes. By themselves, they have no special functionalities.',
2872 name => 'Inorganic',
2873 section => [
2874 [
2875 'resistance',
2876 [
2877 [
2878 'resist_physical',
2879 {
2880 name => 'resist physical %',
2881 type => 'int'
2882 }
2883 ],
2884 [
2885 'resist_magic',
2886 {
2887 name => 'resist magic %',
2888 type => 'int'
2889 }
2890 ],
2891 [
2892 'resist_fire',
2893 {
2894 name => 'resist fire %',
2895 type => 'int'
2896 }
2897 ],
2898 [
2899 'resist_electricity',
2900 {
2901 name => 'resist electricity %',
2902 type => 'int'
2903 }
2904 ],
2905 [
2906 'resist_cold',
2907 {
2908 name => 'resist cold %',
2909 type => 'int'
2910 }
2911 ],
2912 [
2913 'resist_acid',
2914 {
2915 name => 'resist acid %',
2916 type => 'int'
2917 }
2918 ],
2919 [
2920 'resist_weaponmagic',
2921 {
2922 name => 'resist weaponmagic %',
2923 type => 'int'
2924 }
2925 ],
2926 [
2927 'resist_ghosthit',
2928 {
2929 name => 'resist ghosthit %',
2930 type => 'int'
2931 }
2932 ],
2933 [
2934 'resist_poison',
2935 {
2936 name => 'resist poison %',
2937 type => 'int'
2938 }
2939 ],
2940 [
2941 'resist_death',
2942 {
2943 name => 'resist death-attack %',
2944 type => 'int'
2945 }
2946 ],
2947 [
2948 'resist_chaos',
2949 {
2950 name => 'resist chaos %',
2951 type => 'int'
2952 }
2953 ],
2954 [
2955 'resist_holyword',
2956 {
2957 name => 'resist holy power %',
2958 type => 'int'
2959 }
2960 ]
2961 ]
2962 ]
2963 ]
2964 },
2965 'Inventory Checker' => {
2966 attr => [
2967 [
2968 'no_pick',
2969 {
2970 type => 'fixed',
2971 value => 1
2972 }
2973 ],
2974 [
2975 'slaying',
2976 {
2977 desc => 'This string specifies the object we are looking for: We have a match if the player does/don\'t carry a key object or a mark with identical <key string>. Note that key objects usually appear as "passports" in this context. A typical example is the city gate mechanism of scorn.',
2978 name => 'match key string',
2979 type => 'string'
2980 }
2981 ],
2982 [
2983 'race',
2984 {
2985 desc => 'This string specifies the object we are looking for: We have a match if the player does/don\'t carry an object of archtype <match arch name>.',
2986 name => 'match arch name',
2987 type => 'string'
2988 }
2989 ],
2990 [
2991 'hp',
2992 {
2993 desc => 'This value specifies the object we are looking for: We have a match if the player does/don\'t carry an object that is of type <match type>. Example: Set <match type> 15 (type 15 => weapon) and <blocking passage> enabled. Now you have an inv. checker blocking all players that carry any kind of melee weapon. To pass, a player is forced to leave behind all his weaponry... bad news for a warrior. ;)',
2994 name => 'match type',
2995 type => 'int'
2996 }
2997 ],
2998 [
2999 'last_sp',
3000 {
3001 desc => 'Enabled means having that object is a match. Disabled means not having that object is a match.',
3002 name => 'match = having',
3003 type => 'bool'
3004 }
3005 ],
3006 [
3007 'connected',
3008 {
3009 desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
3010 name => 'connection',
3011 type => 'int'
3012 }
3013 ],
3014 [
3015 'no_pass',
3016 {
3017 desc => 'If set, only players meeting the match criteria can pass through that space. If unset (default), the inventory checker acts like a trigger/button.',
3018 name => 'blocking passage',
3019 type => 'bool'
3020 }
3021 ],
3022 [
3023 'last_heal',
3024 {
3025 desc => '<remove match> means remove object if found. Setting this is usually not recommended because inv. checkers are in general invisible. So, unlike for altars/ locked doors, the player won\'t expect to lose an object when walking over that square. And he doesn\'t even get a message either. So, *if* you enable <remove match>, make sure to inform the player what\'s going on!',
3026 name => 'remove match',
3027 type => 'bool'
3028 }
3029 ]
3030 ],
3031 desc => 'Inventory checkers passively check the players inventory for a specific object. You can set a connected value that is triggered either if that object is present or missing (-&gt; "last_sp") when a player walks over the inv. checker. A valid option is to remove the matching object (usually not recommended, see "last_heal"). <br><br> Alternatively, you can set your inv. checker to block all players that do/don\'t carry the matching object (-&gt; "no_pass"). <br><br> As you can see, inv. checkers are quite powerful, holding a great variety of possibilities.',
3032 ignore => [
3033 $IGNORE_LIST{system_object}
3034 ],
3035 name => 'Inventory Checker',
3036 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.'
3037 },
3038 'Item Transformer' => {
3039 attr => [
3040 [
3041 'food',
3042 {
3043 desc => '<number of uses> controls how many times the item transformer can be used. The value 0 means "unlimited"',
3044 name => 'number of uses',
3045 type => 'int'
3046 }
3047 ],
3048 [
3049 'slaying',
3050 {
3051 desc => 'Contains the verb that is used to construct a message to the player applying the item transformer.',
3052 name => 'verb',
3053 type => 'string'
3054 }
3055 ],
3056 [
3057 'startequip',
3058 {
3059 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3060 name => 'godgiven item',
3061 type => 'bool'
3062 }
3063 ],
3064 [
3065 'msg',
3066 {
3067 desc => 'This text may contain a description of the item transformer.',
3068 end => 'endmsg',
3069 name => 'description',
3070 type => 'text'
3071 }
3072 ]
3073 ],
3074 desc => 'An item transformer is simply applied, after having marked a \'victim\' item. If the victim is suitable, it will be transformed into something else.',
3075 name => 'Item Transformer',
3076 use => 'To make an item transformable, you just have to fill the \'slaying\' field. The syntax is: <br> <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre> <br> with [] denoting optional part, and * any number of preceding []. \'new_item\' must be the name of an existing archetype. <br><br> Example, for object apple: slaying knife:2 half_apple <br><br> This means that, when applying a knife (should be an Item Transformer), one \'apple\' will be transformed into 2 \'half_apple\'.'
3077 },
3078 Jewel => {
3079 attr => [
3080 [
3081 'race',
3082 {
3083 type => 'fixed',
3084 value => 'gold and jewels'
3085 }
3086 ],
3087 [
3088 'msg',
3089 {
3090 desc => 'This text may describe the object.',
3091 end => 'endmsg',
3092 name => 'description',
3093 type => 'text'
3094 }
3095 ]
3096 ],
3097 desc => 'Items of the type Gold &amp; Jewels are handled like a currency. Unlike for any other type of item, in shops, the buy- and selling prices differ only marginally.',
3098 name => 'Jewel'
3099 },
3100 Key => {
3101 attr => [
3102 [
3103 'startequip',
3104 {
3105 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3106 name => 'godgiven item',
3107 type => 'bool'
3108 }
3109 ]
3110 ],
3111 desc => 'When carrying a key, a normal door can be opened. The key will disappear.',
3112 name => 'Key'
3113 },
3114 'Locked Door' => {
3115 attr => [
3116 [
3117 'no_pass',
3118 {
3119 type => 'fixed',
3120 value => 1
3121 }
3122 ],
3123 [
3124 'no_pick',
3125 {
3126 type => 'fixed',
3127 value => 1
3128 }
3129 ],
3130 [
3131 'slaying',
3132 {
3133 desc => 'The <key string> in the door must be identical with the <key string> in the special key, then the door is unlocked. It is VERY important to set the <key string> to something that is unique among the CF mapset. DONT EVER USE the default string "set_individual_value".',
3134 name => 'key string',
3135 type => 'string'
3136 }
3137 ],
3138 [
3139 'no_magic',
3140 {
3141 desc => 'Restricting the use of spells to pass this door. This should be set in most cases. (Don\'t forget that the spell "dimension door" is easily available at about wisdom level 10).',
3142 name => 'restrict spells',
3143 type => 'bool'
3144 }
3145 ],
3146 [
3147 'damned',
3148 {
3149 desc => 'Restricting the use of prayers to pass this door. This should be set in most cases.',
3150 name => 'restrict prayers',
3151 type => 'bool'
3152 }
3153 ],
3154 [
3155 'msg',
3156 {
3157 desc => 'When a player is trying to open the door without carrying the appropriate key, this text is displayed to the player. This is a good opportunity to place hints about the special key needed to unlock the door.',
3158 end => 'endmsg',
3159 name => 'lock message',
3160 type => 'text'
3161 }
3162 ]
3163 ],
3164 desc => 'A locked door can be opened only when carrying the appropriate special key.',
3165 ignore => [
3166 $IGNORE_LIST{non_pickable}
3167 ],
3168 name => 'Locked Door',
3169 use => 'If you want to create a locked door that cannot be opened (no key), set a &lt;key string&gt; like "no_key_available". This will clearify things and only a fool would create a key matching that string. Door-objects can not only be used for "doors". In many maps these are used with all kinds of faces/names, especially often as "magic force". A good example is the map "Lake_Country/ebony/masterlev". There you have magic forces (door objects) put under certain artifact items. To get your hands on the artifacts, you need to bring up the appropriate quest items (key objects).'
3170 },
3171 'Magic Ear' => {
3172 attr => [
3173 [
3174 'no_pick',
3175 {
3176 type => 'fixed',
3177 value => 1
3178 }
3179 ],
3180 [
3181 'connected',
3182 {
3183 desc => 'The Magic_ear will trigger all objects with the same connection value, every time it is activated.',
3184 name => 'connection',
3185 type => 'int'
3186 }
3187 ],
3188 [
3189 'msg',
3190 {
3191 desc => 'This textfield contains the keyword-matching-syntax. The text should have the following format: "@match <keyword1>|<keyword2>|... ". Any number of keywords from one to infinite is allowed. Make sure they are seperated by a \'|\'. Examples: "@match yes", "@match gold|treasure". The connected value will be triggerd when the player speaks any of the given keywords within a two-square radius. IMPORTANT: Upper/lower case does not make a difference!',
3192 end => 'endmsg',
3193 name => 'keyword-matching',
3194 type => 'text'
3195 }
3196 ]
3197 ],
3198 desc => 'Magic_ears trigger a connected value when the player speaks a specific keyword.',
3199 ignore => [
3200 $IGNORE_LIST{system_object}
3201 ],
3202 name => 'Magic Ear',
3203 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.'
3204 },
3205 'Magic Wall' => {
3206 attr => [
3207 [
3208 'dam',
3209 {
3210 desc => 'The magic wall will cast this <spell>.',
3211 name => 'spell',
3212 type => 'spell'
3213 }
3214 ],
3215 [
3216 'level',
3217 {
3218 desc => 'The wall will cast it\'s spells at level <spell level>. "level 1" walls cast spells at minimal strength. "level 100" walls cast deadly spells. Arch default is level 1 - you should always set this value to meet the overall difficulty of your map.',
3219 name => 'spell level',
3220 type => 'int'
3221 }
3222 ],
3223 [
3224 'connected',
3225 {
3226 desc => 'Every time the <connection> value is triggered, the wall will cast it\'s spell. You should set <casting speed> to zero, or this won\'t have much visible effect.',
3227 name => 'connection',
3228 type => 'int'
3229 }
3230 ],
3231 [
3232 'speed',
3233 {
3234 desc => 'The <casting speed> defines the spellcasting speed of the wall. You can fine-tune how long the duration between two casts shall be. If you want to create a wall that can be activated (cast per trigger) via connected lever/button/etc, you must set "speed 0".',
3235 name => 'casting speed',
3236 type => 'float'
3237 }
3238 ],
3239 [
3240 'sp',
3241 {
3242 desc => 'The magic wall will cast it\'s spells always in the specified <direction>. A magic wall with direction set to <none> will always fire in a random direction.',
3243 name => 'direction',
3244 type => 'list',
3245 value => $LIST{direction}
3246 }
3247 ],
3248 [
3249 'no_pass',
3250 {
3251 desc => 'If set, the object cannot be passed by players nor monsters.',
3252 name => 'blocking passage',
3253 type => 'bool'
3254 }
3255 ]
3256 ],
3257 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.',
3258 ignore => [
3259 $IGNORE_LIST{non_pickable}
3260 ],
3261 name => 'Magic Wall',
3262 section => [
3263 [
3264 'destroyable',
3265 [
3266 [
3267 'alive',
3268 {
3269 desc => 'Walls with <is destroyable> enabled can be attacked and (eventually) destroyed by the player. If disabled, all other attributes on this tab, as well as resistances, are meaningless.',
3270 name => 'is destroyable',
3271 type => 'bool'
3272 }
3273 ],
3274 [
3275 'hp',
3276 {
3277 desc => 'The more <hitpoints> the wall has, the longer it takes to be destroyed.',
3278 name => 'hitpoints',
3279 type => 'int'
3280 }
3281 ],
3282 [
3283 'maxhp',
3284 {
3285 desc => '<max hitpoints> are the maximum amount of hitpoints the wall can have. This only makes sense if the wall can regain health.',
3286 name => 'max hitpoints',
3287 type => 'int'
3288 }
3289 ],
3290 [
3291 'ac',
3292 {
3293 desc => 'A magic wall of high <armour class> is less likely to get hit from an opponent. <armour class> can be considered the "counterpiece" to <weapon class>.',
3294 name => 'armour class',
3295 type => 'int'
3296 }
3297 ]
3298 ]
3299 ],
3300 [
3301 'resistance',
3302 [
3303 [
3304 'resist_physical',
3305 {
3306 name => 'resist physical %',
3307 type => 'int'
3308 }
3309 ],
3310 [
3311 'resist_magic',
3312 {
3313 name => 'resist magic %',
3314 type => 'int'
3315 }
3316 ],
3317 [
3318 'resist_fire',
3319 {
3320 name => 'resist fire %',
3321 type => 'int'
3322 }
3323 ],
3324 [
3325 'resist_electricity',
3326 {
3327 name => 'resist electricity %',
3328 type => 'int'
3329 }
3330 ],
3331 [
3332 'resist_cold',
3333 {
3334 name => 'resist cold %',
3335 type => 'int'
3336 }
3337 ],
3338 [
3339 'resist_confusion',
3340 {
3341 name => 'resist confusion %',
3342 type => 'int'
3343 }
3344 ],
3345 [
3346 'resist_acid',
3347 {
3348 name => 'resist acid %',
3349 type => 'int'
3350 }
3351 ],
3352 [
3353 'resist_drain',
3354 {
3355 name => 'resist draining %',
3356 type => 'int'
3357 }
3358 ],
3359 [
3360 'resist_weaponmagic',
3361 {
3362 name => 'resist weaponmagic %',
3363 type => 'int'
3364 }
3365 ],
3366 [
3367 'resist_ghosthit',
3368 {
3369 name => 'resist ghosthit %',
3370 type => 'int'
3371 }
3372 ],
3373 [
3374 'resist_poison',
3375 {
3376 name => 'resist poison %',
3377 type => 'int'
3378 }
3379 ],
3380 [
3381 'resist_slow',
3382 {
3383 name => 'resist slow %',
3384 type => 'int'
3385 }
3386 ],
3387 [
3388 'resist_paralyze',
3389 {
3390 name => 'resist paralyze %',
3391 type => 'int'
3392 }
3393 ],
3394 [
3395 'resist_fear',
3396 {
3397 name => 'resist fear %',
3398 type => 'int'
3399 }
3400 ],
3401 [
3402 'resist_deplete',
3403 {
3404 name => 'resist depletion %',
3405 type => 'int'
3406 }
3407 ],
3408 [
3409 'resist_turn_undead',
3410 {
3411 name => 'resist turn undead %',
3412 type => 'int'
3413 }
3414 ],
3415 [
3416 'resist_death',
3417 {
3418 name => 'resist death-attack %',
3419 type => 'int'
3420 }
3421 ],
3422 [
3423 'resist_chaos',
3424 {
3425 name => 'resist chaos %',
3426 type => 'int'
3427 }
3428 ],
3429 [
3430 'resist_blind',
3431 {
3432 name => 'resist blinding %',
3433 type => 'int'
3434 }
3435 ],
3436 [
3437 'resist_holyword',
3438 {
3439 name => 'resist holy power %',
3440 type => 'int'
3441 }
3442 ],
3443 [
3444 'resist_godpower',
3445 {
3446 name => 'resist godpower %',
3447 type => 'int'
3448 }
3449 ]
3450 ]
3451 ]
3452 ],
3453 use => 'Spellcasting walls pose an interesting alternative to monsters. Usually they are set to be undestroyable. Thus, while monsters in a map can be cleared out, the magic walls remain. Low level characters for example will not be able to pass through their spell-area, hence they cannot loot a map that a high level character might have cleared out. <br><br> Another point of magic walls is that if the player dies, he has to face them all again. Magic walls can add a kind of "permanent thrill" to your maps. <br><br> Be careful that your magic walls don\'t kill the monsters on a map. If placing monsters, eventually take ones that are immune to the walls\' spell(s). <br><br> It is possible to make walls rotate when triggered. But that is so confusing (and useless IMHO) that I did not mention it above. You can find a working example on the map "/pup_land/castle_eureca/castle_eureca8".'
3454 },
3455 Marker => {
3456 attr => [
3457 [
3458 'no_pick',
3459 {
3460 type => 'fixed',
3461 value => 1
3462 }
3463 ],
3464 [
3465 'slaying',
3466 {
3467 desc => 'The <key string> can be detected by inv. checkers/detectors. If the player already has a force with that <key string>, there won\'t be inserted a second one.',
3468 name => 'key string',
3469 type => 'string'
3470 }
3471 ],
3472 [
3473 'connected',
3474 {
3475 desc => 'When the detector is triggered, all objects with the same connection value get activated.',
3476 name => 'connection',
3477 type => 'int'
3478 }
3479 ],
3480 [
3481 'speed',
3482 {
3483 desc => 'The <marking speed> defines how quickly it will mark something standing on the marker. Set this value rather high to make sure the player really gets his mark. I think <marking speed> 1.0 should do fine.',
3484 name => 'marking speed',
3485 type => 'float'
3486 }
3487 ],
3488 [
3489 'food',
3490 {
3491 desc => 'This value defines the duration of the force it inserts. If nonzero, the duration of the player\'s mark is finite: about 1 food per 10 seconds. <mark duration> zero/unset means the mark will stay on the player forever.',
3492 name => 'mark duration',
3493 type => 'int'
3494 }
3495 ],
3496 [
3497 'name',
3498 {
3499 desc => 'When the player steps onto the marker, all existing forces in the players inventory with a <key string> matching <delete mark> will be removed. If you don\'t want to remove any marks, leave this textfield empty. Note that the string <delete mark> is set as the name of this marker. So don\'t be confused, and remember changing the name will take effect on the marker\'s functionality.',
3500 name => 'delete mark',
3501 type => 'string'
3502 }
3503 ],
3504 [
3505 'msg',
3506 {
3507 desc => 'In the moment when the player gets marked, this text is displayed to him. You should really set a message in any marker you create, because it\'s the only way for the player to notice what\'s going on.',
3508 end => 'endmsg',
3509 name => 'marking message',
3510 type => 'text'
3511 }
3512 ]
3513 ],
3514 desc => 'A marker is an object that inserts an invisible force (a mark) into a player stepping on it. This force does nothing except containing a &lt;key string&gt; which can be discovered by detectors or inventory checkers. It is also possible to use markers for removing marks again. <br><br> Note that the player has no possibility to "see" his own marks, except by the effect that they cause on the maps.',
3515 ignore => [
3516 $IGNORE_LIST{system_object}
3517 ],
3518 name => 'Marker',
3519 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.'
3520 },
3521 Misc => {
3522 attr => [
3523 [
3524 'no_pass',
3525 {
3526 desc => 'If set, the object cannot be passed by players nor monsters.',
3527 name => 'blocking passage',
3528 type => 'bool'
3529 }
3530 ],
3531 [
3532 'cursed',
3533 {
3534 desc => 'Curses can have various effects: On equipment and food, they generally harm the player in some way.',
3535 name => 'cursed',
3536 type => 'bool'
3537 }
3538 ],
3539 [
3540 'damned',
3541 {
3542 desc => 'A damned item/floor on the ground makes it impossible for players to use prayers on that spot. It also prevents players from saving. Damnation on equipment works similar to a curse.',
3543 name => 'damned',
3544 type => 'bool'
3545 }
3546 ],
3547 [
3548 'unique',
3549 {
3550 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
3551 name => 'unique item',
3552 type => 'bool'
3553 }
3554 ],
3555 [
3556 'startequip',
3557 {
3558 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3559 name => 'godgiven item',
3560 type => 'bool'
3561 }
3562 ],
3563 [
3564 'msg',
3565 {
3566 desc => 'This text may describe the object.',
3567 end => 'endmsg',
3568 name => 'description',
3569 type => 'text'
3570 }
3571 ]
3572 ],
3573 name => 'Misc'
3574 },
3575 Money => {
3576 attr => [
3577 [
3578 'race',
3579 {
3580 type => 'fixed',
3581 value => 'gold and jewels'
3582 }
3583 ]
3584 ],
3585 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.',
3586 ignore => [
3587 'unpaid'
3588 ],
3589 name => 'Money'
3590 },
3591 'Monster & NPC' => {
3592 attr => [
3593 [
3594 'alive',
3595 {
3596 type => 'fixed',
3597 value => 1
3598 }
3599 ],
3600 [
3601 'randomitems',
3602 {
3603 desc => 'When the monster is killed, items from the treasurelist will drop to the ground. This is a common way to reward players for killing (masses of) monsters. Note that you can always put items into the monster\'s inventory. Those will drop-at-kill just like the stuff from the <treasurelist>.',
3604 name => 'treasurelist',
3605 type => 'treasurelist'
3606 }
3607 ],
3608 [
3609 'level',
3610 {
3611 desc => 'A monster\'s <level> is the most important attribute. <level> affects the power of a monster in various ways.',
3612 name => 'level',
3613 type => 'int'
3614 }
3615 ],
3616 [
3617 'race',
3618 {
3619 desc => 'Every monster should have a race set to cathegorize it. The monster\'s <race> can have different effects: Slaying weapons inflict tripple damage against enemy races and holy word kills only enemy races of the god.',
3620 name => 'race',
3621 type => 'string'
3622 }
3623 ],
3624 [
3625 'exp',
3626 {
3627 desc => 'When a player kills this monster, he will get exactly this amount of <experience>. The experience will flow into the skill-cathegory the player used for the kill. If you create special monsters of tweaked strenght/abilities, always make sure that the <experience> is set to a reasonable value. Compare with existing arches to get a feeling what reasonable means. Keep in mind that spellcasting monsters are a lot harder to kill than non-spellcasters!',
3628 name => 'experience',
3629 type => 'int'
3630 }
3631 ],
3632 [
3633 'speed',
3634 {
3635 desc => 'The <speed> determines how fast a monster will both move and fight. High <speed> makes a monster considerably stronger.',
3636 name => 'speed',
3637 type => 'float'
3638 }
3639 ],
3640 [
3641 'other_arch',
3642 {
3643 desc => 'This only takes effect if <multiply> is enabled. The monster will create a <breed monster> every once in a while. <breed monster> can be set to any valid arch-name of a monster. Multipart monster should not be used.',
3644 name => 'breed monster',
3645 type => 'string'
3646 }
3647 ],
3648 [
3649 'generator',
3650 {
3651 desc => 'Monsters with <generator> enabled will create a <breed monster> every once in a while. Mice are a good example for this effect. If enabled, you must also set <breed monster> or check <template generation> and put other monsters in the inventory.',
3652 name => 'multiply',
3653 type => 'bool'
3654 }
3655 ],
3656 [
3657 'use_content_on_gen',
3658 {
3659 desc => 'This only takes effect if <multiply> is enabled. The monster will create a new monster every once in a while by duplicating it\'s inventory. In this case, the <breed monster> value is never used and can be forgotten. Each time the monster need to generate an object, it will be a randomly chosen item from the inventory. When generator is destroyed, inventory is destroyed.',
3660 name => 'template generation',
3661 type => 'bool'
3662 }
3663 ],
3664 [
3665 'flying',
3666 {
3667 desc => 'Flying monsters won\'t get slowed down in rough terrain and they won\'t be affected by movers.',
3668 name => 'flying',
3669 type => 'bool'
3670 }
3671 ],
3672 [
3673 'undead',
3674 {
3675 desc => 'Several spells only affect undead monsters: turn undead, banish undead, holy word, etc.',
3676 name => 'undead',
3677 type => 'bool'
3678 }
3679 ],
3680 [
3681 'carrying',
3682 {
3683 desc => 'If a monster has something in the inventory, this value can be set to reflect the slowdown due to the carried weight.',
3684 name => 'carries weight',
3685 type => 'int'
3686 }
3687 ],
3688 [
3689 'msg',
3690 {
3691 end => 'endmsg',
3692 name => 'npc message',
3693 type => 'text'
3694 }
3695 ]
3696 ],
3697 desc => 'Monsters can behave in various kinds of ways. They can be aggressive, attacking the player. Or peaceful, helping the player - maybe joining him as pet. The unagressive creatures who communicate with players are usually called "NPCs" (Non Player Character), a well-known term in role-play environments.',
3698 ignore => [
3699 'material',
3700 'name_pl',
3701 'nrof',
3702 'value',
3703 'unpaid'
3704 ],
3705 name => 'Monster & NPC',
3706 required => {
3707 alive => 1,
3708 is_floor => 0,
3709 tear_down => 0
3710 },
3711 section => [
3712 [
3713 'melee',
3714 [
3715 [
3716 'attacktype',
3717 {
3718 desc => 'This number is a bitmask, specifying the monster\'s attacktypes for melee damage. Attacktypes are: physical, magical, fire, cold.. etc. Strong monsters often have more than just physical attacktype. When a monster with multiple attacktypes hits aan oponent, it will do as much damage as the "best" of it\'s attacktypes does. So, the more attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are somehow exceptions.',
3719 name => 'attacktype',
3720 type => 'bitmask',
3721 value => $BITMASK{attacktype}
3722 }
3723 ],
3724 [
3725 'dam',
3726 {
3727 desc => 'Among other parameters, <damage> affects how much melee damage a monster inflicts. <damage> is used as base value for damage per hit. <level>, <speed>, <weapon class> and resistances also take effect on the melee damage of a monster.',
3728 name => 'damage',
3729 type => 'int'
3730 }
3731 ],
3732 [
3733 'wc',
3734 {
3735 desc => 'Monsters of high <weapon class> are more likely to really hit their opponent. <weapon class> can be considered the "counterpiece" to <armour class>.',
3736 name => 'weapon class',
3737 type => 'int'
3738 }
3739 ],
3740 [
3741 'hp',
3742 {
3743 desc => 'The <health points> of a monster define how long it takes to kill it. With every successful hit from an opponent, <health points> get drained - The monster dies by zero <health points>.',
3744 name => 'health points',
3745 type => 'int'
3746 }
3747 ],
3748 [
3749 'maxhp',
3750 {
3751 desc => '<max health> is the maximum amount of <health points> this monster can have.',
3752 name => 'max health',
3753 type => 'int'
3754 }
3755 ],
3756 [
3757 'ac',
3758 {
3759 desc => 'Monsters of low <armour class> are less likely to get hit from their opponent. <armour class> can be considered the "counterpiece" to <weapon class>. Values typically range between +20 (very bad) to -20 (quite good).',
3760 name => 'armour class',
3761 type => 'int'
3762 }
3763 ],
3764 [
3765 'Con',
3766 {
3767 desc => 'Monsters regenerate this many health points each 4 ticks. Hence, the healing rate is independent of <speed>.',
3768 name => 'healing rate',
3769 type => 'int'
3770 }
3771 ],
3772 [
3773 'reflect_missile',
3774 {
3775 desc => 'A monster with this flag has the ability to <reflect missiles>, all kinds of projectiles (e.g. arrows, bolts, boulders) will bounce off.',
3776 name => 'reflect missiles',
3777 type => 'bool'
3778 }
3779 ],
3780 [
3781 'hitback',
3782 {
3783 desc => 'Monsters with <hitback> enabled hurt the attacker in proportion to the amount of damage the *attacker* inflicted. This damage is additional to the regular melee damage of the monster. As far as I know, hitback uses acid attacktype, and it only takes effect if the monster actually has acid attacktype at it\'s disposal. Acid spheres for example use this feature.',
3784 name => 'hitback',
3785 type => 'bool'
3786 }
3787 ],
3788 [
3789 'one_hit',
3790 {
3791 desc => 'Monsters with <one hit only> dissapear after one successful hit to a player.',
3792 name => 'one hit only',
3793 type => 'bool'
3794 }
3795 ]
3796 ]
3797 ],
3798 [
3799 'spellcraft',
3800 [
3801 [
3802 'can_cast_spell',
3803 {
3804 desc => 'If <can cast spell> is disabled, the monster cannot cast any spell. Only wands/rods/etc can be used, given the appropriate abilities.',
3805 name => 'can cast spell',
3806 type => 'bool'
3807 }
3808 ],
3809 [
3810 'reflect_spell',
3811 {
3812 desc => 'A monster with this flag has the ability to <reflect spells>, all kinds of spell-bullets and -beams will bounce off. Generally this flag should not be set because it puts wizard-type players at an unfair disadvantage.',
3813 name => 'reflect spells',
3814 type => 'bool'
3815 }
3816 ],
3817 [
3818 'sp',
3819 {
3820 desc => 'Like players, monsters need <spellpoints> to do magic. Monsters use them for both wizard- and prayer-spells. However, this value defines only the amount of *initial* spellpoints the monster starts with. When creating a spellcasting monster, remember that <max spellpoints> and <spellpoint regen.> are more important than just initial <spellpoints>.',
3821 name => 'spellpoints',
3822 type => 'int'
3823 }
3824 ],
3825 [
3826 'maxsp',
3827 {
3828 desc => '<max spellpoints> is the maximum number of spellpoints a monster can hold. Setting this to high values has little effect unless the monster has a decent <spellpoint regen.>, or the spell "regenerate mana" at it\'s disposal.',
3829 name => 'max spellpoints',
3830 type => 'int'
3831 }
3832 ],
3833 [
3834 'Pow',
3835 {
3836 desc => 'Monsters regenerate this many spellpoints each 16 ticks. Hence, the spellpoint regeneration rate is independent of <speed>. To make a real tough spellcasting monster, the rate of spellpoint regeneration is most important. If your monster is still not casting fast enough, give it the spell-ability of "regenerate mana". That, paired with high <max spellpoints>, is the ultimate thing.',
3837 name => 'spellpoint regen.',
3838 type => 'int'
3839 }
3840 ],
3841 [
3842 'path_attuned',
3843 {
3844 desc => 'Click on the <attuned paths> button to select spellpaths. The creature will get attuned to the specified spellpaths.',
3845 name => 'attuned paths',
3846 type => 'bitmask',
3847 value => $BITMASK{spellpath}
3848 }
3849 ],
3850 [
3851 'path_repelled',
3852 {
3853 desc => 'Click on the <repelled paths> button to select spellpaths. The creature will get repelled to the specified spellpaths.',
3854 name => 'repelled paths',
3855 type => 'bitmask',
3856 value => $BITMASK{spellpath}
3857 }
3858 ],
3859 [
3860 'path_denied',
3861 {
3862 desc => 'Click on the <denied paths> button to select spellpaths. The creature won\'t be able to cast spells of the specified paths.',
3863 name => 'denied paths',
3864 type => 'bitmask',
3865 value => $BITMASK{spellpath}
3866 }
3867 ]
3868 ]
3869 ],
3870 [
3871 'ability',
3872 [
3873 [
3874 'Int',
3875 {
3876 desc => 'The <detect hidden> value gives monsters the ablitity to find hidden/invisible creatures. Higher values make for better detection-skills. Enabling <see invisible> makes this value obsolete.',
3877 name => 'detect hidden',
3878 type => 'int'
3879 }
3880 ],
3881 [
3882 'see_invisible',
3883 {
3884 desc => 'A monster with the ability to <see invisible> cannot be fooled with by invisible or hiding players. This flag is a must-have for high-level monsters. When a monster is unable to detect invisible players, it can be killed without fighting back.',
3885 name => 'see invisible',
3886 type => 'bool'
3887 }
3888 ],
3889 [
3890 'can_see_in_dark',
3891 {
3892 desc => 'A monster with the ability to <see in darkness> cannot be fooled by spells of darkness or dark maps. This flag is a "should-have" for high-level monsters. When a monster is unable to see in darkness, players can cast darkness and sneak around it safely.',
3893 name => 'see in darkness',
3894 type => 'bool'
3895 }
3896 ],
3897 [
3898 'can_use_weapon',
3899 {
3900 desc => 'Monster is able to wield weapon type objects.',
3901 name => 'can use weapons',
3902 type => 'bool'
3903 }
3904 ],
3905 [
3906 'can_use_bow',
3907 {
3908 desc => 'Monster is able to use missile-weapon type objects.',
3909 name => 'can use bows',
3910 type => 'bool'
3911 }
3912 ],
3913 [
3914 'can_use_armour',
3915 {
3916 desc => 'Monster is able to wear protective equipment like brestplate armour, shields, helmets etc.',
3917 name => 'can use armour',
3918 type => 'bool'
3919 }
3920 ],
3921 [
3922 'can_use_ring',
3923 {
3924 desc => 'Monster is able to wear rings.',
3925 name => 'can use rings',
3926 type => 'bool'
3927 }
3928 ],
3929 [
3930 'can_use_wand',
3931 {
3932 desc => 'Monster is able to use wands and staves.',
3933 name => 'can use wands',
3934 type => 'bool'
3935 }
3936 ],
3937 [
3938 'can_use_rod',
3939 {
3940 desc => 'Monster is able to use rods.',
3941 name => 'can use rods',
3942 type => 'bool'
3943 }
3944 ],
3945 [
3946 'can_use_scroll',
3947 {
3948 desc => 'Monster is able to read scrolls.',
3949 name => 'can use scrolls',
3950 type => 'bool'
3951 }
3952 ],
3953 [
3954 'can_use_skill',
3955 {
3956 desc => 'Monster is able to use skills from it\'s inventory. For example, you can put a throwing skill object and some boulders into the monster\'s object and set <can use skills>.',
3957 name => 'can use skills',
3958 type => 'bool'
3959 }
3960 ]
3961 ]
3962 ],
3963 [
3964 'behave',
3965 [
3966 [
3967 'monster',
3968 {
3969 desc => 'When <monster behaviour> is enabled, this object will behave like a monster: It can move and attack enemies (which are typically players). This flag should be set for all monsters as-such. Monsters which don\'t move, like guards, should also have <monster behaviour>, but in combination with <stand still>. It should *not* be set for things like immobile generators.',
3970 name => 'monster behaviour',
3971 type => 'bool'
3972 }
3973 ],
3974 [
3975 'unaggressive',
3976 {
3977 desc => '<unaggressive> monsters do not attack players unless attacked first.',
3978 name => 'unaggressive',
3979 type => 'bool'
3980 }
3981 ],
3982 [
3983 'friendly',
3984 {
3985 desc => '<friendly> monsters help the player, attacking any non-friendly monsters in range.',
3986 name => 'friendly',
3987 type => 'bool'
3988 }
3989 ],
3990 [
3991 'stand_still',
3992 {
3993 desc => 'Monsters which <stand still> won\'t move to leave their position. When agressive, they will attack all enemies who get close to them. This behaviour is commonly known from castle guards. In older versions of Crossfire it was possible to eventually push a <stand still>-monster out of position by force. I believe this is no longer possible. Neverthless, you should still be cautious when lining up <stand still>-monster in order to "defend" something: Such monsters are rather easy to kill. It\'s good for low level maps, but not much more.',
3994 name => 'stand still',
3995 type => 'bool'
3996 }
3997 ],
3998 [
3999 'sleep',
4000 {
4001 desc => 'Being <asleep>, a monster won\'t move unless a player enters the <sensing range> of the monster. Usually the sensing range is larger than the players line of sight. Due to that, in most cases the player won\'t ever notice weither a monster was asleep or not.',
4002 name => 'asleep',
4003 type => 'bool'
4004 }
4005 ],
4006 [
4007 'will_apply',
4008 {
4009 desc => 'This entry defines which kinds of environment actions the creature is able to perform.',
4010 name => 'misc. actions',
4011 type => 'bitmask',
4012 value => $BITMASK{will_apply}
4013 }
4014 ],
4015 [
4016 'pick_up',
4017 {
4018 desc => 'Click on the <pick up> button and select which types of objects the creature should try to pick up. Note also that if <can use armor>, <can use weapon>, <can use ring>... etc are set, then the creature will pick up the matching items even if this is not set here.',
4019 name => 'pick up',
4020 type => 'bitmask',
4021 value => $BITMASK{pick_up}
4022 }
4023 ],
4024 [
4025 'Wis',
4026 {
4027 desc => '<sensing range> determines how close a player needs to be before the creature wakes up. This is done as a square, for reasons of speed. Thus, if the <sensing range> is 11, any player that moves within the 11x11 square of the monster will wake the monster up. If the player has stealth, the size of this square is reduced in half plus 1.',
4028 name => 'sensing range',
4029 type => 'int'
4030 }
4031 ],
4032 [
4033 'attack_movement',
4034 {
4035 name => 'attack movement',
4036 type => 'int'
4037 }
4038 ],
4039 [
4040 'run_away',
4041 {
4042 desc => 'This is a percentage value in the range 0-100. When the monster\'s health points drop below this percentage (relative to max health), it attempts to run away from the attacker.',
4043 name => 'run at % health',
4044 type => 'int'
4045 }
4046 ]
4047 ]
4048 ],
4049 [
4050 'resistance',
4051 [
4052 [
4053 'resist_physical',
4054 {
4055 name => 'resist physical %',
4056 type => 'int'
4057 }
4058 ],
4059 [
4060 'resist_magic',
4061 {
4062 name => 'resist magic %',
4063 type => 'int'
4064 }
4065 ],
4066 [
4067 'resist_fire',
4068 {
4069 name => 'resist fire %',
4070 type => 'int'
4071 }
4072 ],
4073 [
4074 'resist_electricity',
4075 {
4076 name => 'resist electricity %',
4077 type => 'int'
4078 }
4079 ],
4080 [
4081 'resist_cold',
4082 {
4083 name => 'resist cold %',
4084 type => 'int'
4085 }
4086 ],
4087 [
4088 'resist_confusion',
4089 {
4090 name => 'resist confusion %',
4091 type => 'int'
4092 }
4093 ],
4094 [
4095 'resist_acid',
4096 {
4097 name => 'resist acid %',
4098 type => 'int'
4099 }
4100 ],
4101 [
4102 'resist_drain',
4103 {
4104 name => 'resist draining %',
4105 type => 'int'
4106 }
4107 ],
4108 [
4109 'resist_weaponmagic',
4110 {
4111 name => 'resist weaponmagic %',
4112 type => 'int'
4113 }
4114 ],
4115 [
4116 'resist_ghosthit',
4117 {
4118 name => 'resist ghosthit %',
4119 type => 'int'
4120 }
4121 ],
4122 [
4123 'resist_poison',
4124 {
4125 name => 'resist poison %',
4126 type => 'int'
4127 }
4128 ],
4129 [
4130 'resist_slow',
4131 {
4132 name => 'resist slow %',
4133 type => 'int'
4134 }
4135 ],
4136 [
4137 'resist_paralyze',
4138 {
4139 name => 'resist paralyze %',
4140 type => 'int'
4141 }
4142 ],
4143 [
4144 'resist_fear',
4145 {
4146 name => 'resist fear %',
4147 type => 'int'
4148 }
4149 ],
4150 [
4151 'resist_deplete',
4152 {
4153 name => 'resist depletion %',
4154 type => 'int'
4155 }
4156 ],
4157 [
4158 'resist_turn_undead',
4159 {
4160 name => 'resist turn undead %',
4161 type => 'int'
4162 }
4163 ],
4164 [
4165 'resist_death',
4166 {
4167 name => 'resist death-attack %',
4168 type => 'int'
4169 }
4170 ],
4171 [
4172 'resist_chaos',
4173 {
4174 name => 'resist chaos %',
4175 type => 'int'
4176 }
4177 ],
4178 [
4179 'resist_blind',
4180 {
4181 name => 'resist blinding %',
4182 type => 'int'
4183 }
4184 ],
4185 [
4186 'resist_holyword',
4187 {
4188 name => 'resist holy power %',
4189 type => 'int'
4190 }
4191 ],
4192 [
4193 'resist_godpower',
4194 {
4195 name => 'resist godpower %',
4196 type => 'int'
4197 }
4198 ]
4199 ]
4200 ]
4201 ],
4202 use => 'Monsters play a central role in most maps. Choosing the right combination of monsters for your map is vital: <UL> <LI> Place only monsters of slightly varying (increasing) strength. It\'s no fun to play for two hours just to find out the last monster is unbeatable. Similar, it\'s not exciting to fight orcs after passing a room of dragons.<br> This rule applies only for linear maps (one room after the other), with treasure at the end. You can sprinkle the treasure around, or make non-linear maps - That is often more entertaining. <LI> Places with high level monsters must not be easy to reach. Balrogs, Dragonmen and the likes should be at the end of a quest, not at the beginning. <LI> Don\'t stick monsters together that tend to kill each other. Fire- and cold dragons in one room for example is a bad idea. By weakening and killing each other they are easy prey for players, not worth the experience they hold. <LI> Create your own monsters, especially for "boss"-type monsters. Having stage-bosses guarding treasure is a lot of fun when done right. Avoid to create monsters with completely non-intuitive abilities: Don\'t give ice-spells to firedragons or vice versa. Don\'t add draining attack to trolls, etc. Additionally, you should inform the player before he bumps right into some very special/unusual monster. <LI> Last but not least: Always keep an eye on the experience your monsters hold. Design your maps in a way that high experience is always well-defended. Don\'t make large rooms full with only one kind of monster. Keep in mind the different abilities/techniques players can use. </UL> I know it\'s impossible to make the perfectly balanced map. There\'s always some part which is found too easy or too hard for a certain kind of player. Just give it your best shot. And listen to feedback from players if you receive some. :-)'
4203 },
4204 'Monster (Grimreaper)' => {
4205 desc => 'A grimreaper is a monster that vanishes after it did some number of draining attacks.',
4206 ignore => [
4207 'material',
4208 'name_pl',
4209 'nrof',
4210 'value',
4211 'unpaid'
4212 ],
4213 import => [
4214 $TYPE{'Monster & NPC'}
4215 ],
4216 name => 'Monster (Grimreaper)',
4217 section => [
4218 [
4219 'grimreaper',
4220 [
4221 [
4222 'value',
4223 {
4224 desc => 'The object vanishes after this number of draining attacks.',
4225 name => 'attacks',
4226 type => 'int'
4227 }
4228 ]
4229 ]
4230 ]
4231 ]
4232 },
4233 'Mood Floor' => {
4234 attr => [
4235 [
4236 'no_pick',
4237 {
4238 type => 'fixed',
4239 value => 1
4240 }
4241 ],
4242 [
4243 'last_sp',
4244 {
4245 desc => '<mood> is used to determine what will happen to the monster when affected by the mood floor: <mood> \'furious\': Makes all monsters aggressive <mood> \'angry\': As above but pets are unaffected <mood> \'calm\': Makes all monsters unaggressive <mood> \'sleep\': Puts all monsters to sleep <mood> \'charm\': Turns monster into a pet of person who triggers the square. This setting is not enabled for continous operation, you need to insert a <connection> value!',
4246 name => 'mood',
4247 type => 'list',
4248 value => $LIST{mood}
4249 }
4250 ],
4251 [
4252 'connected',
4253 {
4254 desc => 'This should only be set in combination with <mood number> 4. Normally, monsters are affected by the mood floor as soon as they step on it. But charming (monster -> pet) is too powerful, so it needs to be activated. Typically it is connected to an altar, for buying a "hireling". But a powerful pet could as well be the reward for solving a quest. Or even better: It could be *part* of a quest!',
4255 name => 'connection',
4256 type => 'int'
4257 }
4258 ],
4259 [
4260 'no_magic',
4261 {
4262 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
4263 name => 'no spells',
4264 type => 'bool'
4265 }
4266 ],
4267 [
4268 'damned',
4269 {
4270 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
4271 name => 'no prayers',
4272 type => 'bool'
4273 }
4274 ]
4275 ],
4276 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.',
4277 ignore => [
4278 $IGNORE_LIST{system_object}
4279 ],
4280 name => 'Mood Floor',
4281 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.)'
4282 },
4283 Mover => {
4284 attr => [
4285 [
4286 'attacktype',
4287 {
4288 desc => 'If forced movement is enabled, the mover "freezes" anyone it moves (so they are forced to move along a chain). For players there is no way to escape this forced movement, except being pushed by a second player.',
4289 name => 'forced movement',
4290 type => 'bool'
4291 }
4292 ],
4293 [
4294 'maxsp',
4295 {
4296 desc => 'The player will be "frozen" for that many moves. If <freeze duration> is zero, with <forced movement> enabled, then <freeze duration> gets assigned the "default value" 2 automatically.',
4297 name => 'freeze duration',
4298 type => 'int'
4299 }
4300 ],
4301 [
4302 'speed',
4303 {
4304 desc => 'The movement speed value determines how fast a chain of these movers will push a player along (default is -0.2).',
4305 name => 'movement speed',
4306 type => 'float'
4307 }
4308 ],
4309 [
4310 'sp',
4311 {
4312 desc => 'The mover will push creatures in the specified <direction>. A mover with direction set to <none> will spin clockwise, thus pushing creatures in unpredictable directions.',
4313 name => 'direction',
4314 type => 'list',
4315 value => $LIST{direction}
4316 }
4317 ],
4318 [
4319 'lifesave',
4320 {
4321 desc => 'If enabled, the mover gets "used up" after a certain number of moves (specified by <number of uses>). If disabled, the mover works infinitely.',
4322 name => 'gets used up',
4323 type => 'bool'
4324 }
4325 ],
4326 [
4327 'hp',
4328 {
4329 desc => 'This value has only a meaning if <gets used up> is set: <number of uses> is the number of times minus one, that it will move a creature before disappearing. (It will move someone <number of uses>+1 times, then vanish).',
4330 name => 'number of uses',
4331 type => 'int'
4332 }
4333 ]
4334 ],
4335 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.',
4336 ignore => [
4337 $IGNORE_LIST{non_pickable}
4338 ],
4339 name => 'Mover',
4340 section => [
4341 [
4342 'targets',
4343 [
4344 [
4345 'level',
4346 {
4347 desc => 'If <move players> is enabled, both players and monsters will be moved. In the arches\' default it is disabled - thus ONLY monsters get moved. Remember that "monsters" includes NPCs! This feature provides you with the possibility to make NPCs literally "come to life". Example: The player is talking with an NPC, speaking a certain keyword. This triggers a magic_ear and activates creators, creating (per default: monster-only) movers under the NPC\'s feet. The NPC starts "walking" on a predefined route! Note that it\'s useful to set this NPC immune to everything, preventing the player to push the NPC off his trace.',
4348 name => 'move players',
4349 type => 'bool'
4350 }
4351 ],
4352 [
4353 'walk_on',
4354 {
4355 desc => 'This should always be set.',
4356 name => 'move walking creatures',
4357 type => 'bool'
4358 }
4359 ],
4360 [
4361 'fly_on',
4362 {
4363 desc => 'Move flying creatures enabled means all flying (living) objects will get moved too. If disabled, only walking (non-flying) creatures will get moved.',
4364 name => 'move flying creatures',
4365 type => 'bool'
4366 }
4367 ]
4368 ]
4369 ]
4370 ],
4371 use => 'NEVER EVER consider a mover being unpassable in the backwards direction. Setting "forced movement" makes it seemingly impossible but there is still a trick: One player can push a second player past the mover, in opposite to the mover\'s direction! The more movers, the more players needed. Hence, don\'t make a treasure room that is surrounded by movers instead of solid walls/gates. <br><br> Btw, it does not make a difference putting movers above or below the floor. Moreover, movers that are set to be invisible cannot be discovered with the show_invisible spell. <br><br> Note that Movers and Directors are seperate objects, even though they look and act similar. Directors only do spells/missiles, while movers only do living creatures (depending on how it is set: monsters and players).'
4372 },
4373 Pedestal => {
4374 attr => [
4375 [
4376 'no_pick',
4377 {
4378 type => 'fixed',
4379 value => 1
4380 }
4381 ],
4382 [
4383 'slaying',
4384 {
4385 desc => 'the <match race> defines the object we\'re looking for. If <match race> matches the monster\'s or the player\'s race, we have a match. Yes, pedestals can detect a player\'s race! E.g. you could create a place where only fireborns can enter, by setting "slaying unnatural". If it is set to "player", any player stepping on the pedestal is a match. Very useful if you want to open a gate for players but not for monsters.',
4386 name => 'match race',
4387 type => 'string'
4388 }
4389 ],
4390 [
4391 'connected',
4392 {
4393 desc => 'When the pedestal is triggered, all objects with the same connection value get activated.',
4394 name => 'connection',
4395 type => 'int'
4396 }
4397 ],
4398 [
4399 'walk_on',
4400 {
4401 type => 'fixed',
4402 value => 1
4403 }
4404 ],
4405 [
4406 'walk_off',
4407 {
4408 type => 'fixed',
4409 value => 1
4410 }
4411 ]
4412 ],
4413 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.',
4414 ignore => [
4415 $IGNORE_LIST{non_pickable}
4416 ],
4417 name => 'Pedestal',
4418 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.'
4419 },
4420 Pit => {
4421 attr => [
4422 [
4423 'no_pick',
4424 {
4425 type => 'fixed',
4426 value => 1
4427 }
4428 ],
4429 [
4430 'connected',
4431 {
4432 desc => 'When a <connection> value is set, the pit can be opened/closed by activating the connection.',
4433 name => 'connection',
4434 type => 'int'
4435 }
4436 ],
4437 [
4438 'hp',
4439 {
4440 desc => 'The pit will transport creatures (and items) randomly into a two-square radius of the destination coordinates. If the destination square becomes blocked, the pit will act like being filled up and not work anymore!',
4441 name => 'destination X',
4442 type => 'int'
4443 }
4444 ],
4445 [
4446 'sp',
4447 {
4448 desc => 'The pit will transport creatures (and items) randomly into a two-square radius of the destination coordinates. If the destination square becomes blocked, the pit will act like being filled up and not work anymore!',
4449 name => 'destination Y',
4450 type => 'int'
4451 }
4452 ],
4453 [
4454 'wc',
4455 {
4456 desc => 'The <position state> defines the position of the gate: Zero means completely open/down, the "number of animation-steps" (usually about 6 or 7) means completely closed/up state. I suggest you don\'t mess with this value - Leave the default in place.',
4457 name => 'position state',
4458 type => 'int'
4459 }
4460 ],
4461 [
4462 'walk_on',
4463 {
4464 desc => 'If set, all walking creatures will fall into the pit. This does NOT need to be set for closed pits!',
4465 name => 'swallow walking',
4466 type => 'bool'
4467 }
4468 ],
4469 [
4470 'fly_on',
4471 {
4472 desc => 'If set, all flying creatures will fall into the pit as well. This is not the behaviour expected from a pit, and it should only be used for map-mechanisms (e.g. for transporting flying monsters). An interesting side-effect: If this flag is enabled, spell effects like fire/snow also make their way through the pit.',
4473 name => 'swallow flying',
4474 type => 'bool'
4475 }
4476 ]
4477 ],
4478 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.',
4479 ignore => [
4480 $IGNORE_LIST{non_pickable}
4481 ],
4482 name => 'Pit',
4483 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.'
4484 },
4485 'Poison Food' => {
4486 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.',
4487 name => 'Poison Food'
4488 },
4489 Potion => {
4490 attr => [
4491 [
4492 'level',
4493 {
4494 desc => 'If the potion contains a spell, the spell is cast at this level. For other potions it should be set at least to 1.',
4495 name => 'potion level',
4496 type => 'int'
4497 }
4498 ],
4499 [
4500 'sp',
4501 {
4502 desc => 'When a player drinks this potion, the selected spell will be casted (once). This should work for any given spell. E.g. heal is "sp 35", magic power is "sp 67".',
4503 name => 'spell',
4504 type => 'spell'
4505 }
4506 ],
4507 [
4508 'attacktype',
4509 {
4510 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.',
4511 name => 'special effect',
4512 type => 'list',
4513 value => $LIST{potion_effect}
4514 }
4515 ],
4516 [
4517 'cursed',
4518 {
4519 desc => 'If a potion is cursed, benefits generally turn into penalties. Note that potions can be "uncursed" by praying over an altar, with relative ease. *But* the potion must be identified to notice that it is cursed >:)',
4520 name => 'cursed',
4521 type => 'bool'
4522 }
4523 ],
4524 [
4525 'startequip',
4526 {
4527 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4528 name => 'godgiven item',
4529 type => 'bool'
4530 }
4531 ]
4532 ],
4533 desc => 'The player can drink these and gain various kinds of benefits (/penalties) by doing so.',
4534 name => 'Potion',
4535 section => [
4536 [
4537 'stats',
4538 [
4539 [
4540 'Str',
4541 {
4542 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
4543 name => 'strength',
4544 type => 'int'
4545 }
4546 ],
4547 [
4548 'Dex',
4549 {
4550 desc => 'The player\'s dexterity will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
4551 name => 'dexterity',
4552 type => 'int'
4553 }
4554 ],
4555 [
4556 'Con',
4557 {
4558 desc => 'The player\'s constitution will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
4559 name => 'constitution',
4560 type => 'int'
4561 }
4562 ],
4563 [
4564 'Int',
4565 {
4566 desc => 'The player\'s intelligence will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
4567 name => 'intelligence',
4568 type => 'int'
4569 }
4570 ],
4571 [
4572 'Pow',
4573 {
4574 desc => 'The player\'s power will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
4575 name => 'power',
4576 type => 'int'
4577 }
4578 ],
4579 [
4580 'Wis',
4581 {
4582 desc => 'The player\'s wisdom will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
4583 name => 'wisdom',
4584 type => 'int'
4585 }
4586 ],
4587 [
4588 'Cha',
4589 {
4590 desc => 'The player\'s charisma will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
4591 name => 'charisma',
4592 type => 'int'
4593 }
4594 ]
4595 ]
4596 ],
4597 [
4598 'resistance',
4599 [
4600 [
4601 'resist_physical',
4602 {
4603 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
4604 name => 'resist physical %',
4605 type => 'int'
4606 }
4607 ],
4608 [
4609 'resist_magic',
4610 {
4611 desc => 'The player\'s resistance to magic will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
4612 name => 'resist magic %',
4613 type => 'int'
4614 }
4615 ],
4616 [
4617 'resist_fire',
4618 {
4619 desc => 'The player\'s resistance to fire will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
4620 name => 'resist fire %',
4621 type => 'int'
4622 }
4623 ],
4624 [
4625 'resist_electricity',
4626 {
4627 desc => 'The player\'s resistance to electricity will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
4628 name => 'resist electricity %',
4629 type => 'int'
4630 }
4631 ],
4632 [
4633 'resist_cold',
4634 {
4635 desc => 'The player\'s resistance to cold will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
4636 name => 'resist cold %',
4637 type => 'int'
4638 }
4639 ],
4640 [
4641 'resist_acid',
4642 {
4643 desc => 'The player\'s resistance to acid will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
4644 name => 'resist acid %',
4645 type => 'int'
4646 }
4647 ],
4648 [
4649 'resist_confusion',
4650 {
4651 desc => 'The player\'s resistance to confusion will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
4652 name => 'resist confusion %',
4653 type => 'int'
4654 }
4655 ],
4656 [
4657 'resist_weaponmagic',
4658 {
4659 desc => 'The player\'s resistance to weaponmagic will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
4660 name => 'resist weaponmagic %',
4661 type => 'int'
4662 }
4663 ],
4664 [
4665 'resist_paralyze',
4666 {
4667 desc => 'The player\'s resistance to paralyze will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
4668 name => 'resist paralyze %',
4669 type => 'int'
4670 }
4671 ],
4672 [
4673 'resist_drain',
4674 {
4675 desc => 'The player\'s resistance to draining will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
4676 name => 'resist draining %',
4677 type => 'int'
4678 }
4679 ],
4680 [
4681 'resist_deplete',
4682 {
4683 desc => 'The player\'s resistance to depletion will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
4684 name => 'resist depletion %',
4685 type => 'int'
4686 }
4687 ],
4688 [
4689 'resist_poison',
4690 {
4691 desc => 'The player\'s resistance to poison will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
4692 name => 'resist poison %',
4693 type => 'int'
4694 }
4695 ]
4696 ]
4697 ]
4698 ],
4699 use => 'One potion should never give multiple benefits at once.'
4700 },
4701 'Power Crystal' => {
4702 attr => [
4703 [
4704 'sp',
4705 {
4706 desc => '<initial mana> is the amount of spellpoints that the crystal holds when the map is loaded.',
4707 name => 'initial mana',
4708 type => 'int'
4709 }
4710 ],
4711 [
4712 'maxsp',
4713 {
4714 desc => 'The <mana capacity> defines how much mana can be stored in the crystal. This is what makes the crystal interesting. Wizard-players will always seek for crystals with large capacities.',
4715 name => 'mana capacity',
4716 type => 'int'
4717 }
4718 ]
4719 ],
4720 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.',
4721 name => 'Power Crystal'
4722 },
4723 Projectile => {
4724 attr => [
4725 [
4726 'attacktype',
4727 {
4728 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.',
4729 name => 'attacktype',
4730 type => 'bitmask',
4731 value => $BITMASK{attacktype}
4732 }
4733 ],
4734 [
4735 'race',
4736 {
4737 desc => 'Only shooting weapons with matching <ammunition class> can fire these projectiles. For arrows set "arrows", for crossbow bolts set "crossbow bolts" (big surprise). In certain cases, the ammunition class is displayed in the game. Hence, when you create a new ammunition class, choose an intuitive name like "missiles", "spirit bolts" - whatever. You can also make special containers holding these projectiles by setting the <container class> to match your <ammunition class>.',
4738 name => 'ammunition class',
4739 type => 'string'
4740 }
4741 ],
4742 [
4743 'slaying',
4744 {
4745 desc => 'Slaying means the weapon does tripple (3x) damage to monsters of the specified race. If <slaying race> matches an arch name, only monsters of that archtype receive tripple damage. Tripple damage is very effective.',
4746 name => 'slaying race',
4747 type => 'string'
4748 }
4749 ],
4750 [
4751 'dam',
4752 {
4753 desc => 'The projectile <damage> significantly affects the damage done. Damage can be further increased by the shooting weapon\'s attributes.',
4754 name => 'damage',
4755 type => 'int'
4756 }
4757 ],
4758 [
4759 'wc',
4760 {
4761 desc => 'This value is supposed to be the base <weaponclass>, but it seems to have rather little effect. High values are good here, low values bad.',
4762 name => 'weaponclass',
4763 type => 'int'
4764 }
4765 ],
4766 [
4767 'food',
4768 {
4769 desc => 'The <chance to break> defines the breaking probability when this projectile hits an obstacle, e.g. wall or monster. The value is the %-chance to break, ranging from 0 (never breaking) to 100 (breaking at first shot).',
4770 name => 'chance to break',
4771 type => 'int'
4772 }
4773 ],
4774 [
4775 'magic',
4776 {
4777 desc => 'Magic bonus increases chance to hit and damage a little bit.',
4778 name => 'magic bonus',
4779 type => 'int'
4780 }
4781 ],
4782 [
4783 'unique',
4784 {
4785 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
4786 name => 'unique item',
4787 type => 'bool'
4788 }
4789 ],
4790 [
4791 'startequip',
4792 {
4793 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4794 name => 'godgiven item',
4795 type => 'bool'
4796 }
4797 ],
4798 [
4799 'no_drop',
4800 {
4801 desc => 'When a monster carries a projectile with <don\'t drop>, this item will never drop to the ground but vanish instead. If this object is shot, it can still drop after hitting an obstacle. You can prevent this by setting <chance to break> 100.',
4802 name => 'don\'t drop',
4803 type => 'bool'
4804 }
4805 ],
4806 [
4807 'msg',
4808 {
4809 desc => 'This text may describe the projectile. This could be nice for very special ones.',
4810 end => 'endmsg',
4811 name => 'description',
4812 type => 'text'
4813 }
4814 ]
4815 ],
4816 desc => 'Projectiles like arrows/crossbow bolts are used as ammunition for shooting weapons. <br><br> It\'s very easy to add new pairs of weapons &amp; projectiles. Just set matching &lt;ammunition class&gt; both for shooting weapon and projectile.',
4817 name => 'Projectile',
4818 use => 'If you want to create new kinds of projectiles, you could add an alchemical receipe to create these. Don\'t create new pairs of weapons &amp; projectiles unless they really fullfill a useful purpose. In fact, even bows and crossbows are rarely ever used.'
4819 },
4820 Ring => {
4821 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.',
4822 import => [
4823 $TYPE{Amulet}
4824 ],
4825 name => 'Ring',
4826 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.'
4827 },
4828 Rod => {
4829 attr => [
4830 [
4831 'sp',
4832 {
4833 desc => 'Sets the <spell> of the rod. Consider twice before handing out special rods to players, since they can be used endlessly without any mana cost! Rods with heal/ restoration/ protection spells, IF available, MUST be very very VERY hard to get!',
4834 name => 'spell',
4835 type => 'spell'
4836 }
4837 ],
4838 [
4839 'level',
4840 {
4841 desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should be set to something reasonable.',
4842 name => 'casting level',
4843 type => 'int'
4844 }
4845 ],
4846 [
4847 'hp',
4848 {
4849 desc => 'This value represents the initial amount of spellpoints in the rod. Naturally, this is quite unimportant.',
4850 name => 'initial spellpoints',
4851 type => 'int'
4852 }
4853 ],
4854 [
4855 'maxhp',
4856 {
4857 desc => 'When the rod is fully charged up, it will hold this maximum amount of spellpoints. Make sure it is enough to cast the contained spell at least once. But don\'t set the value too high, as that might make the rod too effective.',
4858 name => 'max. spellpoints',
4859 type => 'int'
4860 }
4861 ],
4862 [
4863 'startequip',
4864 {
4865 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4866 name => 'godgiven item',
4867 type => 'bool'
4868 }
4869 ],
4870 [
4871 'msg',
4872 {
4873 desc => 'This text may contain a description of the rod.',
4874 end => 'endmsg',
4875 name => 'description',
4876 type => 'text'
4877 }
4878 ]
4879 ],
4880 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.',
4881 ignore => [
4882 'title'
4883 ],
4884 name => 'Rod',
4885 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>'
4886 },
4887 Rune => {
4888 attr => [
4889 [
4890 'no_pick',
4891 {
4892 type => 'fixed',
4893 value => 1
4894 }
4895 ],
4896 [
4897 'walk_on',
4898 {
4899 type => 'fixed',
4900 value => 1
4901 }
4902 ],
4903 [
4904 'level',
4905 {
4906 desc => 'This value sets the level the rune will cast the spell it contains at, if applicable. A level 99 rune casts a very, very mean spell of whatever. (<rune level> 0 runes won\'t detonate at all!) Level Also effects how easily a rune may be found and disarmed, and how much experience the player gets for doing so. Beware: High level runes can be quite a cheap source of experience! So either make them tough, or keep the level low.',
4907 name => 'rune level',
4908 type => 'int'
4909 }
4910 ],
4911 [
4912 'Cha',
4913 {
4914 desc => 'This value determines what fraction of the time the rune is visible: It\'ll be randomly visible 1/<visibility> of the time. Also effects how easily the rune may be found.',
4915 name => 'visibility',
4916 type => 'int'
4917 }
4918 ],
4919 [
4920 'hp',
4921 {
4922 desc => 'The rune will detonate <number of charges> times before disappearing.',
4923 name => 'number of charges',
4924 type => 'int'
4925 }
4926 ],
4927 [
4928 'dam',
4929 {
4930 desc => '<direct damage> specifies how much damage is done by the rune, if it doesn\'t contain a spell. This should be set in reasonable relation to the rune\'s level.',
4931 name => 'direct damage',
4932 type => 'int'
4933 }
4934 ],
4935 [
4936 'attacktype',
4937 {
4938 desc => 'If there isn\'t any spell (and <summon monster> is unset), this attribute defines what attacktype to use for direct damage when the rune detonates.',
4939 name => 'attacktype',
4940 type => 'bitmask',
4941 value => $BITMASK{attacktype}
4942 }
4943 ],
4944 [
4945 'msg',
4946 {
4947 desc => 'When the rune detonates, this text is displayed to the victim. For especially powerful runes, create an appropriate thrilling description. ;)',
4948 end => 'endmsg',
4949 name => 'detonation text',
4950 type => 'text'
4951 }
4952 ]
4953 ],
4954 desc => 'A rune is a magical enscription on the dungeon floor. <br><br> Runes hit any monster or person who steps on them for \'dam\' damage in \'attacktype\' attacktype. Alternatively, the rune could contain any spell, and will cast this spell when it detonates. Yet another kind is the "summoning rune", summoning predefined monsters of any kind, at detonation. <br><br> Many runes are already defined in the archetypes.',
4955 ignore => [
4956 'no_pick',
4957 'title',
4958 'name_pl',
4959 'weight',
4960 'value',
4961 'material',
4962 'unpaid'
4963 ],
4964 name => 'Rune',
4965 section => [
4966 [
4967 'spellcraft',
4968 [
4969 [
4970 'sp',
4971 {
4972 desc => 'The selected <spell> defines the spell in the rune, if any. (Many runes do direct damage).',
4973 name => 'spell',
4974 type => 'spell'
4975 }
4976 ],
4977 [
4978 'slaying',
4979 {
4980 desc => 'Name of the spell in the rune, if any. <spell name> is optional, but if present, overrides the <spell> setting.',
4981 name => 'spell name',
4982 type => 'string'
4983 }
4984 ],
4985 [
4986 'other_arch',
4987 {
4988 desc => 'This string defines the spell in the rune, if any. <spell arch> is optional, but if present, overrides the <spell> setting. You can choose any of the existing arches.',
4989 name => 'spell arch',
4990 type => 'string'
4991 }
4992 ],
4993 [
4994 'maxsp',
4995 {
4996 desc => 'If set, the rune will cast it\'s containing spell (if any) in this <direction>.In most cases this appears useless because the spell directly hits the player.',
4997 name => 'direction',
4998 type => 'list',
4999 value => $LIST{direction}
5000 }
5001 ],
5002 [
5003 'race',
5004 {
5005 desc => 'If this is set to the arch name of any monster, together with <spell name> "summon evil monster", the rune will summon a bunch of those on detonation. (dam and attacktype will still be ignored in this case). Runes are even capable of summoning multi-square monsters, given enough space. You\'d better test it though.',
5006 name => 'summon monster',
5007 type => 'string'
5008 }
5009 ],
5010 [
5011 'maxhp',
5012 {
5013 desc => 'This should only be set to a summoning rune. It will then summon that many creatures of the kind <summon monster>.',
5014 name => 'summon amount',
5015 type => 'int'
5016 }
5017 ]
5018 ]
5019 ]
5020 ],
5021 use => 'Avoid monsters stepping on your runes. For example, summoning runes together with spellcasting- and attack-runes is usually a bad idea.'
5022 },
5023 Savebed => {
5024 attr => [
5025 [
5026 'no_pick',
5027 {
5028 type => 'fixed',
5029 value => 1
5030 }
5031 ],
5032 [
5033 'no_magic',
5034 {
5035 type => 'fixed',
5036 value => 1
5037 }
5038 ],
5039 [
5040 'damned',
5041 {
5042 type => 'fixed',
5043 value => 1
5044 }
5045 ]
5046 ],
5047 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.',
5048 ignore => [
5049 $IGNORE_LIST{non_pickable}
5050 ],
5051 name => 'Savebed',
5052 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>'
5053 },
5054 Scroll => {
5055 attr => [
5056 [
5057 'level',
5058 {
5059 desc => 'The spell of the scroll will be casted at this level. This value should always be set, at least to 1.',
5060 name => 'casting level',
5061 type => 'int'
5062 }
5063 ],
5064 [
5065 'sp',
5066 {
5067 desc => 'When a player/monster applies this scroll, the selected <spell> will be casted (once). This should work for any given spell.',
5068 name => 'spell',
5069 type => 'spell'
5070 }
5071 ],
5072 [
5073 'startequip',
5074 {
5075 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5076 name => 'godgiven item',
5077 type => 'bool'
5078 }
5079 ]
5080 ],
5081 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.',
5082 ignore => [
5083 'title'
5084 ],
5085 name => 'Scroll',
5086 use => 'For low level quests, scrolls of healing/curing-spells can be a nice reward. At higher levels, scrolls become less and less useful.'
5087 },
5088 Shield => {
5089 attr => [
5090 [
5091 'magic',
5092 {
5093 desc => '<magic bonus> works just like ac, except that it can be improved by "scrolls of Enchant Armour" or reduced by acid. It is less useful than direct armour-class bonus on the shield.',
5094 name => 'magic bonus',
5095 type => 'int'
5096 }
5097 ]
5098 ],
5099 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.',
5100 import => [
5101 $TYPE{Amulet}
5102 ],
5103 name => 'Shield',
5104 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
5105 },
5106 'Shooting Weapon' => {
5107 attr => [
5108 [
5109 'race',
5110 {
5111 desc => 'Only projectiles with matching <ammunition class> can be fired with this weapon. For normal bows set "arrows", for normal crossbows set "crossbow bolts". In certain cases, the ammunition class is displayed in the game. Hence, when you create a new ammunition class, choose an intuitive name like "missiles", "spirit bolts" - whatever.',
5112 name => 'ammunition class',
5113 type => 'string'
5114 }
5115 ],
5116 [
5117 'sp',
5118 {
5119 desc => 'After shooting a projectile, the player is frozen for a short period of time (to prevent shooting arrows machine-gun-like). The greater <shooting speed>, the shorter this period of time. 1 is minimum (=worst) and 100 is maximum (=best) value. You shouldn\'t set <shooting speed> lower than 10. YOU MUST NOT SET IT TO ZERO! (That would freeze the player for eternety).',
5120 name => 'shooting speed',
5121 type => 'int'
5122 }
5123 ],
5124 [
5125 'dam',
5126 {
5127 desc => 'The <base damage> significantly affects the damage done by using this weapon. This damage is added to the projectile damage and then (if <ignore strength> disabled) a bonus according to the player\'s strength is added.',
5128 name => 'base damage',
5129 type => 'int'
5130 }
5131 ],
5132 [
5133 'wc',
5134 {
5135 desc => 'This value is supposed to be the base <weaponclass>, but it seems to have rather little effect. High values are good here, low values bad.',
5136 name => 'weaponclass',
5137 type => 'int'
5138 }
5139 ],
5140 [
5141 'item_power',
5142 {
5143 desc => 'The <item power> value measures how "powerful" an artifact is. Players will only be able to wear equipment with a certain total amount of <item power>, depending on their own level. This is the only way to prevent low level players to wear "undeserved" equipment (like gifts from other players or cheated items). It is very important to adjust the <item power> value carefully for every artifact you create! If zero/unset, the CF server will calculate a provisional value at runtime, but this is never going to be an accurate measurement of <item power>.',
5144 name => 'item power',
5145 type => 'int'
5146 }
5147 ],
5148 [
5149 'no_strength',
5150 {
5151 desc => 'Usually the player\'s strentgh takes effect on the damage done by the shooting weapon. If <ignore strength> is set, the player\'s strength is ignored.',
5152 name => 'ignore strength',
5153 type => 'bool'
5154 }
5155 ],
5156 [
5157 'damned',
5158 {
5159 desc => 'A damned shooting weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
5160 name => 'damnation',
5161 type => 'bool'
5162 }
5163 ],
5164 [
5165 'cursed',
5166 {
5167 desc => 'A cursed shooting weapon cannot be unwielded unless the curse is removed.',
5168 name => 'curse',
5169 type => 'bool'
5170 }
5171 ],
5172 [
5173 'unique',
5174 {
5175 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5176 name => 'unique item',
5177 type => 'bool'
5178 }
5179 ],
5180 [
5181 'startequip',
5182 {
5183 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5184 name => 'godgiven item',
5185 type => 'bool'
5186 }
5187 ],
5188 [
5189 'msg',
5190 {
5191 desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
5192 end => 'endmsg',
5193 name => 'description',
5194 type => 'text'
5195 }
5196 ]
5197 ],
5198 desc => 'Schooting weapons like bows/crossbows are used to shoot projectiles (arrows/bolts). Shooting weapons and normal (melee) weapons can be wielded both at the same time. Like with any other equipment, stats/bonuses from shooting weapons are directly inherited to the player. <br><br> It\'s very easy to add new pairs of weapons &amp; projectiles. Just set matching &lt;ammunition class&gt; both for shooting weapon and projectile.',
5199 name => 'Shooting Weapon',
5200 section => [
5201 [
5202 'stats',
5203 [
5204 [
5205 'Str',
5206 {
5207 desc => 'The player\'s strentgh will rise/fall by the given value while wearing this shooting weapon.',
5208 name => 'strength',
5209 type => 'int'
5210 }
5211 ],
5212 [
5213 'Dex',
5214 {
5215 desc => 'The player\'s dexterity will rise/fall by the given value while wearing this shooting weapon.',
5216 name => 'dexterity',
5217 type => 'int'
5218 }
5219 ],
5220 [
5221 'Con',
5222 {
5223 desc => 'The player\'s constitution will rise/fall by the given value while wearing this shooting weapon.',
5224 name => 'constitution',
5225 type => 'int'
5226 }
5227 ],
5228 [
5229 'Int',
5230 {
5231 desc => 'The player\'s intelligence will rise/fall by the given value while wearing this shooting weapon.',
5232 name => 'intelligence',
5233 type => 'int'
5234 }
5235 ],
5236 [
5237 'Pow',
5238 {
5239 desc => 'The player\'s power will rise/fall by the given value while wearing this shooting weapon.',
5240 name => 'power',
5241 type => 'int'
5242 }
5243 ],
5244 [
5245 'Wis',
5246 {
5247 desc => 'The player\'s wisdom will rise/fall by the given value while wearing this shooting weapon.',
5248 name => 'wisdom',
5249 type => 'int'
5250 }
5251 ],
5252 [
5253 'Cha',
5254 {
5255 desc => 'The player\'s charisma will rise/fall by the given value while wearing this shooting weapon.',
5256 name => 'charisma',
5257 type => 'int'
5258 }
5259 ]
5260 ]
5261 ],
5262 [
5263 'bonus',
5264 [
5265 [
5266 'luck',
5267 {
5268 desc => 'With positive luck bonus, the player is more likely to succeed in all sorts of things (spellcasting, praying,...). Unless the <luck bonus> is very high, the effect will be barely visible in-game. Luck bonus on one piece of equipment should never exceed 3, and such bonus should not be too frequently available.',
5269 name => 'luck bonus',
5270 type => 'int'
5271 }
5272 ],
5273 [
5274 'magic',
5275 {
5276 desc => '<Magic bonus> improves the quality of the shooting weapon. I\'m not sure what exactly is increased - maybe weaponclass? However, <magic bonus> seems to have a little bit of positive influence on your chance to hit.',
5277 name => 'magic bonus',
5278 type => 'int'
5279 }
5280 ]
5281 ]
5282 ]
5283 ],
5284 use => 'Shooting weapons should not add bonuses in general. There\'s already enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. Schooting weapons should especially not add bonuses to the player that have nothing to do with schooting. A Wisdom bonus on a bow is crap for example! A name like "Longbow of great Wisdom" doesn\'t help - still crap.'
5285 },
5286 'Shop Floor' => {
5287 attr => [
5288 [
5289 'is_floor',
5290 {
5291 type => 'fixed',
5292 value => 1
5293 }
5294 ],
5295 [
5296 'no_pick',
5297 {
5298 type => 'fixed',
5299 value => 1
5300 }
5301 ],
5302 [
5303 'no_magic',
5304 {
5305 type => 'fixed',
5306 value => 1
5307 }
5308 ],
5309 [
5310 'auto_apply',
5311 {
5312 desc => 'If enabled, items will appear on this square when the map is loaded. You need to specify a <treasurelist> to define what kinds of items are generated. The items will be unpaid.',
5313 name => 'generate goods',
5314 type => 'bool'
5315 }
5316 ],
5317 [
5318 'randomitems',
5319 {
5320 desc => 'This entry determines what kind of treasure will appear, when <generate goods> is enabled. Look into /crossfire/share/crossfire/treasures for details about existing treasurelists.',
5321 name => 'treasurelist',
5322 type => 'treasurelist'
5323 }
5324 ],
5325 [
5326 'exp',
5327 {
5328 desc => 'The <quality level> will be used for the quality of the generated goods. If zero/unset, <quality level> 5 is used. Usually this value doesn\'t need to be set, unless you want extraordinarily good/bad quality. If you want to make a shop with very high quality, meaybe charge an entrance fee, or make the shop hard-to-come-by. Note that <quality level> mainly affects chance of magic bonus and appearance of artifact-items.',
5329 name => 'quality level',
5330 type => 'int'
5331 }
5332 ],
5333 [
5334 'damned',
5335 {
5336 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving. (Remember that <no magic> is always set for shop floors.)',
5337 name => 'no prayers',
5338 type => 'bool'
5339 }
5340 ]
5341 ],
5342 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).',
5343 ignore => [
5344 $IGNORE_LIST{non_pickable}
5345 ],
5346 name => 'Shop Floor',
5347 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.'
5348 },
5349 'Shop Mat' => {
5350 attr => [
5351 [
5352 'no_pick',
5353 {
5354 type => 'fixed',
5355 value => 1
5356 }
5357 ],
5358 [
5359 'walk_on',
5360 {
5361 desc => 'If set, the player can enter/leave the shop by just walking into the shop mat.',
5362 name => 'apply by walking',
5363 type => 'bool'
5364 }
5365 ],
5366 [
5367 'fly_on',
5368 {
5369 desc => 'If set, the player can enter/leave the shop by "flying" into the shop mat.',
5370 name => 'apply by flying',
5371 type => 'bool'
5372 }
5373 ]
5374 ],
5375 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).',
5376 ignore => [
5377 $IGNORE_LIST{non_pickable}
5378 ],
5379 name => 'Shop Mat',
5380 use => 'As stated above, always place TWO shop mats into your shop. Not more and not less than that.'
5381 },
5382 'Sign & MagicMouth' => {
5383 attr => [
5384 [
5385 'connected',
5386 {
5387 desc => 'When a connection value is set, the message will be printed whenever the connection is triggered. This should be used in combination with <invisible> enabled and <activate by walking/flying> disabled. If activating your magic_mouth this way, the message will not only be printed to one player, but all players on the current map.',
5388 name => 'connection',
5389 type => 'int'
5390 }
5391 ],
5392 [
5393 'walk_on',
5394 {
5395 desc => 'If set, the player gets the message when walking ontop of the object. "invisible 1" should be set in this case. This is the typical configuration for a "magic_mouth": The player walks through a dungeon and suddenly he gets a message. Use this to create some roleplay atmosphere, and to inform the player about possible dangers or secrets.',
5396 name => 'activate by walking',
5397 type => 'bool'
5398 }
5399 ],
5400 [
5401 'fly_on',
5402 {
5403 desc => 'If set, the player gets the message when flying (=levitating) ontop of the object. Usually this should be set together with walk_on.',
5404 name => 'activate by flying',
5405 type => 'bool'
5406 }
5407 ],
5408 [
5409 'food',
5410 {
5411 desc => 'If a counter-value is set (greater zero), the sign/magic_mouth can be applied (printing the message) only that many times. For signs this really shouldn\'t be used, while for magic_mouths it is extremely helpful. Monsters walking over the magic_mouth do not decrease the counter. Often, you might want to have a message displayed only one time. For example: The player enters your map and you put a magic_mouth to tell him about the monsters and how dangerous they look and all. Later, when all the monsters are killed and the player leaves the map, displaying the same message a second time would be silly. <counter> 1 does a perfect job in such cases. Otherwise set <counter> zero/unset for infinite use (that is the default).',
5412 name => 'counter',
5413 type => 'int'
5414 }
5415 ],
5416 [
5417 'msg',
5418 {
5419 desc => 'This text will be displayed to the player.',
5420 end => 'endmsg',
5421 name => 'message',
5422 type => 'text'
5423 }
5424 ]
5425 ],
5426 desc => 'The purpose of a sign or magic_mouth is to display a certain message to the player. There are three ways to have the player get this message: The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth).',
5427 ignore => [
5428 $IGNORE_LIST{non_pickable}
5429 ],
5430 name => 'Sign & MagicMouth',
5431 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.'
5432 },
5433 Skill => {
5434 attr => [
5435 [
5436 'invisible',
5437 {
5438 type => 'fixed',
5439 value => 1
5440 }
5441 ],
5442 [
5443 'no_drop',
5444 {
5445 type => 'fixed',
5446 value => 1
5447 }
5448 ],
5449 [
5450 'skill',
5451 {
5452 desc => 'The <skill name> is used for matchings. When a usable object has an identical <skill name>, players (or monsters) will need this skill to apply/use the object.',
5453 name => 'skill name',
5454 type => 'string'
5455 }
5456 ],
5457 [
5458 'expmul',
5459 {
5460 desc => 'This is the ratio of experience the players total should increase by when this skill is used. If this is zero, then experience only goes to to the skill. Values higher than 1 are allowed. Note that experience rewarded to the players total is in addition to that given to the skill. Eg, if player should get 500 exp for using a skill, and expmul is 1, the player will get 500 added to that skill as well as 500 to their total.',
5461 name => 'exp multiplier',
5462 type => 'float'
5463 }
5464 ],
5465 [
5466 'subtype',
5467 {
5468 desc => 'The <skill type> defines the base functionality of the skill. Skill types are hardcoded in the Crossfire server. It isn\'t hard to create new skill types, but it requires a bit of server-coding.',
5469 name => 'skill type',
5470 type => 'list',
5471 value => $LIST{skill_type}
5472 }
5473 ],
5474 [
5475 'level',
5476 {
5477 name => 'level',
5478 type => 'int'
5479 }
5480 ],
5481 [
5482 'exp',
5483 {
5484 name => 'experience',
5485 type => 'int'
5486 }
5487 ],
5488 [
5489 'can_use_skill',
5490 {
5491 desc => 'The <is native skill> flag has an effect only when this skill object is placed in the inventory of a monster (or player). If it is set, the monster or player knows the skill natively, which means he does not need a skill tool to use it.',
5492 name => 'is native skill',
5493 type => 'bool'
5494 }
5495 ]
5496 ],
5497 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.',
5498 ignore => [
5499 $IGNORE_LIST{system_object}
5500 ],
5501 name => 'Skill',
5502 use => 'For mapmaking, Skill objects serve two purposes: <p>First, the predefined skill archtypes (in the \'skills\' directory) can be seen as the global skill definitions. A skill which doesn\'t exists as an archtype cannot be learned or used by players. When you want to use skills in your maps, you may need to look up the &lt;skill name&gt;s of defined skill archtypes, because those strings are used as a reference in many skill-related objects. </p><p> Secondly, in order to enable monsters to use skills, you will need to copy default skill archtypes into the monsters\' inventories. You can even customize the skills by changing stats. It is not recommended however, to use skills in your maps which are totally unrelated to any predefined skill archtype.</p>'
5503 },
5504 'Skill Scroll' => {
5505 attr => [
5506 [
5507 'race',
5508 {
5509 type => 'fixed',
5510 value => 'scrolls'
5511 }
5512 ],
5513 [
5514 'skill',
5515 {
5516 desc => 'The <skill name> matches the skill object that can be learned from this scroll.',
5517 name => 'skill name',
5518 type => 'string'
5519 }
5520 ]
5521 ],
5522 desc => 'By reading a skill scroll, a player has a chance to learn the contained skill.',
5523 name => 'Skill Scroll',
5524 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.'
5525 },
5526 'Special Key' => {
5527 attr => [
5528 [
5529 'slaying',
5530 {
5531 desc => 'This string must be identical with the <key string> in the locked door, then it can be unlocked. It can also be used to trigger inventory checkers.',
5532 name => 'key string',
5533 type => 'string'
5534 }
5535 ],
5536 [
5537 'material',
5538 {
5539 desc => 'For Special Keys, material should always be unset or set to Adamantite. This prevents the key from getting burned or otherwise destroyed.',
5540 name => 'material',
5541 type => 'bitmask',
5542 value => $BITMASK{material}
5543 }
5544 ],
5545 [
5546 'unique',
5547 {
5548 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good. This can be used if you want to sell apartments on your map: Simply sell a unique passport/key, and place an inventory checker at the entrance of your apartment.',
5549 name => 'unique item',
5550 type => 'bool'
5551 }
5552 ],
5553 [
5554 'startequip',
5555 {
5556 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5557 name => 'godgiven item',
5558 type => 'bool'
5559 }
5560 ],
5561 [
5562 'msg',
5563 {
5564 desc => 'This will add a description to the object. The player can read this text by clicking on the item in his inventory. Use this message to describe what the key/passport is good for. A player might have 50 different keys on his key-ring. Don\'t expect players to recall their purpose just by their names.',
5565 end => 'endmsg',
5566 name => 'description',
5567 type => 'text'
5568 }
5569 ]
5570 ],
5571 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.',
5572 ignore => [
5573 'material'
5574 ],
5575 name => 'Special Key',
5576 use => 'How to make a "passport": You take the special key arch (archetype name is "key2"), set the face to something like card.111 and the name to "passport" - that\'s all. The &lt;key string&gt; certainly must match with the appropiate inventory checker. <br><br> Of course you can be creative with names and faces of key-objects. A "mysterious crystal" or a "big dragon claw" (with appropriate faces) appear more interesting than just a "strange key", or "passport".'
5577 },
5578 Spell => {
5579 attr => [
5580 [
5581 'no_drop',
5582 {
5583 type => 'fixed',
5584 value => 1
5585 }
5586 ],
5587 [
5588 'invisible',
5589 {
5590 type => 'fixed',
5591 value => 1
5592 }
5593 ],
5594 [
5595 'skill',
5596 {
5597 desc => 'The <skill name> matches the skill which is needed to cast this spell. This should be one out of "sorcery", "pyromancy", "evocation", "summoning" or "praying". If you want to fiddle with these, please take care not to upset the concept and balance of the various skills.',
5598 name => 'skill name',
5599 type => 'string'
5600 }
5601 ],
5602 [
5603 'subtype',
5604 {
5605 desc => 'The <spell type> defines the basic type of spell. Some of these types are of a more generic nature than others.',
5606 name => 'spell type',
5607 type => 'list',
5608 value => $LIST{spell_type}
5609 }
5610 ],
5611 [
5612 'level',
5613 {
5614 name => 'spell level',
5615 type => 'int'
5616 }
5617 ],
5618 [
5619 'casting_time',
5620 {
5621 name => 'casting time',
5622 type => 'int'
5623 }
5624 ],
5625 [
5626 'duration',
5627 {
5628 name => 'duration',
5629 type => 'int'
5630 }
5631 ],
5632 [
5633 'other_arch',
5634 {
5635 name => 'create object',
5636 type => 'string'
5637 }
5638 ],
5639 [
5640 'sp',
5641 {
5642 name => 'cost spellpoints',
5643 type => 'int'
5644 }
5645 ],
5646 [
5647 'grace',
5648 {
5649 name => 'cost grace',
5650 type => 'int'
5651 }
5652 ],
5653 [
5654 'maxsp',
5655 {
5656 name => 'double cost per level',
5657 type => 'int'
5658 }
5659 ]
5660 ],
5661 desc => 'Spell objects define a spell. When a spell is put in a spellbook, players can learn it by reading the book. Once learned, players can use the spell as often as they like. With increasing skill level of the player, spells may gain power but also increase cost.<br> Monsters can use spells which are put in their inventory (provided that certain "enabling" settings are correct). The monster\'s &lt;treasurelist&gt; can also be used to provide it with spells.',
5662 ignore => [
5663 $IGNORE_LIST{system_object}
5664 ],
5665 name => 'Spell',
5666 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.'
5667 },
5668 Spellbook => {
5669 attr => [
5670 [
5671 'skill',
5672 {
5673 type => 'fixed',
5674 value => 'literacy'
5675 }
5676 ],
5677 [
5678 'randomitems',
5679 {
5680 desc => 'There are two ways to put spells into a spellbook: 1. Put a spell object in the books inventory. In this case, treasurelist must be set to <none>. 2. Choose a treasurelist which contains spells. In that way, a spell will be chosen randomly from the list.',
5681 name => 'treasurelist',
5682 type => 'treasurelist'
5683 }
5684 ],
5685 [
5686 'startequip',
5687 {
5688 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5689 name => 'godgiven item',
5690 type => 'bool'
5691 }
5692 ],
5693 [
5694 'msg',
5695 {
5696 desc => 'This text may contain a nice description of the spellbook\'s cover or something.',
5697 end => 'endmsg',
5698 name => 'description',
5699 type => 'text'
5700 }
5701 ]
5702 ],
5703 desc => 'By reading a spellbook, the player has a chance of learning the contained spell. Once learned from a book, the spell is available forever. Spellbooks with high level spells require some skill-level to read.<br><br> You can create widely customized spells only by adjusting the spell object in the spellbooks inventory. Refer to the description of spell objects for detailed information how to customize spells.<br> If you want to have a random spellbook instead, choose a &lt;treasurelist&gt; with a compilation of spells that the book may contain.',
5704 name => 'Spellbook',
5705 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.'
5706 },
5707 Spinner => {
5708 attr => [
5709 [
5710 'sp',
5711 {
5712 desc => 'The spinner will change the direction of flying objects by 45 degrees per <direction number>. Negative values spin clockwise, positive values counter clockwise. Example: <direction number> -2 means spin 90 degrees clockwise.',
5713 name => 'direction number',
5714 type => 'int'
5715 }
5716 ],
5717 [
5718 'walk_on',
5719 {
5720 type => 'fixed',
5721 value => 1
5722 }
5723 ],
5724 [
5725 'fly_on',
5726 {
5727 type => 'fixed',
5728 value => 1
5729 }
5730 ]
5731 ],
5732 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.',
5733 ignore => [
5734 $IGNORE_LIST{non_pickable}
5735 ],
5736 name => 'Spinner',
5737 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.'
5738 },
5739 Swamp => {
5740 attr => [
5741 [
5742 'walk_on',
5743 {
5744 type => 'fixed',
5745 value => 1
5746 }
5747 ],
5748 [
5749 'is_floor',
5750 {
5751 type => 'fixed',
5752 value => 1
5753 }
5754 ],
5755 [
5756 'is_wooded',
5757 {
5758 type => 'fixed',
5759 value => 1
5760 }
5761 ],
5762 [
5763 'speed',
5764 {
5765 desc => 'The higher the <drowning speed>, the faster will players and items sink into the swamp. Swamp with very high <drowning speed> can be a nasty and unexpected death-trap. Players should get a warning before such areas.',
5766 name => 'drowning speed',
5767 type => 'float'
5768 }
5769 ],
5770 [
5771 'slow_move',
5772 {
5773 desc => 'If <slow movement> is set to a value greater zero, all creatures moving over this spot will be slower than normal. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp',
5774 name => 'slow movement',
5775 type => 'int'
5776 }
5777 ],
5778 [
5779 'no_magic',
5780 {
5781 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
5782 name => 'no spells',
5783 type => 'bool'
5784 }
5785 ],
5786 [
5787 'damned',
5788 {
5789 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
5790 name => 'no prayers',
5791 type => 'bool'
5792 }
5793 ]
5794 ],
5795 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.',
5796 ignore => [
5797 $IGNORE_LIST{non_pickable}
5798 ],
5799 name => 'Swamp'
5800 },
5801 Teleporter => {
5802 attr => [
5803 [
5804 'slaying',
5805 {
5806 desc => 'The exit path specifies the map that the player is transferred to. <exit path> can be an absolute path, beginning with \'/\' (for example "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning with \'/\' (On the map "/peterm/FireTemple/Fire2" for example I could use the relative path "Fire1"). Use relative paths whenever possible! Note that upper/lower case must always be set correctly. However, please use lower case only. If the <exit path> is set, ONLY players can get teleported. If the <exit path> is unset (empty), anything can get teleported: Players, monsters and items. In this case, the destined map is automatically the same map the teleporter is on.',
5807 name => 'exit path',
5808 type => 'string'
5809 }
5810 ],
5811 [
5812 'hp',
5813 {
5814 desc => 'The exit destinations define the (x, y)-coordinates where the exit leads to. If both are set to zero and <exit path> is empty, the player will get teleported to another, randomly chosen teleporter on the same map (Slightly confusing for the player though). Make sure there actually *is* a second one in that case. If both are set to zero and <exit path> is set, the player will be transferred to the "default enter location" of the destined map. The latter can be set in the map-properties as "Enter X/Y". Though, please DO NOT use that. It turned out to be a source for numerous map-bugs.',
5815 name => 'destination X',
5816 type => 'int'
5817 }
5818 ],
5819 [
5820 'sp',
5821 {
5822 desc => 'The exit destinations define the (x, y)-coordinates where the exit leads to. If both are set to zero and <exit path> is empty, the player will get teleported to another, randomly chosen teleporter on the same map (Slightly confusing for the player though). Make sure there actually *is* a second one in that case. If both are set to zero and <exit path> is set, the player will be transferred to the "default enter location" of the destined map. The latter can be set in the map-properties as "Enter X/Y". Though, please DO NOT use that. It turned out to be a source for numerous map-bugs.',
5823 name => 'destination Y',
5824 type => 'int'
5825 }
5826 ],
5827 [
5828 'connected',
5829 {
5830 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.',
5831 name => 'connection',
5832 type => 'int'
5833 }
5834 ],
5835 [
5836 'speed',
5837 {
5838 desc => 'If the <activation speed> is nonzero, the teleporter will automatically be activated in regular time-intervals. Hence, the player can just step on it and gets teleported sooner or later. The duration between two activates depends on the given value. Default in the teleporter arch is <activation speed> 0.1. VERY IMPORTANT: If you want to have your teleporter activated via button/handle/magic_ear/etc, you must set <activation speed> to zero!',
5839 name => 'activation speed',
5840 type => 'float'
5841 }
5842 ]
5843 ],
5844 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.',
5845 ignore => [
5846 $IGNORE_LIST{non_pickable}
5847 ],
5848 name => 'Teleporter',
5849 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.'
5850 },
5851 'Timed Gate' => {
5852 attr => [
5853 [
5854 'no_pick',
5855 {
5856 type => 'fixed',
5857 value => 1
5858 }
5859 ],
5860 [
5861 'connected',
5862 {
5863 desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled. If unset, the gate opens automatically after some time.',
5864 name => 'connection',
5865 type => 'int'
5866 }
5867 ],
5868 [
5869 'wc',
5870 {
5871 desc => 'The <position state> defines the position of the gate: Zero means completely open/down, the "number of animation-steps" (usually about 6 or 7) means completely closed/up state. I suggest you don\'t mess with this value - Leave the default in place.',
5872 name => 'position state',
5873 type => 'int'
5874 }
5875 ],
5876 [
5877 'no_pass',
5878 {
5879 desc => 'For open gates, <blocking passage> should be unset. For closed gates it must be set.',
5880 name => 'blocking passage',
5881 type => 'bool'
5882 }
5883 ],
5884 [
5885 'no_magic',
5886 {
5887 desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
5888 name => 'restrict spells',
5889 type => 'bool'
5890 }
5891 ],
5892 [
5893 'damned',
5894 {
5895 desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
5896 name => 'restrict prayers',
5897 type => 'bool'
5898 }
5899 ],
5900 [
5901 'hp',
5902 {
5903 desc => 'Defines the duration the gate remains closed. This only takes effect if the gate is not connected.',
5904 name => 'open duration',
5905 type => 'int'
5906 }
5907 ]
5908 ],
5909 desc => 'Gates play an important role in Crossfire. Gates can be opened by activating a button/trigger, by speaking passwords (-> magic_ear) or carrying special key-objects (-> inventory checker). Unlike locked doors, gates can get shut again after a player has passed, which makes them more practical in many cases. Unlike normal gates, timed gates open when triggered but automatically close again after some time.',
5910 ignore => [
5911 $IGNORE_LIST{non_pickable}
5912 ],
5913 name => 'Timed Gate',
5914 use => 'Use gates to divide your maps into separated areas. After solving area A, the player gains access to area B, and so on. Make your maps more complex than "one-way".'
5915 },
5916 Trap => {
5917 attr => [
5918 [
5919 'no_pick',
5920 {
5921 type => 'fixed',
5922 value => 1
5923 }
5924 ],
5925 [
5926 'walk_on',
5927 {
5928 type => 'fixed',
5929 value => 1
5930 }
5931 ],
5932 [
5933 'level',
5934 {
5935 desc => 'Level effects how easily a trap may be found and disarmed, and how much experience the player gets for doing so. Beware: High level traps can be quite a cheap source of experience! So either make them tough, or keep the level low.',
5936 name => 'trap level',
5937 type => 'int'
5938 }
5939 ],
5940 [
5941 'Cha',
5942 {
5943 desc => 'This value determines what fraction of the time the trap is visible: It\'ll be randomly visible 1/<visibility> of the time. Also effects how easily the trap may be found.',
5944 name => 'visibility',
5945 type => 'int'
5946 }
5947 ],
5948 [
5949 'hp',
5950 {
5951 desc => 'The trap will detonate <number of charges> times before disappearing.',
5952 name => 'number of charges',
5953 type => 'int'
5954 }
5955 ],
5956 [
5957 'dam',
5958 {
5959 desc => '<direct damage> specifies how much damage is done by the trap. This should be set in reasonable relation to the trap\'s level.',
5960 name => 'direct damage',
5961 type => 'int'
5962 }
5963 ],
5964 [
5965 'attacktype',
5966 {
5967 desc => 'This attribute defines what attacktype to use for direct damage when the trap detonates.',
5968 name => 'attacktype',
5969 type => 'bitmask',
5970 value => $BITMASK{attacktype}
5971 }
5972 ],
5973 [
5974 'connected',
5975 {
5976 desc => 'When the trap is detonated, all objects with the same connection value get activated.',
5977 name => 'connection',
5978 type => 'int'
5979 }
5980 ],
5981 [
5982 'msg',
5983 {
5984 desc => 'When the trap detonates, this text is displayed to the victim. For especially powerful or complex traps, create an appropriate and thrilling description. ;)',
5985 end => 'endmsg',
5986 name => 'detonation text',
5987 type => 'text'
5988 }
5989 ]
5990 ],
5991 desc => 'A trap is a object that can either do damage or trigger another connected object when detonated. Traps are like runes except they are not magical in nature, and generally have either a physical attack or trigger a reaction. <br><br> Traps hit any monster or person who steps on them for \'dam\' damage in \'attacktype\' attacktype and/or trigger a reaction. <br><br> Many traps are already defined in the archetypes.',
5992 ignore => [
5993 'no_pick',
5994 'title',
5995 'name_pl',
5996 'weight',
5997 'value',
5998 'material',
5999 'unpaid'
6000 ],
6001 name => 'Trap',
6002 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.'
6003 },
6004 Trapdoor => {
6005 attr => [
6006 [
6007 'no_pick',
6008 {
6009 type => 'fixed',
6010 value => 1
6011 }
6012 ],
6013 [
6014 'walk_on',
6015 {
6016 type => 'fixed',
6017 value => 1
6018 }
6019 ],
6020 [
6021 'weight',
6022 {
6023 desc => 'This value defines how much weight the trapdoor can hold. Once items or creatures are gathered on the trapdoor, with a total weight surpassing this value, then the trapdoor will open and things start falling through.',
6024 name => 'hold weight',
6025 type => 'int'
6026 }
6027 ],
6028 [
6029 'hp',
6030 {
6031 desc => 'The trapdoor will transport creatures (and items) randomly into a two-square radius of the destination coordinates. If the destination square becomes blocked, the trapdoor will act like being filled up and not work anymore!',
6032 name => 'destination X',
6033 type => 'int'
6034 }
6035 ],
6036 [
6037 'sp',
6038 {
6039 desc => 'The trapdoor will transport creatures (and items) randomly into a two-square radius of the destination coordinates. If the destination square becomes blocked, the trapdoor will act like being filled up and not work anymore!',
6040 name => 'destination Y',
6041 type => 'int'
6042 }
6043 ]
6044 ],
6045 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.',
6046 ignore => [
6047 $IGNORE_LIST{non_pickable}
6048 ],
6049 name => 'Trapdoor',
6050 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.'
6051 },
6052 Treasure => {
6053 attr => [
6054 [
6055 'randomitems',
6056 {
6057 desc => 'This entry determines what kind of treasure will appear. Look into /crossfire/share/crossfire/treasures for details about existing treasurelists.',
6058 name => 'treasurelist',
6059 type => 'treasurelist'
6060 }
6061 ],
6062 [
6063 'auto_apply',
6064 {
6065 desc => '"Auto-generate" must be set in order to have the treasure be created when the map is loaded. If you want to create a random treasure chest, you unset this flag. That way, the player has to apply the object (the chest), then the treasure is generated.',
6066 name => 'auto-generate',
6067 type => 'bool'
6068 }
6069 ],
6070 [
6071 'hp',
6072 {
6073 desc => '"Create number" specifies how many pieces of the given treasurelist will appear. Note that for every piece there is a chance that nothing is generated. Also, sometimes there can be stacks of items generated, like for gems/money.',
6074 name => 'create number',
6075 type => 'int'
6076 }
6077 ],
6078 [
6079 'exp',
6080 {
6081 desc => 'The <quality level> will be used for the quality of the generated treasure instead of the map difficulty (as was done with shops). If zero/unset, the map difficulty will instead be used. (Example for comparison: Shop floors generate treasure of <quality level> 5 per default).',
6082 name => 'quality level',
6083 type => 'int'
6084 }
6085 ]
6086 ],
6087 desc => 'A treasure-object turns into certain randomitems when the map is loaded into the game.',
6088 ignore => [
6089 'nrof',
6090 'title',
6091 'name_pl',
6092 'weight',
6093 'value',
6094 'material'
6095 ],
6096 name => 'Treasure',
6097 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.'
6098 },
6099 'Trigger Marker' => {
6100 attr => [
6101 [
6102 'no_pick',
6103 {
6104 type => 'fixed',
6105 value => 1
6106 }
6107 ],
6108 [
6109 'slaying',
6110 {
6111 desc => 'The <key string> can be detected by inv. checkers/detectors. If the player already has a force with that <key string>, there won\'t be inserted a second one.',
6112 name => 'key string',
6113 type => 'string'
6114 }
6115 ],
6116 [
6117 'connected',
6118 {
6119 desc => 'Unlike a regular marker this is the connection that triggers this marker to activate.',
6120 name => 'connection',
6121 type => 'int'
6122 }
6123 ],
6124 [
6125 'food',
6126 {
6127 desc => 'This value defines the duration of the force it inserts. If nonzero, the duration of the player\'s mark is finite: about 1 food per 10 seconds. <mark duration> zero/unset means the mark will stay on the player forever.',
6128 name => 'mark duration',
6129 type => 'int'
6130 }
6131 ],
6132 [
6133 'name',
6134 {
6135 desc => 'When the player steps onto the marker, all existing forces in the players inventory with a <key string> matching <delete mark> will be removed. If you don\'t want to remove any marks, leave this textfield empty. Note that the string <delete mark> is set as the name of this marker. So don\'t be confused, and remember changing the name will take effect on the marker\'s functionality.',
6136 name => 'delete mark',
6137 type => 'string'
6138 }
6139 ],
6140 [
6141 'msg',
6142 {
6143 desc => 'In the moment when the player gets marked, this text is displayed to him. You should really set a message in any marker you create, because it\'s the only way for the player to notice what\'s going on.',
6144 end => 'endmsg',
6145 name => 'marking message',
6146 type => 'text'
6147 }
6148 ]
6149 ],
6150 desc => 'A trigger marker is an object that inserts an invisible force (a mark) into a player stepping on it WHEN TRIGGERED. This force does nothing except containing a &lt;key string&gt; which can be discovered by detectors or inventory checkers. It is also possible to use markers for removing marks again. <br><br> Note that the player has no possibility to "see" his own marks, except by the effect that they cause on the maps.',
6151 ignore => [
6152 $IGNORE_LIST{system_object}
6153 ],
6154 name => 'Trigger Marker',
6155 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.'
6156 },
6157 Wall => {
6158 attr => [
6159 [
6160 'no_pass',
6161 {
6162 desc => 'If set, the object cannot be passed by players nor monsters.',
6163 name => 'blocking passage',
6164 type => 'bool'
6165 }
6166 ],
6167 [
6168 'can_roll',
6169 {
6170 desc => 'If set, the object is able to "roll", so it can be pushed around. This setting is used for boulders and barrels.',
6171 name => 'moveable',
6172 type => 'bool'
6173 }
6174 ],
6175 [
6176 'no_magic',
6177 {
6178 desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
6179 name => 'restrict spells',
6180 type => 'bool'
6181 }
6182 ],
6183 [
6184 'damned',
6185 {
6186 desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
6187 name => 'restrict prayers',
6188 type => 'bool'
6189 }
6190 ]
6191 ],
6192 desc => 'Walls usually block passage and sight.',
6193 ignore => [
6194 'nrof',
6195 'title',
6196 'name_pl',
6197 'value',
6198 'unpaid'
6199 ],
6200 name => 'Wall',
6201 required => {
6202 alive => 0,
6203 is_floor => 0,
6204 no_pass => 1
6205 }
6206 },
6207 'Wand & Staff' => {
6208 attr => [
6209 [
6210 'sp',
6211 {
6212 desc => 'The <spell> specifies the contained spell.',
6213 name => 'spell',
6214 type => 'spell'
6215 }
6216 ],
6217 [
6218 'level',
6219 {
6220 desc => 'The <casting level> of the wand determines it\'s power. An average level for wands in shops is about 10.',
6221 name => 'casting level',
6222 type => 'int'
6223 }
6224 ],
6225 [
6226 'food',
6227 {
6228 desc => 'The wand can be used <number of charges> times before it is used up. It can be recharged with scrolls of charging.',
6229 name => 'number of charges',
6230 type => 'int'
6231 }
6232 ],
6233 [
6234 'startequip',
6235 {
6236 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6237 name => 'godgiven item',
6238 type => 'bool'
6239 }
6240 ],
6241 [
6242 'msg',
6243 {
6244 desc => 'This text may contain a description of the wand.',
6245 end => 'endmsg',
6246 name => 'description',
6247 type => 'text'
6248 }
6249 ]
6250 ],
6251 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.',
6252 name => 'Wand & Staff',
6253 use => 'Wands are quite seldomly used. The reason prolly is that they\'re generally not cost-efficient. Handing out high-level wands with powerful special spells isn\'t a good idea either, because of the recharge ability. <br><br> For low levels, staffs of healing/cure and word of recall are quite desirable though. Ideal rewards for low level quests.'
6254 },
6255 'Weak Wall' => {
6256 attr => [
6257 [
6258 'alive',
6259 {
6260 type => 'fixed',
6261 value => 1
6262 }
6263 ],
6264 [
6265 'no_pick',
6266 {
6267 type => 'fixed',
6268 value => 1
6269 }
6270 ],
6271 [
6272 'tear_down',
6273 {
6274 type => 'fixed',
6275 value => 1
6276 }
6277 ],
6278 [
6279 'race',
6280 {
6281 desc => 'For weak walls, <race> should always be set to "wall", unless you create something fancy like a building which is in fact meant to be a huge animal. Note that shovels slay walls, so they do tripple damage against weak walls.',
6282 name => 'race',
6283 type => 'string'
6284 }
6285 ],
6286 [
6287 'level',
6288 {
6289 desc => 'The <level> of a weak wall works similar to monster levels. Due to the fact that weak walls cannot attack, the level is much less important though.',
6290 name => 'level',
6291 type => 'int'
6292 }
6293 ],
6294 [
6295 'hp',
6296 {
6297 desc => 'The <health points> of a weak wall define how long it takes to tear it down. With every successful hit from an opponent, <health points> get drained.',
6298 name => 'health points',
6299 type => 'int'
6300 }
6301 ],
6302 [
6303 'maxhp',
6304 {
6305 desc => '<max health> is the maximum amount of <health points> this weak wall can have. Since walls generally don\'t heal, I doubt this has much real effect.',
6306 name => 'max health',
6307 type => 'int'
6308 }
6309 ],
6310 [
6311 'ac',
6312 {
6313 desc => 'Weak walls of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
6314 name => 'armour class',
6315 type => 'int'
6316 }
6317 ]
6318 ],
6319 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.',
6320 ignore => [
6321 $IGNORE_LIST{non_pickable}
6322 ],
6323 name => 'Weak Wall',
6324 required => {
6325 alive => 1,
6326 is_floor => 0,
6327 tear_down => 1
6328 },
6329 section => [
6330 [
6331 'resistance',
6332 [
6333 [
6334 'resist_physical',
6335 {
6336 name => 'resist physical %',
6337 type => 'int'
6338 }
6339 ],
6340 [
6341 'resist_magic',
6342 {
6343 name => 'resist magic %',
6344 type => 'int'
6345 }
6346 ],
6347 [
6348 'resist_fire',
6349 {
6350 name => 'resist fire %',
6351 type => 'int'
6352 }
6353 ],
6354 [
6355 'resist_electricity',
6356 {
6357 name => 'resist electricity %',
6358 type => 'int'
6359 }
6360 ],
6361 [
6362 'resist_cold',
6363 {
6364 name => 'resist cold %',
6365 type => 'int'
6366 }
6367 ],
6368 [
6369 'resist_confusion',
6370 {
6371 name => 'resist confusion %',
6372 type => 'int'
6373 }
6374 ],
6375 [
6376 'resist_acid',
6377 {
6378 name => 'resist acid %',
6379 type => 'int'
6380 }
6381 ],
6382 [
6383 'resist_drain',
6384 {
6385 name => 'resist draining %',
6386 type => 'int'
6387 }
6388 ],
6389 [
6390 'resist_weaponmagic',
6391 {
6392 name => 'resist weaponmagic %',
6393 type => 'int'
6394 }
6395 ],
6396 [
6397 'resist_ghosthit',
6398 {
6399 name => 'resist ghosthit %',
6400 type => 'int'
6401 }
6402 ],
6403 [
6404 'resist_poison',
6405 {
6406 name => 'resist poison %',
6407 type => 'int'
6408 }
6409 ],
6410 [
6411 'resist_slow',
6412 {
6413 name => 'resist slow %',
6414 type => 'int'
6415 }
6416 ],
6417 [
6418 'resist_paralyze',
6419 {
6420 name => 'resist paralyze %',
6421 type => 'int'
6422 }
6423 ],
6424 [
6425 'resist_fear',
6426 {
6427 name => 'resist fear %',
6428 type => 'int'
6429 }
6430 ],
6431 [
6432 'resist_deplete',
6433 {
6434 name => 'resist depletion %',
6435 type => 'int'
6436 }
6437 ],
6438 [
6439 'resist_turn_undead',
6440 {
6441 name => 'resist turn undead %',
6442 type => 'int'
6443 }
6444 ],
6445 [
6446 'resist_death',
6447 {
6448 name => 'resist death-attack %',
6449 type => 'int'
6450 }
6451 ],
6452 [
6453 'resist_chaos',
6454 {
6455 name => 'resist chaos %',
6456 type => 'int'
6457 }
6458 ],
6459 [
6460 'resist_blind',
6461 {
6462 name => 'resist blinding %',
6463 type => 'int'
6464 }
6465 ],
6466 [
6467 'resist_holyword',
6468 {
6469 name => 'resist holy power %',
6470 type => 'int'
6471 }
6472 ],
6473 [
6474 'resist_godpower',
6475 {
6476 name => 'resist godpower %',
6477 type => 'int'
6478 }
6479 ]
6480 ]
6481 ]
6482 ],
6483 use => 'If you want to create hidden rooms, using weak walls is alot better than completely indiscernible passages in a wall.<br> Anyways, there can be a lot more to weak walls than just finding them: Rising their defensive stats, weak walls can become a serious obstacle. An ice wall might only be torn down by a fire attack for example. A granite wall for instance might be very hard to destroy.'
6484 },
6485 Weapon => {
6486 attr => [
6487 [
6488 'attacktype',
6489 {
6490 desc => 'This number is a bitmask, specifying the weapon\'s attacktypes. Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons have no more than one or two attacktypes. Keep in mind that all weapons can be blessed by the player\'s diety, thus adding an additional attacktype. When a player hits a monster with a weapon that has more than one attacktype, then he will do as much damage as the "best" of his attacktypes does. So, the more attacktypes you\'ve got, the better your chance to take advantage of a monster\'s vulnerabilities. (Btw: Same rule applies for monster vs. player.). Attacktypes "magic" and "chaos" are somehow exceptions.',
6491 name => 'attacktype',
6492 type => 'bitmask',
6493 value => $BITMASK{attacktype}
6494 }
6495 ],
6496 [
6497 'weapontype',
6498 {
6499 desc => 'The <weapontype> characterizes the weapon\'s type of physical attack. It could best be considered a "subclassification" of the physical attacktype. For now, this is only used for attack messages! You should always set this correctly when creating new weapons for your maps.',
6500 name => 'weapontype',
6501 type => 'list',
6502 value => $LIST{weapon_type}
6503 }
6504 ],
6505 [
6506 'skill',
6507 {
6508 desc => 'Matching <skill name> of the skill that is required to use this weapon.',
6509 name => 'skill name',
6510 type => 'string'
6511 }
6512 ],
6513 [
6514 'dam',
6515 {
6516 desc => 'The damage value is used as base value for how much damage the weapon does per hit. The actual damage involves more dependencies, like wielder\'s level and defender\'s level. Look at existing weapons to get a feel for the range of weapon damage values.',
6517 name => 'damage',
6518 type => 'int'
6519 }
6520 ],
6521 [
6522 'slaying',
6523 {
6524 desc => 'Slaying means the weapon does tripple (3x) damage to monsters of the specified race. If <slaying race> matches an arch name (e.g. "big_dragon"), only monsters of that archtype are hit with tripple damage. No god blessings are possible for weapons with a race set in this entry (That\'s because god blessings add tripple damage against their own enemy races). Tripple damage is very effective.',
6525 name => 'slaying race',
6526 type => 'string'
6527 }
6528 ],
6529 [
6530 'last_sp',
6531 {
6532 desc => 'The weapon speed determines how often the wielder can swing the weapon during a certain period of time. The lower the faster, <weapon speed> 1 is best (that is lightning- fast). A typical average value is 8. Speed and damage should be kept in reasonable relation.',
6533 name => 'weapon speed',
6534 type => 'int'
6535 }
6536 ],
6537 [
6538 'wc',
6539 {
6540 desc => 'The weapon class value adds to the overall weapon class of the wielder\'s melee attacks. Weapon class improves the chance of hitting the opponent.',
6541 name => 'weapon class',
6542 type => 'int'
6543 }
6544 ],
6545 [
6546 'magic',
6547 {
6548 desc => 'For a weapon, magic bonus works just like weapon class, except that magic bonus can be improved by the gods or reduced by acid. Hence, it is less useful than direct weapon class value on a weapon.',
6549 name => 'magic bonus',
6550 type => 'int'
6551 }
6552 ],
6553 [
6554 'item_power',
6555 {
6556 desc => 'The <item power> value measures how "powerful" an artifact is. Players will only be able to wear equipment with a certain total amount of <item power>, depending on their own level. This is the only way to prevent low level players to wear "undeserved" equipment (like gifts from other players or cheated items). It is very important to adjust the <item power> value carefully for every artifact you create! If zero/unset, the CF server will calculate a provisional value at runtime, but this is never going to be an accurate measurement of <item power>.',
6557 name => 'item power',
6558 type => 'int'
6559 }
6560 ],
6561 [
6562 'damned',
6563 {
6564 desc => 'A damned weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
6565 name => 'damnation',
6566 type => 'bool'
6567 }
6568 ],
6569 [
6570 'cursed',
6571 {
6572 desc => 'A cursed weapon cannot be unwielded unless the curse is removed.',
6573 name => 'curse',
6574 type => 'bool'
6575 }
6576 ],
6577 [
6578 'lifesave',
6579 {
6580 desc => 'An item with this flag enabled will save the players life for one time: When the player is wearing this item and his health points reach zero, the item disappears, replenishing half of the player\'s health. An item with <save life> should not have any decent additional bonuses!',
6581 name => 'save life',
6582 type => 'bool'
6583 }
6584 ],
6585 [
6586 'unique',
6587 {
6588 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
6589 name => 'unique item',
6590 type => 'bool'
6591 }
6592 ],
6593 [
6594 'startequip',
6595 {
6596 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6597 name => 'godgiven item',
6598 type => 'bool'
6599 }
6600 ],
6601 [
6602 'msg',
6603 {
6604 desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
6605 end => 'endmsg',
6606 name => 'description',
6607 type => 'text'
6608 }
6609 ]
6610 ],
6611 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.',
6612 name => 'Weapon',
6613 section => [
6614 [
6615 'resistance',
6616 [
6617 [
6618 'resist_physical',
6619 {
6620 desc => 'This adds physical resistance to the weapon (= armour value). The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
6621 name => 'resist physical %',
6622 type => 'int'
6623 }
6624 ],
6625 [
6626 'resist_magic',
6627 {
6628 desc => 'This adds magic resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
6629 name => 'resist magic %',
6630 type => 'int'
6631 }
6632 ],
6633 [
6634 'resist_fire',
6635 {
6636 desc => 'This adds fire resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
6637 name => 'resist fire %',
6638 type => 'int'
6639 }
6640 ],
6641 [
6642 'resist_electricity',
6643 {
6644 desc => 'This adds electricity resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
6645 name => 'resist electricity %',
6646 type => 'int'
6647 }
6648 ],
6649 [
6650 'resist_cold',
6651 {
6652 desc => 'This adds fire resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
6653 name => 'resist cold %',
6654 type => 'int'
6655 }
6656 ],
6657 [
6658 'resist_confusion',
6659 {
6660 desc => 'This adds confusion resistance to the weapon. The number is a percent-value in the range 0-100. Confusion resistance is not very effective unless the value comes close to 100 (= perfect immunity).',
6661 name => 'resist confusion %',
6662 type => 'int'
6663 }
6664 ],
6665 [
6666 'resist_acid',
6667 {
6668 desc => 'This adds acid resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
6669 name => 'resist acid %',
6670 type => 'int'
6671 }
6672 ],
6673 [
6674 'resist_drain',
6675 {
6676 desc => 'This adds draining resistance to the weapon. The number is a percent-value in the range 0-100. Draining resistance is little effective unless the value is 100 (= perfect immunity).',
6677 name => 'resist draining %',
6678 type => 'int'
6679 }
6680 ],
6681 [
6682 'resist_weaponmagic',
6683 {
6684 desc => 'This adds weaponmagic resistance to the weapon. The number is a percent-value in the range 0-100. Weaponmagic resistance generally should not exist on equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell) are not meant to be easily resisted.',
6685 name => 'resist weaponmagic %',
6686 type => 'int'
6687 }
6688 ],
6689 [
6690 'resist_ghosthit',
6691 {
6692 desc => 'This adds ghosthit resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
6693 name => 'resist ghosthit %',
6694 type => 'int'
6695 }
6696 ],
6697 [
6698 'resist_poison',
6699 {
6700 desc => 'This adds poison resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
6701 name => 'resist poison %',
6702 type => 'int'
6703 }
6704 ],
6705 [
6706 'resist_slow',
6707 {
6708 desc => 'This adds fear resistance to the weapon. The number is a percent-value in the range 0-100. Resistance to fear is pretty useless.',
6709 name => 'resist slow %',
6710 type => 'int'
6711 }
6712 ],
6713 [
6714 'resist_paralyze',
6715 {
6716 desc => 'This adds paralyze resistance to the weapon. The number is a percent-value in the range 0-100. Paralyze resistance is little effective unless the value is 100 (= perfect immunity).',
6717 name => 'resist paralyze %',
6718 type => 'int'
6719 }
6720 ],
6721 [
6722 'resist_fear',
6723 {
6724 desc => 'This adds fear resistance to the weapon. The number is a percent-value in the range 0-100. Resistance to fear is pretty useless.',
6725 name => 'resist fear %',
6726 type => 'int'
6727 }
6728 ],
6729 [
6730 'resist_deplete',
6731 {
6732 desc => 'This adds depletion resistance to the weapon. The number is a percent-value in the range 0-100. Depletion resistance is little effective unless the value is 100 (= perfect immunity).',
6733 name => 'resist depletion %',
6734 type => 'int'
6735 }
6736 ],
6737 [
6738 'resist_death',
6739 {
6740 desc => 'This adds death-attack resistance to the weapon. The number is a percent-value in the range 0-100. Death-attack resistance is little effective unless the value is 100 (= perfect immunity). Generally, resistance to death-attack is not supposed to be available to players!',
6741 name => 'resist death-attack %',
6742 type => 'int'
6743 }
6744 ],
6745 [
6746 'resist_chaos',
6747 {
6748 desc => 'This adds chaos resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact. Note that chaos is not a stand-alone attacktype. Chaos "contains" a combination of other attacktypes.',
6749 name => 'resist chaos %',
6750 type => 'int'
6751 }
6752 ],
6753 [
6754 'resist_blind',
6755 {
6756 desc => 'This adds blinding resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
6757 name => 'resist blinding %',
6758 type => 'int'
6759 }
6760 ],
6761 [
6762 'resist_holyword',
6763 {
6764 desc => 'This adds holy power resistance to the weapon. The number is a percent-value in the range 0-100. Holy power is the attacktype that holyword-type spells use to hurt undead creatures. This kind of resistance is only reasonable for undead players (wraith or devourer cult). Generally, resistance to holy word should not be available for players.',
6765 name => 'resist holy power %',
6766 type => 'int'
6767 }
6768 ]
6769 ]
6770 ],
6771 [
6772 'stats',
6773 [
6774 [
6775 'Str',
6776 {
6777 desc => 'The player\'s strentgh will rise/fall by the given value while wearing this weapon.',
6778 name => 'strength',
6779 type => 'int'
6780 }
6781 ],
6782 [
6783 'Dex',
6784 {
6785 desc => 'The player\'s dexterity will rise/fall by the given value while wearing this weapon.',
6786 name => 'dexterity',
6787 type => 'int'
6788 }
6789 ],
6790 [
6791 'Con',
6792 {
6793 desc => 'The player\'s constitution will rise/fall by the given value while wearing this weapon.',
6794 name => 'constitution',
6795 type => 'int'
6796 }
6797 ],
6798 [
6799 'Int',
6800 {
6801 desc => 'The player\'s intelligence will rise/fall by the given value while wearing this weapon.',
6802 name => 'intelligence',
6803 type => 'int'
6804 }
6805 ],
6806 [
6807 'Pow',
6808 {
6809 desc => 'The player\'s power will rise/fall by the given value while wearing this weapon.',
6810 name => 'power',
6811 type => 'int'
6812 }
6813 ],
6814 [
6815 'Wis',
6816 {
6817 desc => 'The player\'s wisdom will rise/fall by the given value while wearing this weapon.',
6818 name => 'wisdom',
6819 type => 'int'
6820 }
6821 ],
6822 [
6823 'Cha',
6824 {
6825 desc => 'The player\'s charisma will rise/fall by the given value while wearing this weapon.',
6826 name => 'charisma',
6827 type => 'int'
6828 }
6829 ]
6830 ]
6831 ],
6832 [
6833 'misc',
6834 [
6835 [
6836 'luck',
6837 {
6838 desc => 'With positive luck bonus, the player is more likely to succeed in all sorts of things (spellcasting, praying,...). Unless the <luck bonus> is very high, the effect will be barely visible in-game. Luck bonus on one piece of equipment should never exceed 3, and such bonus should not be too frequently available.',
6839 name => 'luck bonus',
6840 type => 'int'
6841 }
6842 ],
6843 [
6844 'hp',
6845 {
6846 desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
6847 name => 'health regen.',
6848 type => 'int'
6849 }
6850 ],
6851 [
6852 'sp',
6853 {
6854 desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
6855 name => 'mana regen.',
6856 type => 'int'
6857 }
6858 ],
6859 [
6860 'grace',
6861 {
6862 desc => 'Positive <grace regen.> bonus speeds up the player\'s grace regeneration. Negative values slow it down. Since grace can be regenerated rather easy with praying, additional <grace regen.> bonus should be VERY RARE!!',
6863 name => 'grace regen.',
6864 type => 'int'
6865 }
6866 ],
6867 [
6868 'food',
6869 {
6870 desc => 'Positive <food bonus> slows down the player\'s digestion, thus he consumes less food. Negative values speed it up. Note that food is consumed not only for "being alive", but also for healing and mana-regeneration. <food bonus> only affects the amount of food consumed for "being alive". Hence, even with high <food bonus>, during a fight a player can run out of food quickly.',
6871 name => 'food bonus',
6872 type => 'int'
6873 }
6874 ],
6875 [
6876 'xrays',
6877 {
6878 desc => 'Xray vision allows the player to see through obstacles in a two-square-wide radius. This is extremely helpful and desirable, so don\'t give it away for cheap on equipment.',
6879 name => 'xray vision',
6880 type => 'bool'
6881 }
6882 ],
6883 [
6884 'stealth',
6885 {
6886 desc => 'Stealth allows the player to move silently. This comes to effect if a player turns himself invisible and tries to sneak around monsters. (At least that was the idea behind it)',
6887 name => 'stealth',
6888 type => 'bool'
6889 }
6890 ],
6891 [
6892 'reflect_spell',
6893 {
6894 desc => 'If a player is wearing any piece of equipment with the ability to <reflect spells>, all kinds of spell-bullets and -beams will bounce off him. This works only about 90% of all times, to avoid players being completely immune to certain types of attacks. This is a very powerful ability and it shouldn\'t be handed out cheap!',
6895 name => 'reflect spells',
6896 type => 'bool'
6897 }
6898 ],
6899 [
6900 'reflect_missile',
6901 {
6902 desc => 'If a player is wearing any piece of equipment with the ability to <reflect missiles>, all kinds of projectiles (e.g. arrows, bolts, boulders) will bounce off him. This works only about 90% of all times, to avoid players being completely immune to certain types of attacks.',
6903 name => 'reflect missiles',
6904 type => 'bool'
6905 }
6906 ],
6907 [
6908 'path_attuned',
6909 {
6910 desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this weapon.',
6911 name => 'attuned paths',
6912 type => 'bitmask',
6913 value => $BITMASK{spellpath}
6914 }
6915 ],
6916 [
6917 'path_repelled',
6918 {
6919 desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this weapon.',
6920 name => 'repelled paths',
6921 type => 'bitmask',
6922 value => $BITMASK{spellpath}
6923 }
6924 ],
6925 [
6926 'path_denied',
6927 {
6928 desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this weapon.',
6929 name => 'denied paths',
6930 type => 'bitmask',
6931 value => $BITMASK{spellpath}
6932 }
6933 ]
6934 ]
6935 ]
6936 ],
6937 use => 'If you create artifacts (equipment) with stats- or resistance-bonus: Keep playbalance in mind! Such items mustn\'t be reachable without hard fighting AND questing.'
6938 }
6939 );
6940
6941 our @ATTR0 = (
6942 $TYPE{Floor},
6943 $TYPE{'Monster & NPC'},
6944 $TYPE{Wall},
6945 $TYPE{'Weak Wall'}
6946 );
6947
6948 our %ATTR = (
6949 3 => $TYPE{Rod},
6950 4 => $TYPE{Treasure},
6951 5 => $TYPE{Potion},
6952 6 => $TYPE{Food},
6953 7 => $TYPE{'Poison Food'},
6954 8 => $TYPE{Book},
6955 9 => $TYPE{Clock},
6956 13 => $TYPE{Projectile},
6957 14 => $TYPE{'Shooting Weapon'},
6958 15 => $TYPE{Weapon},
6959 16 => $TYPE{'Brestplate Armour'},
6960 17 => $TYPE{Pedestal},
6961 18 => $TYPE{Altar},
6962 20 => $TYPE{'Locked Door'},
6963 21 => $TYPE{'Special Key'},
6964 23 => $TYPE{Door},
6965 24 => $TYPE{Key},
6966 26 => $TYPE{'Timed Gate'},
6967 27 => $TYPE{'Handle Trigger'},
6968 28 => $TYPE{'Monster (Grimreaper)'},
6969 29 => $TYPE{'Magic Ear'},
6970 30 => $TYPE{'Button Trigger'},
6971 31 => $TYPE{'Altar Trigger'},
6972 33 => $TYPE{Shield},
6973 34 => $TYPE{Helmet},
6974 35 => $TYPE{Horn},
6975 36 => $TYPE{Money},
6976 37 => $TYPE{'Class Changer'},
6977 39 => $TYPE{Amulet},
6978 40 => $TYPE{Mover},
6979 41 => $TYPE{Teleporter},
6980 42 => $TYPE{Creator},
6981 43 => $TYPE{Skill},
6982 51 => $TYPE{Detector},
6983 52 => $TYPE{'Trigger Marker'},
6984 55 => $TYPE{Marker},
6985 56 => $TYPE{'Holy Altar'},
6986 58 => $TYPE{Battleground},
6987 60 => $TYPE{Jewel},
6988 62 => $TYPE{'Magic Wall'},
6989 64 => $TYPE{'Inventory Checker'},
6990 65 => $TYPE{'Mood Floor'},
6991 66 => $TYPE{Exit},
6992 67 => $TYPE{'Floor (Encounter)'},
6993 68 => $TYPE{'Shop Floor'},
6994 69 => $TYPE{'Shop Mat'},
6995 70 => $TYPE{Ring},
6996 72 => $TYPE{Flesh},
6997 73 => $TYPE{Inorganic},
6998 83 => $TYPE{Duplicator},
6999 85 => $TYPE{Spellbook},
7000 87 => $TYPE{Cloak},
7001 88 => $TYPE{'Hazard Floor'},
7002 90 => $TYPE{Spinner},
7003 91 => $TYPE{Gate},
7004 92 => $TYPE{Button},
7005 93 => $TYPE{Handle},
7006 94 => $TYPE{Pit},
7007 95 => $TYPE{Trapdoor},
7008 98 => $TYPE{'Sign & MagicMouth'},
7009 99 => $TYPE{Boots},
7010 100 => $TYPE{Gloves},
7011 101 => $TYPE{Spell},
7012 103 => $TYPE{Converter},
7013 104 => $TYPE{Bracers},
7014 106 => $TYPE{Savebed},
7015 109 => $TYPE{'Wand & Staff'},
7016 110 => $TYPE{Ability},
7017 111 => $TYPE{Scroll},
7018 112 => $TYPE{Director},
7019 113 => $TYPE{Girdle},
7020 116 => $TYPE{'Event Connector'},
7021 122 => $TYPE{Container},
7022 130 => $TYPE{'Skill Scroll'},
7023 138 => $TYPE{Swamp},
7024 154 => $TYPE{Rune},
7025 155 => $TYPE{Trap},
7026 156 => $TYPE{'Power Crystal'},
7027 158 => $TYPE{Disease},
7028 163 => $TYPE{'Item Transformer'}
7029 );
7030
7031 our %TYPENAME = (
7032 0 => '*NONE*',
7033 1 => 'PLAYER',
7034 2 => 'TRANSPORT',
7035 3 => 'ROD',
7036 4 => 'TREASURE',
7037 5 => 'POTION',
7038 6 => 'FOOD',
7039 7 => 'POISON',
7040 8 => 'BOOK',
7041 9 => 'CLOCK',
7042 12 => 'LIGHTNING',
7043 13 => 'ARROW',
7044 14 => 'BOW',
7045 15 => 'WEAPON',
7046 16 => 'ARMOUR',
7047 17 => 'PEDESTAL',
7048 18 => 'ALTAR',
7049 20 => 'LOCKED_DOOR',
7050 21 => 'SPECIAL_KEY',
7051 22 => 'MAP',
7052 23 => 'DOOR',
7053 24 => 'KEY',
7054 26 => 'TIMED_GATE',
7055 27 => 'TRIGGER',
7056 28 => 'GRIMREAPER',
7057 29 => 'MAGIC_EAR',
7058 30 => 'TRIGGER_BUTTON',
7059 31 => 'TRIGGER_ALTAR',
7060 32 => 'TRIGGER_PEDESTAL',
7061 33 => 'SHIELD',
7062 34 => 'HELMET',
7063 35 => 'HORN',
7064 36 => 'MONEY',
7065 37 => 'CLASS',
7066 38 => 'GRAVESTONE',
7067 39 => 'AMULET',
7068 40 => 'PLAYERMOVER',
7069 41 => 'TELEPORTER',
7070 42 => 'CREATOR',
7071 43 => 'SKILL',
7072 44 => 'EXPERIENCE',
7073 45 => 'EARTHWALL',
7074 46 => 'GOLEM',
7075 48 => 'THROWN_OBJ',
7076 49 => 'BLINDNESS',
7077 50 => 'GOD',
7078 51 => 'DETECTOR',
7079 52 => 'TRIGGER_MARKER',
7080 53 => 'DEAD_OBJECT',
7081 54 => 'DRINK',
7082 55 => 'MARKER',
7083 56 => 'HOLY_ALTAR',
7084 57 => 'PLAYER_CHANGER',
7085 58 => 'BATTLEGROUND',
7086 59 => 'PEACEMAKER',
7087 60 => 'GEM',
7088 62 => 'FIREWALL',
7089 63 => 'ANVIL',
7090 64 => 'CHECK_INV',
7091 65 => 'MOOD_FLOOR',
7092 66 => 'EXIT',
7093 67 => 'ENCOUNTER',
7094 68 => 'SHOP_FLOOR',
7095 69 => 'SHOP_MAT',
7096 70 => 'RING',
7097 71 => 'FLOOR',
7098 72 => 'FLESH',
7099 73 => 'INORGANIC',
7100 74 => 'SKILL_TOOL',
7101 75 => 'LIGHTER',
7102 76 => 'TRAP_PART',
7103 77 => 'WALL',
7104 78 => 'LIGHT_SOURCE',
7105 79 => 'MISC_OBJECT',
7106 80 => 'MONSTER',
7107 81 => 'SPAWN_GENERATOR',
7108 82 => 'LAMP',
7109 83 => 'DUPLICATOR',
7110 84 => 'TOOL',
7111 85 => 'SPELLBOOK',
7112 86 => 'BUILDFAC',
7113 87 => 'CLOAK',
7114 90 => 'SPINNER',
7115 91 => 'GATE',
7116 92 => 'BUTTON',
7117 93 => 'CF_HANDLE',
7118 94 => 'HOLE',
7119 95 => 'TRAPDOOR',
7120 98 => 'SIGN',
7121 99 => 'BOOTS',
7122 100 => 'GLOVES',
7123 101 => 'SPELL',
7124 102 => 'SPELL_EFFECT',
7125 103 => 'CONVERTER',
7126 104 => 'BRACERS',
7127 105 => 'POISONING',
7128 106 => 'SAVEBED',
7129 107 => 'POISONCLOUD',
7130 108 => 'FIREHOLES',
7131 109 => 'WAND',
7132 111 => 'SCROLL',
7133 112 => 'DIRECTOR',
7134 113 => 'GIRDLE',
7135 114 => 'FORCE',
7136 115 => 'POTION_EFFECT',
7137 116 => 'EVENT_CONNECTOR',
7138 121 => 'CLOSE_CON',
7139 122 => 'CONTAINER',
7140 123 => 'ARMOUR_IMPROVER',
7141 124 => 'WEAPON_IMPROVER',
7142 130 => 'SKILLSCROLL',
7143 138 => 'DEEP_SWAMP',
7144 139 => 'IDENTIFY_ALTAR',
7145 150 => 'MENU',
7146 154 => 'RUNE',
7147 155 => 'TRAP',
7148 156 => 'POWER_CRYSTAL',
7149 157 => 'CORPSE',
7150 158 => 'DISEASE',
7151 159 => 'SYMPTOM',
7152 160 => 'BUILDER',
7153 161 => 'MATERIAL',
7154 162 => 'GPS',
7155 163 => 'ITEM_TRANSFORMER',
7156 164 => 'QUEST'
7157 );
7158
7159 our %SPELL = (
7160 0 => 'magic bullet',
7161 1 => 'small fireball',
7162 2 => 'medium fireball',
7163 3 => 'large fireball',
7164 4 => 'burning hands',
7165 5 => 'small lightning',
7166 6 => 'large lightning',
7167 7 => 'magic missile',
7168 8 => 'create bomb',
7169 9 => 'summon golem',
7170 10 => 'summon fire elemental',
7171 11 => 'summon earth elemental',
7172 12 => 'summon water elemental',
7173 13 => 'summon air elemental',
7174 14 => 'dimension door',
7175 15 => 'create earth wall',
7176 16 => 'paralyze',
7177 17 => 'icestorm',
7178 18 => 'magic mapping',
7179 19 => 'turn undead',
7180 20 => 'fear',
7181 21 => 'poison cloud',
7182 22 => 'wonder',
7183 23 => 'destruction',
7184 24 => 'perceive self',
7185 25 => 'word of recall',
7186 26 => 'invisible',
7187 27 => 'invisible to undead',
7188 28 => 'probe',
7189 29 => 'large bullet',
7190 30 => 'improved invisibility',
7191 31 => 'holy word',
7192 32 => 'minor healing',
7193 33 => 'medium healing',
7194 34 => 'major healing',
7195 35 => 'heal',
7196 36 => 'create food',
7197 37 => 'earth to dust',
7198 38 => 'armour',
7199 39 => 'strength',
7200 40 => 'dexterity',
7201 41 => 'constitution',
7202 42 => 'charisma',
7203 43 => 'create fire wall',
7204 44 => 'create frost wall',
7205 45 => 'protection from cold',
7206 46 => 'protection from electricity',
7207 47 => 'protection from fire',
7208 48 => 'protection from poison',
7209 49 => 'protection from slow',
7210 50 => 'protection from paralysis',
7211 51 => 'protection from draining',
7212 52 => 'protection from magic',
7213 53 => 'protection from attack',
7214 54 => 'levitate',
7215 55 => 'small speedball',
7216 56 => 'large speedball',
7217 57 => 'hellfire',
7218 58 => 'dragonbreath',
7219 59 => 'large icestorm',
7220 60 => 'charging',
7221 61 => 'polymorph',
7222 62 => 'cancellation',
7223 63 => 'confusion',
7224 64 => 'mass confusion',
7225 65 => 'summon pet monster',
7226 66 => 'slow',
7227 67 => 'regenerate spellpoints',
7228 68 => 'cure poison',
7229 69 => 'protection from confusion',
7230 70 => 'protection from cancellation',
7231 71 => 'protection from depletion',
7232 72 => 'alchemy',
7233 73 => 'remove curse',
7234 74 => 'remove damnation',
7235 75 => 'identify',
7236 76 => 'detect magic',
7237 77 => 'detect monster',
7238 78 => 'detect evil',
7239 79 => 'detect curse',
7240 80 => 'heroism',
7241 81 => 'aggravation',
7242 82 => 'firebolt',
7243 83 => 'frostbolt',
7244 84 => 'shockwave',
7245 85 => 'color spray',
7246 86 => 'haste',
7247 87 => 'face of death',
7248 88 => 'ball lightning',
7249 89 => 'meteor swarm',
7250 90 => 'comet',
7251 91 => 'mystic fist',
7252 92 => 'raise dead',
7253 93 => 'resurrection',
7254 94 => 'reincarnation',
7255 95 => 'immunity to cold',
7256 96 => 'immunity to electricity',
7257 97 => 'immunity to fire',
7258 98 => 'immunity to poison',
7259 99 => 'immunity to slow',
7260 100 => 'immunity to paralysis',
7261 101 => 'immunity to draining',
7262 102 => 'immunity to magic',
7263 103 => 'immunity to attack',
7264 104 => 'invulnerability',
7265 105 => 'defense',
7266 106 => 'rune of fire',
7267 107 => 'rune of frost',
7268 108 => 'rune of shocking',
7269 109 => 'rune of blasting',
7270 110 => 'rune of death',
7271 111 => 'marking rune',
7272 112 => 'build director',
7273 113 => 'create pool of chaos',
7274 114 => 'build bullet wall',
7275 115 => 'build lightning wall',
7276 116 => 'build fireball wall',
7277 117 => 'magic rune',
7278 118 => 'rune of magic drain',
7279 119 => 'antimagic rune',
7280 120 => 'rune of transferrence',
7281 121 => 'transferrence',
7282 122 => 'magic drain',
7283 123 => 'counterspell',
7284 124 => 'disarm',
7285 125 => 'cure confusion',
7286 126 => 'restoration',
7287 127 => 'summon evil monster',
7288 128 => 'counterwall',
7289 129 => 'cause light wounds',
7290 130 => 'cause medium wounds',
7291 131 => 'cause serious wounds',
7292 132 => 'charm monsters',
7293 133 => 'banishment',
7294 134 => 'create missile',
7295 135 => 'show invisible',
7296 136 => 'xray',
7297 137 => 'pacify',
7298 138 => 'summon fog',
7299 139 => 'steambolt',
7300 140 => 'command undead',
7301 141 => 'holy orb',
7302 142 => 'summon avatar',
7303 143 => 'holy possession',
7304 144 => 'bless',
7305 145 => 'curse',
7306 146 => 'regeneration',
7307 147 => 'consecrate',
7308 148 => 'summon cult monsters',
7309 149 => 'cause critical wounds',
7310 150 => 'holy wrath',
7311 151 => 'retributive strike',
7312 152 => 'finger of death',
7313 153 => 'insect plague',
7314 154 => 'call holy servant',
7315 155 => 'wall of thorns',
7316 156 => 'staff to snake',
7317 157 => 'light',
7318 158 => 'darkness',
7319 159 => 'nightfall',
7320 160 => 'daylight',
7321 161 => 'sunspear',
7322 162 => 'faery fire',
7323 163 => 'cure blindness',
7324 164 => 'dark vision',
7325 165 => 'bullet swarm',
7326 166 => 'bullet storm',
7327 167 => 'cause many wounds',
7328 168 => 'small snowstorm',
7329 169 => 'medium snowstorm',
7330 170 => 'large snowstorm',
7331 171 => 'cure disease',
7332 172 => 'cause red death',
7333 173 => 'cause flu',
7334 174 => 'cause black death',
7335 175 => 'cause leprosy',
7336 176 => 'cause smallpox',
7337 177 => 'cause white death',
7338 178 => 'cause anthrax',
7339 179 => 'cause typhoid',
7340 180 => 'mana blast',
7341 181 => 'small manaball',
7342 182 => 'medium manaball',
7343 183 => 'large manaball',
7344 184 => 'mana bolt',
7345 185 => 'dancing sword',
7346 186 => 'animate weapon',
7347 187 => 'cause cold',
7348 188 => 'divine shock',
7349 189 => 'windstorm',
7350 190 => 'sanctuary',
7351 191 => 'peace',
7352 192 => 'spiderweb',
7353 193 => 'conflict',
7354 194 => 'rage',
7355 195 => 'forked lightning',
7356 196 => 'poison fog',
7357 197 => 'flaming aura',
7358 198 => 'vitriol',
7359 199 => 'vitriol splash',
7360 200 => 'ironwood skin',
7361 201 => 'wrathful eye',
7362 202 => 'town portal',
7363 203 => 'missile swarm',
7364 204 => 'cause rabies',
7365 205 => 'glyph'
7366 );
7367
7368
7369 =head1 AUTHOR
7370
7371 Marc Lehmann <schmorp.de>
7372 http://home.schmorp.de/
7373
7374 The source files are part of the CFJavaEditor.
7375
7376 =cut
7377
7378 1