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Revision: 1.12
Committed: Thu Mar 16 01:44:11 2006 UTC (18 years, 2 months ago) by root
Branch: MAIN
Changes since 1.11: +0 -4 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 name => 'Event Connector'
2006 },
2007 Exit => {
2008 attr => [
2009 [
2010 'slaying',
2011 {
2012 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".',
2013 name => 'exit path',
2014 type => 'string'
2015 }
2016 ],
2017 [
2018 'hp',
2019 {
2020 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.',
2021 name => 'destination X',
2022 type => 'int'
2023 }
2024 ],
2025 [
2026 'sp',
2027 {
2028 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.',
2029 name => 'destination Y',
2030 type => 'int'
2031 }
2032 ],
2033 [
2034 'walk_on',
2035 {
2036 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.',
2037 name => 'apply by walking',
2038 type => 'bool'
2039 }
2040 ],
2041 [
2042 'fly_on',
2043 {
2044 desc => 'If set, the player will apply the exit by "flying into it". Flying means the player is levitating. E.g. wearing levitation boots.',
2045 name => 'apply by flying',
2046 type => 'bool'
2047 }
2048 ],
2049 [
2050 'msg',
2051 {
2052 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. =)',
2053 end => 'endmsg',
2054 name => 'exit message',
2055 type => 'text'
2056 }
2057 ],
2058 [
2059 'unique',
2060 {
2061 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.',
2062 name => 'unique destination',
2063 type => 'bool'
2064 }
2065 ]
2066 ],
2067 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.',
2068 ignore => [
2069 $IGNORE_LIST{non_pickable}
2070 ],
2071 name => 'Exit',
2072 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.'
2073 },
2074 Flesh => {
2075 attr => [
2076 [
2077 'food',
2078 {
2079 desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2080 name => 'foodpoints',
2081 type => 'int'
2082 }
2083 ],
2084 [
2085 'level',
2086 {
2087 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.',
2088 name => 'flesh level',
2089 type => 'int'
2090 }
2091 ],
2092 [
2093 'startequip',
2094 {
2095 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2096 name => 'godgiven item',
2097 type => 'bool'
2098 }
2099 ],
2100 [
2101 'msg',
2102 {
2103 desc => 'This text may describe the item.',
2104 end => 'endmsg',
2105 name => 'description',
2106 type => 'text'
2107 }
2108 ]
2109 ],
2110 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.',
2111 name => 'Flesh',
2112 section => [
2113 [
2114 'resistance',
2115 [
2116 [
2117 'resist_physical',
2118 {
2119 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.',
2120 name => 'resist physical %',
2121 type => 'int'
2122 }
2123 ],
2124 [
2125 'resist_magic',
2126 {
2127 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.',
2128 name => 'resist magic %',
2129 type => 'int'
2130 }
2131 ],
2132 [
2133 'resist_fire',
2134 {
2135 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.',
2136 name => 'resist fire %',
2137 type => 'int'
2138 }
2139 ],
2140 [
2141 'resist_electricity',
2142 {
2143 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.',
2144 name => 'resist electricity %',
2145 type => 'int'
2146 }
2147 ],
2148 [
2149 'resist_cold',
2150 {
2151 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.',
2152 name => 'resist cold %',
2153 type => 'int'
2154 }
2155 ],
2156 [
2157 'resist_confusion',
2158 {
2159 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.',
2160 name => 'resist confusion %',
2161 type => 'int'
2162 }
2163 ],
2164 [
2165 'resist_acid',
2166 {
2167 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.',
2168 name => 'resist acid %',
2169 type => 'int'
2170 }
2171 ],
2172 [
2173 'resist_drain',
2174 {
2175 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.',
2176 name => 'resist draining %',
2177 type => 'int'
2178 }
2179 ],
2180 [
2181 'resist_weaponmagic',
2182 {
2183 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.',
2184 name => 'resist weaponmagic %',
2185 type => 'int'
2186 }
2187 ],
2188 [
2189 'resist_ghosthit',
2190 {
2191 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.',
2192 name => 'resist ghosthit %',
2193 type => 'int'
2194 }
2195 ],
2196 [
2197 'resist_poison',
2198 {
2199 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.',
2200 name => 'resist poison %',
2201 type => 'int'
2202 }
2203 ],
2204 [
2205 'resist_slow',
2206 {
2207 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.',
2208 name => 'resist slow %',
2209 type => 'int'
2210 }
2211 ],
2212 [
2213 'resist_paralyze',
2214 {
2215 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.',
2216 name => 'resist paralyze %',
2217 type => 'int'
2218 }
2219 ],
2220 [
2221 'resist_fear',
2222 {
2223 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.',
2224 name => 'resist fear %',
2225 type => 'int'
2226 }
2227 ],
2228 [
2229 'resist_deplete',
2230 {
2231 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.',
2232 name => 'resist depletion %',
2233 type => 'int'
2234 }
2235 ],
2236 [
2237 'resist_death',
2238 {
2239 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.',
2240 name => 'resist death-attack %',
2241 type => 'int'
2242 }
2243 ],
2244 [
2245 'resist_chaos',
2246 {
2247 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.',
2248 name => 'resist chaos %',
2249 type => 'int'
2250 }
2251 ],
2252 [
2253 'resist_blind',
2254 {
2255 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.',
2256 name => 'resist blinding %',
2257 type => 'int'
2258 }
2259 ]
2260 ]
2261 ]
2262 ],
2263 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.'
2264 },
2265 Floor => {
2266 attr => [
2267 [
2268 'is_floor',
2269 {
2270 type => 'fixed',
2271 value => 1
2272 }
2273 ],
2274 [
2275 'no_pick',
2276 {
2277 type => 'fixed',
2278 value => 1
2279 }
2280 ],
2281 [
2282 'no_pass',
2283 {
2284 desc => 'If set, the object cannot be passed by players nor monsters.',
2285 name => 'blocking passage',
2286 type => 'bool'
2287 }
2288 ],
2289 [
2290 'no_magic',
2291 {
2292 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2293 name => 'no spells',
2294 type => 'bool'
2295 }
2296 ],
2297 [
2298 'damned',
2299 {
2300 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2301 name => 'no prayers',
2302 type => 'bool'
2303 }
2304 ],
2305 [
2306 'unique',
2307 {
2308 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>.',
2309 name => 'unique map',
2310 type => 'bool'
2311 }
2312 ],
2313 [
2314 'msg',
2315 {
2316 desc => 'This text may describe the object.',
2317 end => 'endmsg',
2318 name => 'description',
2319 type => 'text'
2320 }
2321 ]
2322 ],
2323 desc => 'Floor is a very basic thing whithout too much functionality. It\'s a floor - you stand on it.',
2324 ignore => [
2325 $IGNORE_LIST{non_pickable}
2326 ],
2327 name => 'Floor',
2328 required => {
2329 alive => 0,
2330 is_floor => 1
2331 },
2332 section => [
2333 [
2334 'terrain',
2335 [
2336 [
2337 'slow_move',
2338 {
2339 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)',
2340 name => 'slow movement',
2341 type => 'int'
2342 }
2343 ],
2344 [
2345 'is_wooded',
2346 {
2347 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2348 name => 'wooded terrain',
2349 type => 'bool'
2350 }
2351 ],
2352 [
2353 'is_hilly',
2354 {
2355 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2356 name => 'hilly terrain',
2357 type => 'bool'
2358 }
2359 ]
2360 ]
2361 ]
2362 ]
2363 },
2364 'Floor (Encounter)' => {
2365 attr => [
2366 [
2367 'is_floor',
2368 {
2369 type => 'fixed',
2370 value => 1
2371 }
2372 ],
2373 [
2374 'no_pick',
2375 {
2376 type => 'fixed',
2377 value => 1
2378 }
2379 ],
2380 [
2381 'no_pass',
2382 {
2383 desc => 'If set, the object cannot be passed by players nor monsters.',
2384 name => 'blocking passage',
2385 type => 'bool'
2386 }
2387 ],
2388 [
2389 'no_magic',
2390 {
2391 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2392 name => 'no spells',
2393 type => 'bool'
2394 }
2395 ],
2396 [
2397 'damned',
2398 {
2399 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2400 name => 'no prayers',
2401 type => 'bool'
2402 }
2403 ],
2404 [
2405 'unique',
2406 {
2407 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>.',
2408 name => 'unique map',
2409 type => 'bool'
2410 }
2411 ],
2412 [
2413 'msg',
2414 {
2415 desc => 'This text may describe the object.',
2416 end => 'endmsg',
2417 name => 'description',
2418 type => 'text'
2419 }
2420 ]
2421 ],
2422 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.',
2423 ignore => [
2424 $IGNORE_LIST{non_pickable}
2425 ],
2426 name => 'Floor (Encounter)',
2427 section => [
2428 [
2429 'terrain',
2430 [
2431 [
2432 'slow_move',
2433 {
2434 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)',
2435 name => 'slow movement',
2436 type => 'int'
2437 }
2438 ],
2439 [
2440 'is_wooded',
2441 {
2442 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2443 name => 'wooded terrain',
2444 type => 'bool'
2445 }
2446 ],
2447 [
2448 'is_hilly',
2449 {
2450 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2451 name => 'hilly terrain',
2452 type => 'bool'
2453 }
2454 ]
2455 ]
2456 ]
2457 ]
2458 },
2459 Food => {
2460 attr => [
2461 [
2462 'food',
2463 {
2464 desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2465 name => 'foodpoints',
2466 type => 'int'
2467 }
2468 ],
2469 [
2470 'startequip',
2471 {
2472 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2473 name => 'godgiven item',
2474 type => 'bool'
2475 }
2476 ]
2477 ],
2478 desc => 'By eating/drinking food-objects, the player can fill his stomache and gain a little health.',
2479 name => 'Food'
2480 },
2481 Gate => {
2482 attr => [
2483 [
2484 'no_pick',
2485 {
2486 type => 'fixed',
2487 value => 1
2488 }
2489 ],
2490 [
2491 'connected',
2492 {
2493 desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
2494 name => 'connection',
2495 type => 'int'
2496 }
2497 ],
2498 [
2499 'wc',
2500 {
2501 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.',
2502 name => 'position state',
2503 type => 'int'
2504 }
2505 ],
2506 [
2507 'no_pass',
2508 {
2509 desc => 'For open gates, <blocking passage> should be unset. For closed gates it must be set.',
2510 name => 'blocking passage',
2511 type => 'bool'
2512 }
2513 ],
2514 [
2515 'no_magic',
2516 {
2517 desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
2518 name => 'restrict spells',
2519 type => 'bool'
2520 }
2521 ],
2522 [
2523 'damned',
2524 {
2525 desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
2526 name => 'restrict prayers',
2527 type => 'bool'
2528 }
2529 ]
2530 ],
2531 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.',
2532 ignore => [
2533 $IGNORE_LIST{non_pickable}
2534 ],
2535 name => 'Gate',
2536 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".'
2537 },
2538 Girdle => {
2539 attr => [
2540 [
2541 'magic',
2542 {
2543 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.',
2544 name => 'magic bonus',
2545 type => 'int'
2546 }
2547 ]
2548 ],
2549 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.',
2550 import => [
2551 $TYPE{Amulet}
2552 ],
2553 name => 'Girdle',
2554 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2555 },
2556 Gloves => {
2557 attr => [
2558 [
2559 'magic',
2560 {
2561 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.',
2562 name => 'magic bonus',
2563 type => 'int'
2564 }
2565 ]
2566 ],
2567 desc => 'Wearing gloves, the object\'s stats will directly be inherited to the player. Gloves can add defense or damage bonuses.',
2568 import => [
2569 $TYPE{Amulet}
2570 ],
2571 name => 'Gloves',
2572 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2573 },
2574 Handle => {
2575 attr => [
2576 [
2577 'no_pick',
2578 {
2579 type => 'fixed',
2580 value => 1
2581 }
2582 ],
2583 [
2584 'connected',
2585 {
2586 desc => 'Every time the handle is applied, all objects with the same <connection> value are activated.',
2587 name => 'connection',
2588 type => 'int'
2589 }
2590 ],
2591 [
2592 'msg',
2593 {
2594 desc => 'This text may describe the item. You can use this message to explain the handle\'s purpose to the player.',
2595 end => 'endmsg',
2596 name => 'description',
2597 type => 'text'
2598 }
2599 ]
2600 ],
2601 desc => 'A handle can be applied by players and (certain) monsters. Every time it is applied, the &lt;connection&gt; value is triggered.',
2602 ignore => [
2603 $IGNORE_LIST{non_pickable}
2604 ],
2605 name => 'Handle',
2606 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.'
2607 },
2608 'Handle Trigger' => {
2609 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.',
2610 ignore => [
2611 $IGNORE_LIST{non_pickable}
2612 ],
2613 import => [
2614 $TYPE{Handle}
2615 ],
2616 name => 'Handle Trigger',
2617 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.'
2618 },
2619 'Hazard Floor' => {
2620 attr => [
2621 [
2622 'is_floor',
2623 {
2624 type => 'fixed',
2625 value => 1
2626 }
2627 ],
2628 [
2629 'lifesave',
2630 {
2631 type => 'fixed',
2632 value => 1
2633 }
2634 ],
2635 [
2636 'walk_on',
2637 {
2638 type => 'fixed',
2639 value => 1
2640 }
2641 ],
2642 [
2643 'no_pick',
2644 {
2645 type => 'fixed',
2646 value => 1
2647 }
2648 ],
2649 [
2650 'attacktype',
2651 {
2652 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.',
2653 name => 'attacktype',
2654 type => 'bitmask',
2655 value => $BITMASK{attacktype}
2656 }
2657 ],
2658 [
2659 'dam',
2660 {
2661 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.',
2662 name => 'base damage',
2663 type => 'int'
2664 }
2665 ],
2666 [
2667 'wc',
2668 {
2669 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.',
2670 name => 'weaponclass',
2671 type => 'int'
2672 }
2673 ],
2674 [
2675 'level',
2676 {
2677 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.',
2678 name => 'attack level',
2679 type => 'int'
2680 }
2681 ],
2682 [
2683 'no_magic',
2684 {
2685 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2686 name => 'no spells',
2687 type => 'bool'
2688 }
2689 ],
2690 [
2691 'damned',
2692 {
2693 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2694 name => 'no prayers',
2695 type => 'bool'
2696 }
2697 ],
2698 [
2699 'unique',
2700 {
2701 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>.',
2702 name => 'unique map',
2703 type => 'bool'
2704 }
2705 ]
2706 ],
2707 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.',
2708 ignore => [
2709 $IGNORE_LIST{non_pickable}
2710 ],
2711 name => 'Hazard Floor',
2712 required => {
2713 is_floor => 1
2714 },
2715 section => [
2716 [
2717 'terrain',
2718 [
2719 [
2720 'slow_move',
2721 {
2722 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)',
2723 name => 'slow movement',
2724 type => 'int'
2725 }
2726 ],
2727 [
2728 'is_wooded',
2729 {
2730 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2731 name => 'wooded terrain',
2732 type => 'bool'
2733 }
2734 ],
2735 [
2736 'is_hilly',
2737 {
2738 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2739 name => 'hilly terrain',
2740 type => 'bool'
2741 }
2742 ]
2743 ]
2744 ]
2745 ],
2746 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.'
2747 },
2748 Helmet => {
2749 attr => [
2750 [
2751 'magic',
2752 {
2753 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>.',
2754 name => 'magic bonus',
2755 type => 'int'
2756 }
2757 ]
2758 ],
2759 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.',
2760 import => [
2761 $TYPE{Amulet}
2762 ],
2763 name => 'Helmet',
2764 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2765 },
2766 'Holy Altar' => {
2767 attr => [
2768 [
2769 'no_pick',
2770 {
2771 type => 'fixed',
2772 value => 1
2773 }
2774 ],
2775 [
2776 'other_arch',
2777 {
2778 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.',
2779 name => 'god name',
2780 type => 'string'
2781 }
2782 ],
2783 [
2784 'level',
2785 {
2786 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.',
2787 name => 'reconsecrate level',
2788 type => 'int'
2789 }
2790 ]
2791 ],
2792 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.',
2793 ignore => [
2794 $IGNORE_LIST{non_pickable}
2795 ],
2796 name => 'Holy Altar'
2797 },
2798 Horn => {
2799 attr => [
2800 [
2801 'sp',
2802 {
2803 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!',
2804 name => 'spell',
2805 type => 'spell'
2806 }
2807 ],
2808 [
2809 'level',
2810 {
2811 desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should not be set too high.',
2812 name => 'casting level',
2813 type => 'int'
2814 }
2815 ],
2816 [
2817 'hp',
2818 {
2819 desc => 'This value represents the initial amount of spellpoints in the horn. Naturally, this is quite unimportant.',
2820 name => 'initial spellpoints',
2821 type => 'int'
2822 }
2823 ],
2824 [
2825 'maxhp',
2826 {
2827 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.',
2828 name => 'max. spellpoints',
2829 type => 'int'
2830 }
2831 ],
2832 [
2833 'startequip',
2834 {
2835 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2836 name => 'godgiven item',
2837 type => 'bool'
2838 }
2839 ],
2840 [
2841 'msg',
2842 {
2843 desc => 'This text may contain a description of the horn.',
2844 end => 'endmsg',
2845 name => 'description',
2846 type => 'text'
2847 }
2848 ]
2849 ],
2850 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.',
2851 ignore => [
2852 'title'
2853 ],
2854 name => 'Horn',
2855 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.'
2856 },
2857 Inorganic => {
2858 attr => [
2859 [
2860 'is_dust',
2861 {
2862 name => 'is dust',
2863 type => 'bool'
2864 }
2865 ]
2866 ],
2867 desc => 'Inorganic materials are generally used as ingredients for alchemical receipes. By themselves, they have no special functionalities.',
2868 name => 'Inorganic',
2869 section => [
2870 [
2871 'resistance',
2872 [
2873 [
2874 'resist_physical',
2875 {
2876 name => 'resist physical %',
2877 type => 'int'
2878 }
2879 ],
2880 [
2881 'resist_magic',
2882 {
2883 name => 'resist magic %',
2884 type => 'int'
2885 }
2886 ],
2887 [
2888 'resist_fire',
2889 {
2890 name => 'resist fire %',
2891 type => 'int'
2892 }
2893 ],
2894 [
2895 'resist_electricity',
2896 {
2897 name => 'resist electricity %',
2898 type => 'int'
2899 }
2900 ],
2901 [
2902 'resist_cold',
2903 {
2904 name => 'resist cold %',
2905 type => 'int'
2906 }
2907 ],
2908 [
2909 'resist_acid',
2910 {
2911 name => 'resist acid %',
2912 type => 'int'
2913 }
2914 ],
2915 [
2916 'resist_weaponmagic',
2917 {
2918 name => 'resist weaponmagic %',
2919 type => 'int'
2920 }
2921 ],
2922 [
2923 'resist_ghosthit',
2924 {
2925 name => 'resist ghosthit %',
2926 type => 'int'
2927 }
2928 ],
2929 [
2930 'resist_poison',
2931 {
2932 name => 'resist poison %',
2933 type => 'int'
2934 }
2935 ],
2936 [
2937 'resist_death',
2938 {
2939 name => 'resist death-attack %',
2940 type => 'int'
2941 }
2942 ],
2943 [
2944 'resist_chaos',
2945 {
2946 name => 'resist chaos %',
2947 type => 'int'
2948 }
2949 ],
2950 [
2951 'resist_holyword',
2952 {
2953 name => 'resist holy power %',
2954 type => 'int'
2955 }
2956 ]
2957 ]
2958 ]
2959 ]
2960 },
2961 'Inventory Checker' => {
2962 attr => [
2963 [
2964 'no_pick',
2965 {
2966 type => 'fixed',
2967 value => 1
2968 }
2969 ],
2970 [
2971 'slaying',
2972 {
2973 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.',
2974 name => 'match key string',
2975 type => 'string'
2976 }
2977 ],
2978 [
2979 'race',
2980 {
2981 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>.',
2982 name => 'match arch name',
2983 type => 'string'
2984 }
2985 ],
2986 [
2987 'hp',
2988 {
2989 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. ;)',
2990 name => 'match type',
2991 type => 'int'
2992 }
2993 ],
2994 [
2995 'last_sp',
2996 {
2997 desc => 'Enabled means having that object is a match. Disabled means not having that object is a match.',
2998 name => 'match = having',
2999 type => 'bool'
3000 }
3001 ],
3002 [
3003 'connected',
3004 {
3005 desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
3006 name => 'connection',
3007 type => 'int'
3008 }
3009 ],
3010 [
3011 'no_pass',
3012 {
3013 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.',
3014 name => 'blocking passage',
3015 type => 'bool'
3016 }
3017 ],
3018 [
3019 'last_heal',
3020 {
3021 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!',
3022 name => 'remove match',
3023 type => 'bool'
3024 }
3025 ]
3026 ],
3027 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.',
3028 ignore => [
3029 $IGNORE_LIST{system_object}
3030 ],
3031 name => 'Inventory Checker',
3032 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.'
3033 },
3034 'Item Transformer' => {
3035 attr => [
3036 [
3037 'food',
3038 {
3039 desc => '<number of uses> controls how many times the item transformer can be used. The value 0 means "unlimited"',
3040 name => 'number of uses',
3041 type => 'int'
3042 }
3043 ],
3044 [
3045 'slaying',
3046 {
3047 desc => 'Contains the verb that is used to construct a message to the player applying the item transformer.',
3048 name => 'verb',
3049 type => 'string'
3050 }
3051 ],
3052 [
3053 'startequip',
3054 {
3055 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3056 name => 'godgiven item',
3057 type => 'bool'
3058 }
3059 ],
3060 [
3061 'msg',
3062 {
3063 desc => 'This text may contain a description of the item transformer.',
3064 end => 'endmsg',
3065 name => 'description',
3066 type => 'text'
3067 }
3068 ]
3069 ],
3070 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.',
3071 name => 'Item Transformer',
3072 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\'.'
3073 },
3074 Jewel => {
3075 attr => [
3076 [
3077 'race',
3078 {
3079 type => 'fixed',
3080 value => 'gold and jewels'
3081 }
3082 ],
3083 [
3084 'msg',
3085 {
3086 desc => 'This text may describe the object.',
3087 end => 'endmsg',
3088 name => 'description',
3089 type => 'text'
3090 }
3091 ]
3092 ],
3093 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.',
3094 name => 'Jewel'
3095 },
3096 Key => {
3097 attr => [
3098 [
3099 'startequip',
3100 {
3101 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3102 name => 'godgiven item',
3103 type => 'bool'
3104 }
3105 ]
3106 ],
3107 desc => 'When carrying a key, a normal door can be opened. The key will disappear.',
3108 name => 'Key'
3109 },
3110 'Locked Door' => {
3111 attr => [
3112 [
3113 'no_pass',
3114 {
3115 type => 'fixed',
3116 value => 1
3117 }
3118 ],
3119 [
3120 'no_pick',
3121 {
3122 type => 'fixed',
3123 value => 1
3124 }
3125 ],
3126 [
3127 'slaying',
3128 {
3129 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".',
3130 name => 'key string',
3131 type => 'string'
3132 }
3133 ],
3134 [
3135 'no_magic',
3136 {
3137 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).',
3138 name => 'restrict spells',
3139 type => 'bool'
3140 }
3141 ],
3142 [
3143 'damned',
3144 {
3145 desc => 'Restricting the use of prayers to pass this door. This should be set in most cases.',
3146 name => 'restrict prayers',
3147 type => 'bool'
3148 }
3149 ],
3150 [
3151 'msg',
3152 {
3153 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.',
3154 end => 'endmsg',
3155 name => 'lock message',
3156 type => 'text'
3157 }
3158 ]
3159 ],
3160 desc => 'A locked door can be opened only when carrying the appropriate special key.',
3161 ignore => [
3162 $IGNORE_LIST{non_pickable}
3163 ],
3164 name => 'Locked Door',
3165 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).'
3166 },
3167 'Magic Ear' => {
3168 attr => [
3169 [
3170 'no_pick',
3171 {
3172 type => 'fixed',
3173 value => 1
3174 }
3175 ],
3176 [
3177 'connected',
3178 {
3179 desc => 'The Magic_ear will trigger all objects with the same connection value, every time it is activated.',
3180 name => 'connection',
3181 type => 'int'
3182 }
3183 ],
3184 [
3185 'msg',
3186 {
3187 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!',
3188 end => 'endmsg',
3189 name => 'keyword-matching',
3190 type => 'text'
3191 }
3192 ]
3193 ],
3194 desc => 'Magic_ears trigger a connected value when the player speaks a specific keyword.',
3195 ignore => [
3196 $IGNORE_LIST{system_object}
3197 ],
3198 name => 'Magic Ear',
3199 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.'
3200 },
3201 'Magic Wall' => {
3202 attr => [
3203 [
3204 'dam',
3205 {
3206 desc => 'The magic wall will cast this <spell>.',
3207 name => 'spell',
3208 type => 'spell'
3209 }
3210 ],
3211 [
3212 'level',
3213 {
3214 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.',
3215 name => 'spell level',
3216 type => 'int'
3217 }
3218 ],
3219 [
3220 'connected',
3221 {
3222 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.',
3223 name => 'connection',
3224 type => 'int'
3225 }
3226 ],
3227 [
3228 'speed',
3229 {
3230 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".',
3231 name => 'casting speed',
3232 type => 'float'
3233 }
3234 ],
3235 [
3236 'sp',
3237 {
3238 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.',
3239 name => 'direction',
3240 type => 'list',
3241 value => $LIST{direction}
3242 }
3243 ],
3244 [
3245 'no_pass',
3246 {
3247 desc => 'If set, the object cannot be passed by players nor monsters.',
3248 name => 'blocking passage',
3249 type => 'bool'
3250 }
3251 ]
3252 ],
3253 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.',
3254 ignore => [
3255 $IGNORE_LIST{non_pickable}
3256 ],
3257 name => 'Magic Wall',
3258 section => [
3259 [
3260 'destroyable',
3261 [
3262 [
3263 'alive',
3264 {
3265 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.',
3266 name => 'is destroyable',
3267 type => 'bool'
3268 }
3269 ],
3270 [
3271 'hp',
3272 {
3273 desc => 'The more <hitpoints> the wall has, the longer it takes to be destroyed.',
3274 name => 'hitpoints',
3275 type => 'int'
3276 }
3277 ],
3278 [
3279 'maxhp',
3280 {
3281 desc => '<max hitpoints> are the maximum amount of hitpoints the wall can have. This only makes sense if the wall can regain health.',
3282 name => 'max hitpoints',
3283 type => 'int'
3284 }
3285 ],
3286 [
3287 'ac',
3288 {
3289 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>.',
3290 name => 'armour class',
3291 type => 'int'
3292 }
3293 ]
3294 ]
3295 ],
3296 [
3297 'resistance',
3298 [
3299 [
3300 'resist_physical',
3301 {
3302 name => 'resist physical %',
3303 type => 'int'
3304 }
3305 ],
3306 [
3307 'resist_magic',
3308 {
3309 name => 'resist magic %',
3310 type => 'int'
3311 }
3312 ],
3313 [
3314 'resist_fire',
3315 {
3316 name => 'resist fire %',
3317 type => 'int'
3318 }
3319 ],
3320 [
3321 'resist_electricity',
3322 {
3323 name => 'resist electricity %',
3324 type => 'int'
3325 }
3326 ],
3327 [
3328 'resist_cold',
3329 {
3330 name => 'resist cold %',
3331 type => 'int'
3332 }
3333 ],
3334 [
3335 'resist_confusion',
3336 {
3337 name => 'resist confusion %',
3338 type => 'int'
3339 }
3340 ],
3341 [
3342 'resist_acid',
3343 {
3344 name => 'resist acid %',
3345 type => 'int'
3346 }
3347 ],
3348 [
3349 'resist_drain',
3350 {
3351 name => 'resist draining %',
3352 type => 'int'
3353 }
3354 ],
3355 [
3356 'resist_weaponmagic',
3357 {
3358 name => 'resist weaponmagic %',
3359 type => 'int'
3360 }
3361 ],
3362 [
3363 'resist_ghosthit',
3364 {
3365 name => 'resist ghosthit %',
3366 type => 'int'
3367 }
3368 ],
3369 [
3370 'resist_poison',
3371 {
3372 name => 'resist poison %',
3373 type => 'int'
3374 }
3375 ],
3376 [
3377 'resist_slow',
3378 {
3379 name => 'resist slow %',
3380 type => 'int'
3381 }
3382 ],
3383 [
3384 'resist_paralyze',
3385 {
3386 name => 'resist paralyze %',
3387 type => 'int'
3388 }
3389 ],
3390 [
3391 'resist_fear',
3392 {
3393 name => 'resist fear %',
3394 type => 'int'
3395 }
3396 ],
3397 [
3398 'resist_deplete',
3399 {
3400 name => 'resist depletion %',
3401 type => 'int'
3402 }
3403 ],
3404 [
3405 'resist_turn_undead',
3406 {
3407 name => 'resist turn undead %',
3408 type => 'int'
3409 }
3410 ],
3411 [
3412 'resist_death',
3413 {
3414 name => 'resist death-attack %',
3415 type => 'int'
3416 }
3417 ],
3418 [
3419 'resist_chaos',
3420 {
3421 name => 'resist chaos %',
3422 type => 'int'
3423 }
3424 ],
3425 [
3426 'resist_blind',
3427 {
3428 name => 'resist blinding %',
3429 type => 'int'
3430 }
3431 ],
3432 [
3433 'resist_holyword',
3434 {
3435 name => 'resist holy power %',
3436 type => 'int'
3437 }
3438 ],
3439 [
3440 'resist_godpower',
3441 {
3442 name => 'resist godpower %',
3443 type => 'int'
3444 }
3445 ]
3446 ]
3447 ]
3448 ],
3449 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".'
3450 },
3451 Marker => {
3452 attr => [
3453 [
3454 'no_pick',
3455 {
3456 type => 'fixed',
3457 value => 1
3458 }
3459 ],
3460 [
3461 'slaying',
3462 {
3463 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.',
3464 name => 'key string',
3465 type => 'string'
3466 }
3467 ],
3468 [
3469 'connected',
3470 {
3471 desc => 'When the detector is triggered, all objects with the same connection value get activated.',
3472 name => 'connection',
3473 type => 'int'
3474 }
3475 ],
3476 [
3477 'speed',
3478 {
3479 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.',
3480 name => 'marking speed',
3481 type => 'float'
3482 }
3483 ],
3484 [
3485 'food',
3486 {
3487 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.',
3488 name => 'mark duration',
3489 type => 'int'
3490 }
3491 ],
3492 [
3493 'name',
3494 {
3495 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.',
3496 name => 'delete mark',
3497 type => 'string'
3498 }
3499 ],
3500 [
3501 'msg',
3502 {
3503 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.',
3504 end => 'endmsg',
3505 name => 'marking message',
3506 type => 'text'
3507 }
3508 ]
3509 ],
3510 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.',
3511 ignore => [
3512 $IGNORE_LIST{system_object}
3513 ],
3514 name => 'Marker',
3515 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.'
3516 },
3517 Misc => {
3518 attr => [
3519 [
3520 'no_pass',
3521 {
3522 desc => 'If set, the object cannot be passed by players nor monsters.',
3523 name => 'blocking passage',
3524 type => 'bool'
3525 }
3526 ],
3527 [
3528 'cursed',
3529 {
3530 desc => 'Curses can have various effects: On equipment and food, they generally harm the player in some way.',
3531 name => 'cursed',
3532 type => 'bool'
3533 }
3534 ],
3535 [
3536 'damned',
3537 {
3538 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.',
3539 name => 'damned',
3540 type => 'bool'
3541 }
3542 ],
3543 [
3544 'unique',
3545 {
3546 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
3547 name => 'unique item',
3548 type => 'bool'
3549 }
3550 ],
3551 [
3552 'startequip',
3553 {
3554 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3555 name => 'godgiven item',
3556 type => 'bool'
3557 }
3558 ],
3559 [
3560 'msg',
3561 {
3562 desc => 'This text may describe the object.',
3563 end => 'endmsg',
3564 name => 'description',
3565 type => 'text'
3566 }
3567 ]
3568 ],
3569 name => 'Misc'
3570 },
3571 Money => {
3572 attr => [
3573 [
3574 'race',
3575 {
3576 type => 'fixed',
3577 value => 'gold and jewels'
3578 }
3579 ]
3580 ],
3581 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.',
3582 ignore => [
3583 'unpaid'
3584 ],
3585 name => 'Money'
3586 },
3587 'Monster & NPC' => {
3588 attr => [
3589 [
3590 'alive',
3591 {
3592 type => 'fixed',
3593 value => 1
3594 }
3595 ],
3596 [
3597 'randomitems',
3598 {
3599 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>.',
3600 name => 'treasurelist',
3601 type => 'treasurelist'
3602 }
3603 ],
3604 [
3605 'level',
3606 {
3607 desc => 'A monster\'s <level> is the most important attribute. <level> affects the power of a monster in various ways.',
3608 name => 'level',
3609 type => 'int'
3610 }
3611 ],
3612 [
3613 'race',
3614 {
3615 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.',
3616 name => 'race',
3617 type => 'string'
3618 }
3619 ],
3620 [
3621 'exp',
3622 {
3623 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!',
3624 name => 'experience',
3625 type => 'int'
3626 }
3627 ],
3628 [
3629 'speed',
3630 {
3631 desc => 'The <speed> determines how fast a monster will both move and fight. High <speed> makes a monster considerably stronger.',
3632 name => 'speed',
3633 type => 'float'
3634 }
3635 ],
3636 [
3637 'other_arch',
3638 {
3639 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.',
3640 name => 'breed monster',
3641 type => 'string'
3642 }
3643 ],
3644 [
3645 'generator',
3646 {
3647 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.',
3648 name => 'multiply',
3649 type => 'bool'
3650 }
3651 ],
3652 [
3653 'use_content_on_gen',
3654 {
3655 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.',
3656 name => 'template generation',
3657 type => 'bool'
3658 }
3659 ],
3660 [
3661 'flying',
3662 {
3663 desc => 'Flying monsters won\'t get slowed down in rough terrain and they won\'t be affected by movers.',
3664 name => 'flying',
3665 type => 'bool'
3666 }
3667 ],
3668 [
3669 'undead',
3670 {
3671 desc => 'Several spells only affect undead monsters: turn undead, banish undead, holy word, etc.',
3672 name => 'undead',
3673 type => 'bool'
3674 }
3675 ],
3676 [
3677 'carrying',
3678 {
3679 desc => 'If a monster has something in the inventory, this value can be set to reflect the slowdown due to the carried weight.',
3680 name => 'carries weight',
3681 type => 'int'
3682 }
3683 ],
3684 [
3685 'msg',
3686 {
3687 end => 'endmsg',
3688 name => 'npc message',
3689 type => 'text'
3690 }
3691 ]
3692 ],
3693 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.',
3694 ignore => [
3695 'material',
3696 'name_pl',
3697 'nrof',
3698 'value',
3699 'unpaid'
3700 ],
3701 name => 'Monster & NPC',
3702 required => {
3703 alive => 1,
3704 is_floor => 0,
3705 tear_down => 0
3706 },
3707 section => [
3708 [
3709 'melee',
3710 [
3711 [
3712 'attacktype',
3713 {
3714 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.',
3715 name => 'attacktype',
3716 type => 'bitmask',
3717 value => $BITMASK{attacktype}
3718 }
3719 ],
3720 [
3721 'dam',
3722 {
3723 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.',
3724 name => 'damage',
3725 type => 'int'
3726 }
3727 ],
3728 [
3729 'wc',
3730 {
3731 desc => 'Monsters of high <weapon class> are more likely to really hit their opponent. <weapon class> can be considered the "counterpiece" to <armour class>.',
3732 name => 'weapon class',
3733 type => 'int'
3734 }
3735 ],
3736 [
3737 'hp',
3738 {
3739 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>.',
3740 name => 'health points',
3741 type => 'int'
3742 }
3743 ],
3744 [
3745 'maxhp',
3746 {
3747 desc => '<max health> is the maximum amount of <health points> this monster can have.',
3748 name => 'max health',
3749 type => 'int'
3750 }
3751 ],
3752 [
3753 'ac',
3754 {
3755 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).',
3756 name => 'armour class',
3757 type => 'int'
3758 }
3759 ],
3760 [
3761 'Con',
3762 {
3763 desc => 'Monsters regenerate this many health points each 4 ticks. Hence, the healing rate is independent of <speed>.',
3764 name => 'healing rate',
3765 type => 'int'
3766 }
3767 ],
3768 [
3769 'reflect_missile',
3770 {
3771 desc => 'A monster with this flag has the ability to <reflect missiles>, all kinds of projectiles (e.g. arrows, bolts, boulders) will bounce off.',
3772 name => 'reflect missiles',
3773 type => 'bool'
3774 }
3775 ],
3776 [
3777 'hitback',
3778 {
3779 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.',
3780 name => 'hitback',
3781 type => 'bool'
3782 }
3783 ],
3784 [
3785 'one_hit',
3786 {
3787 desc => 'Monsters with <one hit only> dissapear after one successful hit to a player.',
3788 name => 'one hit only',
3789 type => 'bool'
3790 }
3791 ]
3792 ]
3793 ],
3794 [
3795 'spellcraft',
3796 [
3797 [
3798 'can_cast_spell',
3799 {
3800 desc => 'If <can cast spell> is disabled, the monster cannot cast any spell. Only wands/rods/etc can be used, given the appropriate abilities.',
3801 name => 'can cast spell',
3802 type => 'bool'
3803 }
3804 ],
3805 [
3806 'reflect_spell',
3807 {
3808 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.',
3809 name => 'reflect spells',
3810 type => 'bool'
3811 }
3812 ],
3813 [
3814 'sp',
3815 {
3816 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>.',
3817 name => 'spellpoints',
3818 type => 'int'
3819 }
3820 ],
3821 [
3822 'maxsp',
3823 {
3824 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.',
3825 name => 'max spellpoints',
3826 type => 'int'
3827 }
3828 ],
3829 [
3830 'Pow',
3831 {
3832 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.',
3833 name => 'spellpoint regen.',
3834 type => 'int'
3835 }
3836 ],
3837 [
3838 'path_attuned',
3839 {
3840 desc => 'Click on the <attuned paths> button to select spellpaths. The creature will get attuned to the specified spellpaths.',
3841 name => 'attuned paths',
3842 type => 'bitmask',
3843 value => $BITMASK{spellpath}
3844 }
3845 ],
3846 [
3847 'path_repelled',
3848 {
3849 desc => 'Click on the <repelled paths> button to select spellpaths. The creature will get repelled to the specified spellpaths.',
3850 name => 'repelled paths',
3851 type => 'bitmask',
3852 value => $BITMASK{spellpath}
3853 }
3854 ],
3855 [
3856 'path_denied',
3857 {
3858 desc => 'Click on the <denied paths> button to select spellpaths. The creature won\'t be able to cast spells of the specified paths.',
3859 name => 'denied paths',
3860 type => 'bitmask',
3861 value => $BITMASK{spellpath}
3862 }
3863 ]
3864 ]
3865 ],
3866 [
3867 'ability',
3868 [
3869 [
3870 'Int',
3871 {
3872 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.',
3873 name => 'detect hidden',
3874 type => 'int'
3875 }
3876 ],
3877 [
3878 'see_invisible',
3879 {
3880 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.',
3881 name => 'see invisible',
3882 type => 'bool'
3883 }
3884 ],
3885 [
3886 'can_see_in_dark',
3887 {
3888 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.',
3889 name => 'see in darkness',
3890 type => 'bool'
3891 }
3892 ],
3893 [
3894 'can_use_weapon',
3895 {
3896 desc => 'Monster is able to wield weapon type objects.',
3897 name => 'can use weapons',
3898 type => 'bool'
3899 }
3900 ],
3901 [
3902 'can_use_bow',
3903 {
3904 desc => 'Monster is able to use missile-weapon type objects.',
3905 name => 'can use bows',
3906 type => 'bool'
3907 }
3908 ],
3909 [
3910 'can_use_armour',
3911 {
3912 desc => 'Monster is able to wear protective equipment like brestplate armour, shields, helmets etc.',
3913 name => 'can use armour',
3914 type => 'bool'
3915 }
3916 ],
3917 [
3918 'can_use_ring',
3919 {
3920 desc => 'Monster is able to wear rings.',
3921 name => 'can use rings',
3922 type => 'bool'
3923 }
3924 ],
3925 [
3926 'can_use_wand',
3927 {
3928 desc => 'Monster is able to use wands and staves.',
3929 name => 'can use wands',
3930 type => 'bool'
3931 }
3932 ],
3933 [
3934 'can_use_rod',
3935 {
3936 desc => 'Monster is able to use rods.',
3937 name => 'can use rods',
3938 type => 'bool'
3939 }
3940 ],
3941 [
3942 'can_use_scroll',
3943 {
3944 desc => 'Monster is able to read scrolls.',
3945 name => 'can use scrolls',
3946 type => 'bool'
3947 }
3948 ],
3949 [
3950 'can_use_skill',
3951 {
3952 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>.',
3953 name => 'can use skills',
3954 type => 'bool'
3955 }
3956 ]
3957 ]
3958 ],
3959 [
3960 'behave',
3961 [
3962 [
3963 'monster',
3964 {
3965 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.',
3966 name => 'monster behaviour',
3967 type => 'bool'
3968 }
3969 ],
3970 [
3971 'unaggressive',
3972 {
3973 desc => '<unaggressive> monsters do not attack players unless attacked first.',
3974 name => 'unaggressive',
3975 type => 'bool'
3976 }
3977 ],
3978 [
3979 'friendly',
3980 {
3981 desc => '<friendly> monsters help the player, attacking any non-friendly monsters in range.',
3982 name => 'friendly',
3983 type => 'bool'
3984 }
3985 ],
3986 [
3987 'stand_still',
3988 {
3989 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.',
3990 name => 'stand still',
3991 type => 'bool'
3992 }
3993 ],
3994 [
3995 'sleep',
3996 {
3997 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.',
3998 name => 'asleep',
3999 type => 'bool'
4000 }
4001 ],
4002 [
4003 'will_apply',
4004 {
4005 desc => 'This entry defines which kinds of environment actions the creature is able to perform.',
4006 name => 'misc. actions',
4007 type => 'bitmask',
4008 value => $BITMASK{will_apply}
4009 }
4010 ],
4011 [
4012 'pick_up',
4013 {
4014 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.',
4015 name => 'pick up',
4016 type => 'bitmask',
4017 value => $BITMASK{pick_up}
4018 }
4019 ],
4020 [
4021 'Wis',
4022 {
4023 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.',
4024 name => 'sensing range',
4025 type => 'int'
4026 }
4027 ],
4028 [
4029 'attack_movement',
4030 {
4031 name => 'attack movement',
4032 type => 'int'
4033 }
4034 ],
4035 [
4036 'run_away',
4037 {
4038 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.',
4039 name => 'run at % health',
4040 type => 'int'
4041 }
4042 ]
4043 ]
4044 ],
4045 [
4046 'resistance',
4047 [
4048 [
4049 'resist_physical',
4050 {
4051 name => 'resist physical %',
4052 type => 'int'
4053 }
4054 ],
4055 [
4056 'resist_magic',
4057 {
4058 name => 'resist magic %',
4059 type => 'int'
4060 }
4061 ],
4062 [
4063 'resist_fire',
4064 {
4065 name => 'resist fire %',
4066 type => 'int'
4067 }
4068 ],
4069 [
4070 'resist_electricity',
4071 {
4072 name => 'resist electricity %',
4073 type => 'int'
4074 }
4075 ],
4076 [
4077 'resist_cold',
4078 {
4079 name => 'resist cold %',
4080 type => 'int'
4081 }
4082 ],
4083 [
4084 'resist_confusion',
4085 {
4086 name => 'resist confusion %',
4087 type => 'int'
4088 }
4089 ],
4090 [
4091 'resist_acid',
4092 {
4093 name => 'resist acid %',
4094 type => 'int'
4095 }
4096 ],
4097 [
4098 'resist_drain',
4099 {
4100 name => 'resist draining %',
4101 type => 'int'
4102 }
4103 ],
4104 [
4105 'resist_weaponmagic',
4106 {
4107 name => 'resist weaponmagic %',
4108 type => 'int'
4109 }
4110 ],
4111 [
4112 'resist_ghosthit',
4113 {
4114 name => 'resist ghosthit %',
4115 type => 'int'
4116 }
4117 ],
4118 [
4119 'resist_poison',
4120 {
4121 name => 'resist poison %',
4122 type => 'int'
4123 }
4124 ],
4125 [
4126 'resist_slow',
4127 {
4128 name => 'resist slow %',
4129 type => 'int'
4130 }
4131 ],
4132 [
4133 'resist_paralyze',
4134 {
4135 name => 'resist paralyze %',
4136 type => 'int'
4137 }
4138 ],
4139 [
4140 'resist_fear',
4141 {
4142 name => 'resist fear %',
4143 type => 'int'
4144 }
4145 ],
4146 [
4147 'resist_deplete',
4148 {
4149 name => 'resist depletion %',
4150 type => 'int'
4151 }
4152 ],
4153 [
4154 'resist_turn_undead',
4155 {
4156 name => 'resist turn undead %',
4157 type => 'int'
4158 }
4159 ],
4160 [
4161 'resist_death',
4162 {
4163 name => 'resist death-attack %',
4164 type => 'int'
4165 }
4166 ],
4167 [
4168 'resist_chaos',
4169 {
4170 name => 'resist chaos %',
4171 type => 'int'
4172 }
4173 ],
4174 [
4175 'resist_blind',
4176 {
4177 name => 'resist blinding %',
4178 type => 'int'
4179 }
4180 ],
4181 [
4182 'resist_holyword',
4183 {
4184 name => 'resist holy power %',
4185 type => 'int'
4186 }
4187 ],
4188 [
4189 'resist_godpower',
4190 {
4191 name => 'resist godpower %',
4192 type => 'int'
4193 }
4194 ]
4195 ]
4196 ]
4197 ],
4198 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. :-)'
4199 },
4200 'Monster (Grimreaper)' => {
4201 desc => 'A grimreaper is a monster that vanishes after it did some number of draining attacks.',
4202 ignore => [
4203 'material',
4204 'name_pl',
4205 'nrof',
4206 'value',
4207 'unpaid'
4208 ],
4209 import => [
4210 $TYPE{'Monster & NPC'}
4211 ],
4212 name => 'Monster (Grimreaper)',
4213 section => [
4214 [
4215 'grimreaper',
4216 [
4217 [
4218 'value',
4219 {
4220 desc => 'The object vanishes after this number of draining attacks.',
4221 name => 'attacks',
4222 type => 'int'
4223 }
4224 ]
4225 ]
4226 ]
4227 ]
4228 },
4229 'Mood Floor' => {
4230 attr => [
4231 [
4232 'no_pick',
4233 {
4234 type => 'fixed',
4235 value => 1
4236 }
4237 ],
4238 [
4239 'last_sp',
4240 {
4241 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!',
4242 name => 'mood',
4243 type => 'list',
4244 value => $LIST{mood}
4245 }
4246 ],
4247 [
4248 'connected',
4249 {
4250 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!',
4251 name => 'connection',
4252 type => 'int'
4253 }
4254 ],
4255 [
4256 'no_magic',
4257 {
4258 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
4259 name => 'no spells',
4260 type => 'bool'
4261 }
4262 ],
4263 [
4264 'damned',
4265 {
4266 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
4267 name => 'no prayers',
4268 type => 'bool'
4269 }
4270 ]
4271 ],
4272 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.',
4273 ignore => [
4274 $IGNORE_LIST{system_object}
4275 ],
4276 name => 'Mood Floor',
4277 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.)'
4278 },
4279 Mover => {
4280 attr => [
4281 [
4282 'attacktype',
4283 {
4284 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.',
4285 name => 'forced movement',
4286 type => 'bool'
4287 }
4288 ],
4289 [
4290 'maxsp',
4291 {
4292 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.',
4293 name => 'freeze duration',
4294 type => 'int'
4295 }
4296 ],
4297 [
4298 'speed',
4299 {
4300 desc => 'The movement speed value determines how fast a chain of these movers will push a player along (default is -0.2).',
4301 name => 'movement speed',
4302 type => 'float'
4303 }
4304 ],
4305 [
4306 'sp',
4307 {
4308 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.',
4309 name => 'direction',
4310 type => 'list',
4311 value => $LIST{direction}
4312 }
4313 ],
4314 [
4315 'lifesave',
4316 {
4317 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.',
4318 name => 'gets used up',
4319 type => 'bool'
4320 }
4321 ],
4322 [
4323 'hp',
4324 {
4325 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).',
4326 name => 'number of uses',
4327 type => 'int'
4328 }
4329 ]
4330 ],
4331 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.',
4332 ignore => [
4333 $IGNORE_LIST{non_pickable}
4334 ],
4335 name => 'Mover',
4336 section => [
4337 [
4338 'targets',
4339 [
4340 [
4341 'level',
4342 {
4343 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.',
4344 name => 'move players',
4345 type => 'bool'
4346 }
4347 ],
4348 [
4349 'walk_on',
4350 {
4351 desc => 'This should always be set.',
4352 name => 'move walking creatures',
4353 type => 'bool'
4354 }
4355 ],
4356 [
4357 'fly_on',
4358 {
4359 desc => 'Move flying creatures enabled means all flying (living) objects will get moved too. If disabled, only walking (non-flying) creatures will get moved.',
4360 name => 'move flying creatures',
4361 type => 'bool'
4362 }
4363 ]
4364 ]
4365 ]
4366 ],
4367 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).'
4368 },
4369 Pedestal => {
4370 attr => [
4371 [
4372 'no_pick',
4373 {
4374 type => 'fixed',
4375 value => 1
4376 }
4377 ],
4378 [
4379 'slaying',
4380 {
4381 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.',
4382 name => 'match race',
4383 type => 'string'
4384 }
4385 ],
4386 [
4387 'connected',
4388 {
4389 desc => 'When the pedestal is triggered, all objects with the same connection value get activated.',
4390 name => 'connection',
4391 type => 'int'
4392 }
4393 ],
4394 [
4395 'walk_on',
4396 {
4397 type => 'fixed',
4398 value => 1
4399 }
4400 ],
4401 [
4402 'walk_off',
4403 {
4404 type => 'fixed',
4405 value => 1
4406 }
4407 ]
4408 ],
4409 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.',
4410 ignore => [
4411 $IGNORE_LIST{non_pickable}
4412 ],
4413 name => 'Pedestal',
4414 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.'
4415 },
4416 Pit => {
4417 attr => [
4418 [
4419 'no_pick',
4420 {
4421 type => 'fixed',
4422 value => 1
4423 }
4424 ],
4425 [
4426 'connected',
4427 {
4428 desc => 'When a <connection> value is set, the pit can be opened/closed by activating the connection.',
4429 name => 'connection',
4430 type => 'int'
4431 }
4432 ],
4433 [
4434 'hp',
4435 {
4436 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!',
4437 name => 'destination X',
4438 type => 'int'
4439 }
4440 ],
4441 [
4442 'sp',
4443 {
4444 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!',
4445 name => 'destination Y',
4446 type => 'int'
4447 }
4448 ],
4449 [
4450 'wc',
4451 {
4452 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.',
4453 name => 'position state',
4454 type => 'int'
4455 }
4456 ],
4457 [
4458 'walk_on',
4459 {
4460 desc => 'If set, all walking creatures will fall into the pit. This does NOT need to be set for closed pits!',
4461 name => 'swallow walking',
4462 type => 'bool'
4463 }
4464 ],
4465 [
4466 'fly_on',
4467 {
4468 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.',
4469 name => 'swallow flying',
4470 type => 'bool'
4471 }
4472 ]
4473 ],
4474 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.',
4475 ignore => [
4476 $IGNORE_LIST{non_pickable}
4477 ],
4478 name => 'Pit',
4479 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.'
4480 },
4481 'Poison Food' => {
4482 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.',
4483 name => 'Poison Food'
4484 },
4485 Potion => {
4486 attr => [
4487 [
4488 'level',
4489 {
4490 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.',
4491 name => 'potion level',
4492 type => 'int'
4493 }
4494 ],
4495 [
4496 'sp',
4497 {
4498 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".',
4499 name => 'spell',
4500 type => 'spell'
4501 }
4502 ],
4503 [
4504 'attacktype',
4505 {
4506 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.',
4507 name => 'special effect',
4508 type => 'list',
4509 value => $LIST{potion_effect}
4510 }
4511 ],
4512 [
4513 'cursed',
4514 {
4515 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 >:)',
4516 name => 'cursed',
4517 type => 'bool'
4518 }
4519 ],
4520 [
4521 'startequip',
4522 {
4523 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4524 name => 'godgiven item',
4525 type => 'bool'
4526 }
4527 ]
4528 ],
4529 desc => 'The player can drink these and gain various kinds of benefits (/penalties) by doing so.',
4530 name => 'Potion',
4531 section => [
4532 [
4533 'stats',
4534 [
4535 [
4536 'Str',
4537 {
4538 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.',
4539 name => 'strength',
4540 type => 'int'
4541 }
4542 ],
4543 [
4544 'Dex',
4545 {
4546 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.',
4547 name => 'dexterity',
4548 type => 'int'
4549 }
4550 ],
4551 [
4552 'Con',
4553 {
4554 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.',
4555 name => 'constitution',
4556 type => 'int'
4557 }
4558 ],
4559 [
4560 'Int',
4561 {
4562 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.',
4563 name => 'intelligence',
4564 type => 'int'
4565 }
4566 ],
4567 [
4568 'Pow',
4569 {
4570 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.',
4571 name => 'power',
4572 type => 'int'
4573 }
4574 ],
4575 [
4576 'Wis',
4577 {
4578 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.',
4579 name => 'wisdom',
4580 type => 'int'
4581 }
4582 ],
4583 [
4584 'Cha',
4585 {
4586 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.',
4587 name => 'charisma',
4588 type => 'int'
4589 }
4590 ]
4591 ]
4592 ],
4593 [
4594 'resistance',
4595 [
4596 [
4597 'resist_physical',
4598 {
4599 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!',
4600 name => 'resist physical %',
4601 type => 'int'
4602 }
4603 ],
4604 [
4605 'resist_magic',
4606 {
4607 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!',
4608 name => 'resist magic %',
4609 type => 'int'
4610 }
4611 ],
4612 [
4613 'resist_fire',
4614 {
4615 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!',
4616 name => 'resist fire %',
4617 type => 'int'
4618 }
4619 ],
4620 [
4621 'resist_electricity',
4622 {
4623 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!',
4624 name => 'resist electricity %',
4625 type => 'int'
4626 }
4627 ],
4628 [
4629 'resist_cold',
4630 {
4631 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!',
4632 name => 'resist cold %',
4633 type => 'int'
4634 }
4635 ],
4636 [
4637 'resist_acid',
4638 {
4639 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!',
4640 name => 'resist acid %',
4641 type => 'int'
4642 }
4643 ],
4644 [
4645 'resist_confusion',
4646 {
4647 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!',
4648 name => 'resist confusion %',
4649 type => 'int'
4650 }
4651 ],
4652 [
4653 'resist_weaponmagic',
4654 {
4655 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!',
4656 name => 'resist weaponmagic %',
4657 type => 'int'
4658 }
4659 ],
4660 [
4661 'resist_paralyze',
4662 {
4663 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!',
4664 name => 'resist paralyze %',
4665 type => 'int'
4666 }
4667 ],
4668 [
4669 'resist_drain',
4670 {
4671 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!',
4672 name => 'resist draining %',
4673 type => 'int'
4674 }
4675 ],
4676 [
4677 'resist_deplete',
4678 {
4679 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!',
4680 name => 'resist depletion %',
4681 type => 'int'
4682 }
4683 ],
4684 [
4685 'resist_poison',
4686 {
4687 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!',
4688 name => 'resist poison %',
4689 type => 'int'
4690 }
4691 ]
4692 ]
4693 ]
4694 ],
4695 use => 'One potion should never give multiple benefits at once.'
4696 },
4697 'Power Crystal' => {
4698 attr => [
4699 [
4700 'sp',
4701 {
4702 desc => '<initial mana> is the amount of spellpoints that the crystal holds when the map is loaded.',
4703 name => 'initial mana',
4704 type => 'int'
4705 }
4706 ],
4707 [
4708 'maxsp',
4709 {
4710 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.',
4711 name => 'mana capacity',
4712 type => 'int'
4713 }
4714 ]
4715 ],
4716 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.',
4717 name => 'Power Crystal'
4718 },
4719 Projectile => {
4720 attr => [
4721 [
4722 'attacktype',
4723 {
4724 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.',
4725 name => 'attacktype',
4726 type => 'bitmask',
4727 value => $BITMASK{attacktype}
4728 }
4729 ],
4730 [
4731 'race',
4732 {
4733 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>.',
4734 name => 'ammunition class',
4735 type => 'string'
4736 }
4737 ],
4738 [
4739 'slaying',
4740 {
4741 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.',
4742 name => 'slaying race',
4743 type => 'string'
4744 }
4745 ],
4746 [
4747 'dam',
4748 {
4749 desc => 'The projectile <damage> significantly affects the damage done. Damage can be further increased by the shooting weapon\'s attributes.',
4750 name => 'damage',
4751 type => 'int'
4752 }
4753 ],
4754 [
4755 'wc',
4756 {
4757 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.',
4758 name => 'weaponclass',
4759 type => 'int'
4760 }
4761 ],
4762 [
4763 'food',
4764 {
4765 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).',
4766 name => 'chance to break',
4767 type => 'int'
4768 }
4769 ],
4770 [
4771 'magic',
4772 {
4773 desc => 'Magic bonus increases chance to hit and damage a little bit.',
4774 name => 'magic bonus',
4775 type => 'int'
4776 }
4777 ],
4778 [
4779 'unique',
4780 {
4781 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
4782 name => 'unique item',
4783 type => 'bool'
4784 }
4785 ],
4786 [
4787 'startequip',
4788 {
4789 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4790 name => 'godgiven item',
4791 type => 'bool'
4792 }
4793 ],
4794 [
4795 'no_drop',
4796 {
4797 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.',
4798 name => 'don\'t drop',
4799 type => 'bool'
4800 }
4801 ],
4802 [
4803 'msg',
4804 {
4805 desc => 'This text may describe the projectile. This could be nice for very special ones.',
4806 end => 'endmsg',
4807 name => 'description',
4808 type => 'text'
4809 }
4810 ]
4811 ],
4812 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.',
4813 name => 'Projectile',
4814 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.'
4815 },
4816 Ring => {
4817 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.',
4818 import => [
4819 $TYPE{Amulet}
4820 ],
4821 name => 'Ring',
4822 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.'
4823 },
4824 Rod => {
4825 attr => [
4826 [
4827 'sp',
4828 {
4829 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!',
4830 name => 'spell',
4831 type => 'spell'
4832 }
4833 ],
4834 [
4835 'level',
4836 {
4837 desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should be set to something reasonable.',
4838 name => 'casting level',
4839 type => 'int'
4840 }
4841 ],
4842 [
4843 'hp',
4844 {
4845 desc => 'This value represents the initial amount of spellpoints in the rod. Naturally, this is quite unimportant.',
4846 name => 'initial spellpoints',
4847 type => 'int'
4848 }
4849 ],
4850 [
4851 'maxhp',
4852 {
4853 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.',
4854 name => 'max. spellpoints',
4855 type => 'int'
4856 }
4857 ],
4858 [
4859 'startequip',
4860 {
4861 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4862 name => 'godgiven item',
4863 type => 'bool'
4864 }
4865 ],
4866 [
4867 'msg',
4868 {
4869 desc => 'This text may contain a description of the rod.',
4870 end => 'endmsg',
4871 name => 'description',
4872 type => 'text'
4873 }
4874 ]
4875 ],
4876 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.',
4877 ignore => [
4878 'title'
4879 ],
4880 name => 'Rod',
4881 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>'
4882 },
4883 Rune => {
4884 attr => [
4885 [
4886 'no_pick',
4887 {
4888 type => 'fixed',
4889 value => 1
4890 }
4891 ],
4892 [
4893 'walk_on',
4894 {
4895 type => 'fixed',
4896 value => 1
4897 }
4898 ],
4899 [
4900 'level',
4901 {
4902 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.',
4903 name => 'rune level',
4904 type => 'int'
4905 }
4906 ],
4907 [
4908 'Cha',
4909 {
4910 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.',
4911 name => 'visibility',
4912 type => 'int'
4913 }
4914 ],
4915 [
4916 'hp',
4917 {
4918 desc => 'The rune will detonate <number of charges> times before disappearing.',
4919 name => 'number of charges',
4920 type => 'int'
4921 }
4922 ],
4923 [
4924 'dam',
4925 {
4926 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.',
4927 name => 'direct damage',
4928 type => 'int'
4929 }
4930 ],
4931 [
4932 'attacktype',
4933 {
4934 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.',
4935 name => 'attacktype',
4936 type => 'bitmask',
4937 value => $BITMASK{attacktype}
4938 }
4939 ],
4940 [
4941 'msg',
4942 {
4943 desc => 'When the rune detonates, this text is displayed to the victim. For especially powerful runes, create an appropriate thrilling description. ;)',
4944 end => 'endmsg',
4945 name => 'detonation text',
4946 type => 'text'
4947 }
4948 ]
4949 ],
4950 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.',
4951 ignore => [
4952 'no_pick',
4953 'title',
4954 'name_pl',
4955 'weight',
4956 'value',
4957 'material',
4958 'unpaid'
4959 ],
4960 name => 'Rune',
4961 section => [
4962 [
4963 'spellcraft',
4964 [
4965 [
4966 'sp',
4967 {
4968 desc => 'The selected <spell> defines the spell in the rune, if any. (Many runes do direct damage).',
4969 name => 'spell',
4970 type => 'spell'
4971 }
4972 ],
4973 [
4974 'slaying',
4975 {
4976 desc => 'Name of the spell in the rune, if any. <spell name> is optional, but if present, overrides the <spell> setting.',
4977 name => 'spell name',
4978 type => 'string'
4979 }
4980 ],
4981 [
4982 'other_arch',
4983 {
4984 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.',
4985 name => 'spell arch',
4986 type => 'string'
4987 }
4988 ],
4989 [
4990 'maxsp',
4991 {
4992 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.',
4993 name => 'direction',
4994 type => 'list',
4995 value => $LIST{direction}
4996 }
4997 ],
4998 [
4999 'race',
5000 {
5001 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.',
5002 name => 'summon monster',
5003 type => 'string'
5004 }
5005 ],
5006 [
5007 'maxhp',
5008 {
5009 desc => 'This should only be set to a summoning rune. It will then summon that many creatures of the kind <summon monster>.',
5010 name => 'summon amount',
5011 type => 'int'
5012 }
5013 ]
5014 ]
5015 ]
5016 ],
5017 use => 'Avoid monsters stepping on your runes. For example, summoning runes together with spellcasting- and attack-runes is usually a bad idea.'
5018 },
5019 Savebed => {
5020 attr => [
5021 [
5022 'no_pick',
5023 {
5024 type => 'fixed',
5025 value => 1
5026 }
5027 ],
5028 [
5029 'no_magic',
5030 {
5031 type => 'fixed',
5032 value => 1
5033 }
5034 ],
5035 [
5036 'damned',
5037 {
5038 type => 'fixed',
5039 value => 1
5040 }
5041 ]
5042 ],
5043 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.',
5044 ignore => [
5045 $IGNORE_LIST{non_pickable}
5046 ],
5047 name => 'Savebed',
5048 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>'
5049 },
5050 Scroll => {
5051 attr => [
5052 [
5053 'level',
5054 {
5055 desc => 'The spell of the scroll will be casted at this level. This value should always be set, at least to 1.',
5056 name => 'casting level',
5057 type => 'int'
5058 }
5059 ],
5060 [
5061 'sp',
5062 {
5063 desc => 'When a player/monster applies this scroll, the selected <spell> will be casted (once). This should work for any given spell.',
5064 name => 'spell',
5065 type => 'spell'
5066 }
5067 ],
5068 [
5069 'startequip',
5070 {
5071 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5072 name => 'godgiven item',
5073 type => 'bool'
5074 }
5075 ]
5076 ],
5077 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.',
5078 ignore => [
5079 'title'
5080 ],
5081 name => 'Scroll',
5082 use => 'For low level quests, scrolls of healing/curing-spells can be a nice reward. At higher levels, scrolls become less and less useful.'
5083 },
5084 Shield => {
5085 attr => [
5086 [
5087 'magic',
5088 {
5089 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.',
5090 name => 'magic bonus',
5091 type => 'int'
5092 }
5093 ]
5094 ],
5095 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.',
5096 import => [
5097 $TYPE{Amulet}
5098 ],
5099 name => 'Shield',
5100 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
5101 },
5102 'Shooting Weapon' => {
5103 attr => [
5104 [
5105 'race',
5106 {
5107 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.',
5108 name => 'ammunition class',
5109 type => 'string'
5110 }
5111 ],
5112 [
5113 'sp',
5114 {
5115 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).',
5116 name => 'shooting speed',
5117 type => 'int'
5118 }
5119 ],
5120 [
5121 'dam',
5122 {
5123 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.',
5124 name => 'base damage',
5125 type => 'int'
5126 }
5127 ],
5128 [
5129 'wc',
5130 {
5131 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.',
5132 name => 'weaponclass',
5133 type => 'int'
5134 }
5135 ],
5136 [
5137 'item_power',
5138 {
5139 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>.',
5140 name => 'item power',
5141 type => 'int'
5142 }
5143 ],
5144 [
5145 'no_strength',
5146 {
5147 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.',
5148 name => 'ignore strength',
5149 type => 'bool'
5150 }
5151 ],
5152 [
5153 'damned',
5154 {
5155 desc => 'A damned shooting weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
5156 name => 'damnation',
5157 type => 'bool'
5158 }
5159 ],
5160 [
5161 'cursed',
5162 {
5163 desc => 'A cursed shooting weapon cannot be unwielded unless the curse is removed.',
5164 name => 'curse',
5165 type => 'bool'
5166 }
5167 ],
5168 [
5169 'unique',
5170 {
5171 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5172 name => 'unique item',
5173 type => 'bool'
5174 }
5175 ],
5176 [
5177 'startequip',
5178 {
5179 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5180 name => 'godgiven item',
5181 type => 'bool'
5182 }
5183 ],
5184 [
5185 'msg',
5186 {
5187 desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
5188 end => 'endmsg',
5189 name => 'description',
5190 type => 'text'
5191 }
5192 ]
5193 ],
5194 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.',
5195 name => 'Shooting Weapon',
5196 section => [
5197 [
5198 'stats',
5199 [
5200 [
5201 'Str',
5202 {
5203 desc => 'The player\'s strentgh will rise/fall by the given value while wearing this shooting weapon.',
5204 name => 'strength',
5205 type => 'int'
5206 }
5207 ],
5208 [
5209 'Dex',
5210 {
5211 desc => 'The player\'s dexterity will rise/fall by the given value while wearing this shooting weapon.',
5212 name => 'dexterity',
5213 type => 'int'
5214 }
5215 ],
5216 [
5217 'Con',
5218 {
5219 desc => 'The player\'s constitution will rise/fall by the given value while wearing this shooting weapon.',
5220 name => 'constitution',
5221 type => 'int'
5222 }
5223 ],
5224 [
5225 'Int',
5226 {
5227 desc => 'The player\'s intelligence will rise/fall by the given value while wearing this shooting weapon.',
5228 name => 'intelligence',
5229 type => 'int'
5230 }
5231 ],
5232 [
5233 'Pow',
5234 {
5235 desc => 'The player\'s power will rise/fall by the given value while wearing this shooting weapon.',
5236 name => 'power',
5237 type => 'int'
5238 }
5239 ],
5240 [
5241 'Wis',
5242 {
5243 desc => 'The player\'s wisdom will rise/fall by the given value while wearing this shooting weapon.',
5244 name => 'wisdom',
5245 type => 'int'
5246 }
5247 ],
5248 [
5249 'Cha',
5250 {
5251 desc => 'The player\'s charisma will rise/fall by the given value while wearing this shooting weapon.',
5252 name => 'charisma',
5253 type => 'int'
5254 }
5255 ]
5256 ]
5257 ],
5258 [
5259 'bonus',
5260 [
5261 [
5262 'luck',
5263 {
5264 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.',
5265 name => 'luck bonus',
5266 type => 'int'
5267 }
5268 ],
5269 [
5270 'magic',
5271 {
5272 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.',
5273 name => 'magic bonus',
5274 type => 'int'
5275 }
5276 ]
5277 ]
5278 ]
5279 ],
5280 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.'
5281 },
5282 'Shop Floor' => {
5283 attr => [
5284 [
5285 'is_floor',
5286 {
5287 type => 'fixed',
5288 value => 1
5289 }
5290 ],
5291 [
5292 'no_pick',
5293 {
5294 type => 'fixed',
5295 value => 1
5296 }
5297 ],
5298 [
5299 'no_magic',
5300 {
5301 type => 'fixed',
5302 value => 1
5303 }
5304 ],
5305 [
5306 'auto_apply',
5307 {
5308 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.',
5309 name => 'generate goods',
5310 type => 'bool'
5311 }
5312 ],
5313 [
5314 'randomitems',
5315 {
5316 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.',
5317 name => 'treasurelist',
5318 type => 'treasurelist'
5319 }
5320 ],
5321 [
5322 'exp',
5323 {
5324 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.',
5325 name => 'quality level',
5326 type => 'int'
5327 }
5328 ],
5329 [
5330 'damned',
5331 {
5332 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.)',
5333 name => 'no prayers',
5334 type => 'bool'
5335 }
5336 ]
5337 ],
5338 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).',
5339 ignore => [
5340 $IGNORE_LIST{non_pickable}
5341 ],
5342 name => 'Shop Floor',
5343 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.'
5344 },
5345 'Shop Mat' => {
5346 attr => [
5347 [
5348 'no_pick',
5349 {
5350 type => 'fixed',
5351 value => 1
5352 }
5353 ],
5354 [
5355 'walk_on',
5356 {
5357 desc => 'If set, the player can enter/leave the shop by just walking into the shop mat.',
5358 name => 'apply by walking',
5359 type => 'bool'
5360 }
5361 ],
5362 [
5363 'fly_on',
5364 {
5365 desc => 'If set, the player can enter/leave the shop by "flying" into the shop mat.',
5366 name => 'apply by flying',
5367 type => 'bool'
5368 }
5369 ]
5370 ],
5371 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).',
5372 ignore => [
5373 $IGNORE_LIST{non_pickable}
5374 ],
5375 name => 'Shop Mat',
5376 use => 'As stated above, always place TWO shop mats into your shop. Not more and not less than that.'
5377 },
5378 'Sign & MagicMouth' => {
5379 attr => [
5380 [
5381 'connected',
5382 {
5383 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.',
5384 name => 'connection',
5385 type => 'int'
5386 }
5387 ],
5388 [
5389 'walk_on',
5390 {
5391 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.',
5392 name => 'activate by walking',
5393 type => 'bool'
5394 }
5395 ],
5396 [
5397 'fly_on',
5398 {
5399 desc => 'If set, the player gets the message when flying (=levitating) ontop of the object. Usually this should be set together with walk_on.',
5400 name => 'activate by flying',
5401 type => 'bool'
5402 }
5403 ],
5404 [
5405 'food',
5406 {
5407 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).',
5408 name => 'counter',
5409 type => 'int'
5410 }
5411 ],
5412 [
5413 'msg',
5414 {
5415 desc => 'This text will be displayed to the player.',
5416 end => 'endmsg',
5417 name => 'message',
5418 type => 'text'
5419 }
5420 ]
5421 ],
5422 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).',
5423 ignore => [
5424 $IGNORE_LIST{non_pickable}
5425 ],
5426 name => 'Sign & MagicMouth',
5427 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.'
5428 },
5429 Skill => {
5430 attr => [
5431 [
5432 'invisible',
5433 {
5434 type => 'fixed',
5435 value => 1
5436 }
5437 ],
5438 [
5439 'no_drop',
5440 {
5441 type => 'fixed',
5442 value => 1
5443 }
5444 ],
5445 [
5446 'skill',
5447 {
5448 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.',
5449 name => 'skill name',
5450 type => 'string'
5451 }
5452 ],
5453 [
5454 'expmul',
5455 {
5456 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.',
5457 name => 'exp multiplier',
5458 type => 'float'
5459 }
5460 ],
5461 [
5462 'subtype',
5463 {
5464 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.',
5465 name => 'skill type',
5466 type => 'list',
5467 value => $LIST{skill_type}
5468 }
5469 ],
5470 [
5471 'level',
5472 {
5473 name => 'level',
5474 type => 'int'
5475 }
5476 ],
5477 [
5478 'exp',
5479 {
5480 name => 'experience',
5481 type => 'int'
5482 }
5483 ],
5484 [
5485 'can_use_skill',
5486 {
5487 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.',
5488 name => 'is native skill',
5489 type => 'bool'
5490 }
5491 ]
5492 ],
5493 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.',
5494 ignore => [
5495 $IGNORE_LIST{system_object}
5496 ],
5497 name => 'Skill',
5498 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>'
5499 },
5500 'Skill Scroll' => {
5501 attr => [
5502 [
5503 'race',
5504 {
5505 type => 'fixed',
5506 value => 'scrolls'
5507 }
5508 ],
5509 [
5510 'skill',
5511 {
5512 desc => 'The <skill name> matches the skill object that can be learned from this scroll.',
5513 name => 'skill name',
5514 type => 'string'
5515 }
5516 ]
5517 ],
5518 desc => 'By reading a skill scroll, a player has a chance to learn the contained skill.',
5519 name => 'Skill Scroll',
5520 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.'
5521 },
5522 'Special Key' => {
5523 attr => [
5524 [
5525 'slaying',
5526 {
5527 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.',
5528 name => 'key string',
5529 type => 'string'
5530 }
5531 ],
5532 [
5533 'material',
5534 {
5535 desc => 'For Special Keys, material should always be unset or set to Adamantite. This prevents the key from getting burned or otherwise destroyed.',
5536 name => 'material',
5537 type => 'bitmask',
5538 value => $BITMASK{material}
5539 }
5540 ],
5541 [
5542 'unique',
5543 {
5544 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.',
5545 name => 'unique item',
5546 type => 'bool'
5547 }
5548 ],
5549 [
5550 'startequip',
5551 {
5552 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5553 name => 'godgiven item',
5554 type => 'bool'
5555 }
5556 ],
5557 [
5558 'msg',
5559 {
5560 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.',
5561 end => 'endmsg',
5562 name => 'description',
5563 type => 'text'
5564 }
5565 ]
5566 ],
5567 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.',
5568 ignore => [
5569 'material'
5570 ],
5571 name => 'Special Key',
5572 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".'
5573 },
5574 Spell => {
5575 attr => [
5576 [
5577 'no_drop',
5578 {
5579 type => 'fixed',
5580 value => 1
5581 }
5582 ],
5583 [
5584 'invisible',
5585 {
5586 type => 'fixed',
5587 value => 1
5588 }
5589 ],
5590 [
5591 'skill',
5592 {
5593 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.',
5594 name => 'skill name',
5595 type => 'string'
5596 }
5597 ],
5598 [
5599 'subtype',
5600 {
5601 desc => 'The <spell type> defines the basic type of spell. Some of these types are of a more generic nature than others.',
5602 name => 'spell type',
5603 type => 'list',
5604 value => $LIST{spell_type}
5605 }
5606 ],
5607 [
5608 'level',
5609 {
5610 name => 'spell level',
5611 type => 'int'
5612 }
5613 ],
5614 [
5615 'casting_time',
5616 {
5617 name => 'casting time',
5618 type => 'int'
5619 }
5620 ],
5621 [
5622 'duration',
5623 {
5624 name => 'duration',
5625 type => 'int'
5626 }
5627 ],
5628 [
5629 'other_arch',
5630 {
5631 name => 'create object',
5632 type => 'string'
5633 }
5634 ],
5635 [
5636 'sp',
5637 {
5638 name => 'cost spellpoints',
5639 type => 'int'
5640 }
5641 ],
5642 [
5643 'grace',
5644 {
5645 name => 'cost grace',
5646 type => 'int'
5647 }
5648 ],
5649 [
5650 'maxsp',
5651 {
5652 name => 'double cost per level',
5653 type => 'int'
5654 }
5655 ]
5656 ],
5657 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.',
5658 ignore => [
5659 $IGNORE_LIST{system_object}
5660 ],
5661 name => 'Spell',
5662 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.'
5663 },
5664 Spellbook => {
5665 attr => [
5666 [
5667 'skill',
5668 {
5669 type => 'fixed',
5670 value => 'literacy'
5671 }
5672 ],
5673 [
5674 'randomitems',
5675 {
5676 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.',
5677 name => 'treasurelist',
5678 type => 'treasurelist'
5679 }
5680 ],
5681 [
5682 'startequip',
5683 {
5684 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5685 name => 'godgiven item',
5686 type => 'bool'
5687 }
5688 ],
5689 [
5690 'msg',
5691 {
5692 desc => 'This text may contain a nice description of the spellbook\'s cover or something.',
5693 end => 'endmsg',
5694 name => 'description',
5695 type => 'text'
5696 }
5697 ]
5698 ],
5699 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.',
5700 name => 'Spellbook',
5701 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.'
5702 },
5703 Spinner => {
5704 attr => [
5705 [
5706 'sp',
5707 {
5708 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.',
5709 name => 'direction number',
5710 type => 'int'
5711 }
5712 ],
5713 [
5714 'walk_on',
5715 {
5716 type => 'fixed',
5717 value => 1
5718 }
5719 ],
5720 [
5721 'fly_on',
5722 {
5723 type => 'fixed',
5724 value => 1
5725 }
5726 ]
5727 ],
5728 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.',
5729 ignore => [
5730 $IGNORE_LIST{non_pickable}
5731 ],
5732 name => 'Spinner',
5733 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.'
5734 },
5735 Swamp => {
5736 attr => [
5737 [
5738 'walk_on',
5739 {
5740 type => 'fixed',
5741 value => 1
5742 }
5743 ],
5744 [
5745 'is_floor',
5746 {
5747 type => 'fixed',
5748 value => 1
5749 }
5750 ],
5751 [
5752 'is_wooded',
5753 {
5754 type => 'fixed',
5755 value => 1
5756 }
5757 ],
5758 [
5759 'speed',
5760 {
5761 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.',
5762 name => 'drowning speed',
5763 type => 'float'
5764 }
5765 ],
5766 [
5767 'slow_move',
5768 {
5769 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',
5770 name => 'slow movement',
5771 type => 'int'
5772 }
5773 ],
5774 [
5775 'no_magic',
5776 {
5777 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
5778 name => 'no spells',
5779 type => 'bool'
5780 }
5781 ],
5782 [
5783 'damned',
5784 {
5785 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
5786 name => 'no prayers',
5787 type => 'bool'
5788 }
5789 ]
5790 ],
5791 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.',
5792 ignore => [
5793 $IGNORE_LIST{non_pickable}
5794 ],
5795 name => 'Swamp'
5796 },
5797 Teleporter => {
5798 attr => [
5799 [
5800 'slaying',
5801 {
5802 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.',
5803 name => 'exit path',
5804 type => 'string'
5805 }
5806 ],
5807 [
5808 'hp',
5809 {
5810 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.',
5811 name => 'destination X',
5812 type => 'int'
5813 }
5814 ],
5815 [
5816 'sp',
5817 {
5818 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.',
5819 name => 'destination Y',
5820 type => 'int'
5821 }
5822 ],
5823 [
5824 'connected',
5825 {
5826 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.',
5827 name => 'connection',
5828 type => 'int'
5829 }
5830 ],
5831 [
5832 'speed',
5833 {
5834 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!',
5835 name => 'activation speed',
5836 type => 'float'
5837 }
5838 ]
5839 ],
5840 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.',
5841 ignore => [
5842 $IGNORE_LIST{non_pickable}
5843 ],
5844 name => 'Teleporter',
5845 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.'
5846 },
5847 'Timed Gate' => {
5848 attr => [
5849 [
5850 'no_pick',
5851 {
5852 type => 'fixed',
5853 value => 1
5854 }
5855 ],
5856 [
5857 'connected',
5858 {
5859 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.',
5860 name => 'connection',
5861 type => 'int'
5862 }
5863 ],
5864 [
5865 'wc',
5866 {
5867 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.',
5868 name => 'position state',
5869 type => 'int'
5870 }
5871 ],
5872 [
5873 'no_pass',
5874 {
5875 desc => 'For open gates, <blocking passage> should be unset. For closed gates it must be set.',
5876 name => 'blocking passage',
5877 type => 'bool'
5878 }
5879 ],
5880 [
5881 'no_magic',
5882 {
5883 desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
5884 name => 'restrict spells',
5885 type => 'bool'
5886 }
5887 ],
5888 [
5889 'damned',
5890 {
5891 desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
5892 name => 'restrict prayers',
5893 type => 'bool'
5894 }
5895 ],
5896 [
5897 'hp',
5898 {
5899 desc => 'Defines the duration the gate remains closed. This only takes effect if the gate is not connected.',
5900 name => 'open duration',
5901 type => 'int'
5902 }
5903 ]
5904 ],
5905 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.',
5906 ignore => [
5907 $IGNORE_LIST{non_pickable}
5908 ],
5909 name => 'Timed Gate',
5910 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".'
5911 },
5912 Trap => {
5913 attr => [
5914 [
5915 'no_pick',
5916 {
5917 type => 'fixed',
5918 value => 1
5919 }
5920 ],
5921 [
5922 'walk_on',
5923 {
5924 type => 'fixed',
5925 value => 1
5926 }
5927 ],
5928 [
5929 'level',
5930 {
5931 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.',
5932 name => 'trap level',
5933 type => 'int'
5934 }
5935 ],
5936 [
5937 'Cha',
5938 {
5939 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.',
5940 name => 'visibility',
5941 type => 'int'
5942 }
5943 ],
5944 [
5945 'hp',
5946 {
5947 desc => 'The trap will detonate <number of charges> times before disappearing.',
5948 name => 'number of charges',
5949 type => 'int'
5950 }
5951 ],
5952 [
5953 'dam',
5954 {
5955 desc => '<direct damage> specifies how much damage is done by the trap. This should be set in reasonable relation to the trap\'s level.',
5956 name => 'direct damage',
5957 type => 'int'
5958 }
5959 ],
5960 [
5961 'attacktype',
5962 {
5963 desc => 'This attribute defines what attacktype to use for direct damage when the trap detonates.',
5964 name => 'attacktype',
5965 type => 'bitmask',
5966 value => $BITMASK{attacktype}
5967 }
5968 ],
5969 [
5970 'connected',
5971 {
5972 desc => 'When the trap is detonated, all objects with the same connection value get activated.',
5973 name => 'connection',
5974 type => 'int'
5975 }
5976 ],
5977 [
5978 'msg',
5979 {
5980 desc => 'When the trap detonates, this text is displayed to the victim. For especially powerful or complex traps, create an appropriate and thrilling description. ;)',
5981 end => 'endmsg',
5982 name => 'detonation text',
5983 type => 'text'
5984 }
5985 ]
5986 ],
5987 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.',
5988 ignore => [
5989 'no_pick',
5990 'title',
5991 'name_pl',
5992 'weight',
5993 'value',
5994 'material',
5995 'unpaid'
5996 ],
5997 name => 'Trap',
5998 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.'
5999 },
6000 Trapdoor => {
6001 attr => [
6002 [
6003 'no_pick',
6004 {
6005 type => 'fixed',
6006 value => 1
6007 }
6008 ],
6009 [
6010 'walk_on',
6011 {
6012 type => 'fixed',
6013 value => 1
6014 }
6015 ],
6016 [
6017 'weight',
6018 {
6019 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.',
6020 name => 'hold weight',
6021 type => 'int'
6022 }
6023 ],
6024 [
6025 'hp',
6026 {
6027 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!',
6028 name => 'destination X',
6029 type => 'int'
6030 }
6031 ],
6032 [
6033 'sp',
6034 {
6035 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!',
6036 name => 'destination Y',
6037 type => 'int'
6038 }
6039 ]
6040 ],
6041 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.',
6042 ignore => [
6043 $IGNORE_LIST{non_pickable}
6044 ],
6045 name => 'Trapdoor',
6046 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.'
6047 },
6048 Treasure => {
6049 attr => [
6050 [
6051 'randomitems',
6052 {
6053 desc => 'This entry determines what kind of treasure will appear. Look into /crossfire/share/crossfire/treasures for details about existing treasurelists.',
6054 name => 'treasurelist',
6055 type => 'treasurelist'
6056 }
6057 ],
6058 [
6059 'auto_apply',
6060 {
6061 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.',
6062 name => 'auto-generate',
6063 type => 'bool'
6064 }
6065 ],
6066 [
6067 'hp',
6068 {
6069 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.',
6070 name => 'create number',
6071 type => 'int'
6072 }
6073 ],
6074 [
6075 'exp',
6076 {
6077 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).',
6078 name => 'quality level',
6079 type => 'int'
6080 }
6081 ]
6082 ],
6083 desc => 'A treasure-object turns into certain randomitems when the map is loaded into the game.',
6084 ignore => [
6085 'nrof',
6086 'title',
6087 'name_pl',
6088 'weight',
6089 'value',
6090 'material'
6091 ],
6092 name => 'Treasure',
6093 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.'
6094 },
6095 'Trigger Marker' => {
6096 attr => [
6097 [
6098 'no_pick',
6099 {
6100 type => 'fixed',
6101 value => 1
6102 }
6103 ],
6104 [
6105 'slaying',
6106 {
6107 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.',
6108 name => 'key string',
6109 type => 'string'
6110 }
6111 ],
6112 [
6113 'connected',
6114 {
6115 desc => 'Unlike a regular marker this is the connection that triggers this marker to activate.',
6116 name => 'connection',
6117 type => 'int'
6118 }
6119 ],
6120 [
6121 'food',
6122 {
6123 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.',
6124 name => 'mark duration',
6125 type => 'int'
6126 }
6127 ],
6128 [
6129 'name',
6130 {
6131 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.',
6132 name => 'delete mark',
6133 type => 'string'
6134 }
6135 ],
6136 [
6137 'msg',
6138 {
6139 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.',
6140 end => 'endmsg',
6141 name => 'marking message',
6142 type => 'text'
6143 }
6144 ]
6145 ],
6146 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.',
6147 ignore => [
6148 $IGNORE_LIST{system_object}
6149 ],
6150 name => 'Trigger Marker',
6151 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.'
6152 },
6153 Wall => {
6154 attr => [
6155 [
6156 'no_pass',
6157 {
6158 desc => 'If set, the object cannot be passed by players nor monsters.',
6159 name => 'blocking passage',
6160 type => 'bool'
6161 }
6162 ],
6163 [
6164 'can_roll',
6165 {
6166 desc => 'If set, the object is able to "roll", so it can be pushed around. This setting is used for boulders and barrels.',
6167 name => 'moveable',
6168 type => 'bool'
6169 }
6170 ],
6171 [
6172 'no_magic',
6173 {
6174 desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
6175 name => 'restrict spells',
6176 type => 'bool'
6177 }
6178 ],
6179 [
6180 'damned',
6181 {
6182 desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
6183 name => 'restrict prayers',
6184 type => 'bool'
6185 }
6186 ]
6187 ],
6188 desc => 'Walls usually block passage and sight.',
6189 ignore => [
6190 'nrof',
6191 'title',
6192 'name_pl',
6193 'value',
6194 'unpaid'
6195 ],
6196 name => 'Wall',
6197 required => {
6198 alive => 0,
6199 is_floor => 0,
6200 no_pass => 1
6201 }
6202 },
6203 'Wand & Staff' => {
6204 attr => [
6205 [
6206 'sp',
6207 {
6208 desc => 'The <spell> specifies the contained spell.',
6209 name => 'spell',
6210 type => 'spell'
6211 }
6212 ],
6213 [
6214 'level',
6215 {
6216 desc => 'The <casting level> of the wand determines it\'s power. An average level for wands in shops is about 10.',
6217 name => 'casting level',
6218 type => 'int'
6219 }
6220 ],
6221 [
6222 'food',
6223 {
6224 desc => 'The wand can be used <number of charges> times before it is used up. It can be recharged with scrolls of charging.',
6225 name => 'number of charges',
6226 type => 'int'
6227 }
6228 ],
6229 [
6230 'startequip',
6231 {
6232 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6233 name => 'godgiven item',
6234 type => 'bool'
6235 }
6236 ],
6237 [
6238 'msg',
6239 {
6240 desc => 'This text may contain a description of the wand.',
6241 end => 'endmsg',
6242 name => 'description',
6243 type => 'text'
6244 }
6245 ]
6246 ],
6247 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.',
6248 name => 'Wand & Staff',
6249 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.'
6250 },
6251 'Weak Wall' => {
6252 attr => [
6253 [
6254 'alive',
6255 {
6256 type => 'fixed',
6257 value => 1
6258 }
6259 ],
6260 [
6261 'no_pick',
6262 {
6263 type => 'fixed',
6264 value => 1
6265 }
6266 ],
6267 [
6268 'tear_down',
6269 {
6270 type => 'fixed',
6271 value => 1
6272 }
6273 ],
6274 [
6275 'race',
6276 {
6277 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.',
6278 name => 'race',
6279 type => 'string'
6280 }
6281 ],
6282 [
6283 'level',
6284 {
6285 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.',
6286 name => 'level',
6287 type => 'int'
6288 }
6289 ],
6290 [
6291 'hp',
6292 {
6293 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.',
6294 name => 'health points',
6295 type => 'int'
6296 }
6297 ],
6298 [
6299 'maxhp',
6300 {
6301 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.',
6302 name => 'max health',
6303 type => 'int'
6304 }
6305 ],
6306 [
6307 'ac',
6308 {
6309 desc => 'Weak walls of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
6310 name => 'armour class',
6311 type => 'int'
6312 }
6313 ]
6314 ],
6315 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.',
6316 ignore => [
6317 $IGNORE_LIST{non_pickable}
6318 ],
6319 name => 'Weak Wall',
6320 required => {
6321 alive => 1,
6322 is_floor => 0,
6323 tear_down => 1
6324 },
6325 section => [
6326 [
6327 'resistance',
6328 [
6329 [
6330 'resist_physical',
6331 {
6332 name => 'resist physical %',
6333 type => 'int'
6334 }
6335 ],
6336 [
6337 'resist_magic',
6338 {
6339 name => 'resist magic %',
6340 type => 'int'
6341 }
6342 ],
6343 [
6344 'resist_fire',
6345 {
6346 name => 'resist fire %',
6347 type => 'int'
6348 }
6349 ],
6350 [
6351 'resist_electricity',
6352 {
6353 name => 'resist electricity %',
6354 type => 'int'
6355 }
6356 ],
6357 [
6358 'resist_cold',
6359 {
6360 name => 'resist cold %',
6361 type => 'int'
6362 }
6363 ],
6364 [
6365 'resist_confusion',
6366 {
6367 name => 'resist confusion %',
6368 type => 'int'
6369 }
6370 ],
6371 [
6372 'resist_acid',
6373 {
6374 name => 'resist acid %',
6375 type => 'int'
6376 }
6377 ],
6378 [
6379 'resist_drain',
6380 {
6381 name => 'resist draining %',
6382 type => 'int'
6383 }
6384 ],
6385 [
6386 'resist_weaponmagic',
6387 {
6388 name => 'resist weaponmagic %',
6389 type => 'int'
6390 }
6391 ],
6392 [
6393 'resist_ghosthit',
6394 {
6395 name => 'resist ghosthit %',
6396 type => 'int'
6397 }
6398 ],
6399 [
6400 'resist_poison',
6401 {
6402 name => 'resist poison %',
6403 type => 'int'
6404 }
6405 ],
6406 [
6407 'resist_slow',
6408 {
6409 name => 'resist slow %',
6410 type => 'int'
6411 }
6412 ],
6413 [
6414 'resist_paralyze',
6415 {
6416 name => 'resist paralyze %',
6417 type => 'int'
6418 }
6419 ],
6420 [
6421 'resist_fear',
6422 {
6423 name => 'resist fear %',
6424 type => 'int'
6425 }
6426 ],
6427 [
6428 'resist_deplete',
6429 {
6430 name => 'resist depletion %',
6431 type => 'int'
6432 }
6433 ],
6434 [
6435 'resist_turn_undead',
6436 {
6437 name => 'resist turn undead %',
6438 type => 'int'
6439 }
6440 ],
6441 [
6442 'resist_death',
6443 {
6444 name => 'resist death-attack %',
6445 type => 'int'
6446 }
6447 ],
6448 [
6449 'resist_chaos',
6450 {
6451 name => 'resist chaos %',
6452 type => 'int'
6453 }
6454 ],
6455 [
6456 'resist_blind',
6457 {
6458 name => 'resist blinding %',
6459 type => 'int'
6460 }
6461 ],
6462 [
6463 'resist_holyword',
6464 {
6465 name => 'resist holy power %',
6466 type => 'int'
6467 }
6468 ],
6469 [
6470 'resist_godpower',
6471 {
6472 name => 'resist godpower %',
6473 type => 'int'
6474 }
6475 ]
6476 ]
6477 ]
6478 ],
6479 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.'
6480 },
6481 Weapon => {
6482 attr => [
6483 [
6484 'attacktype',
6485 {
6486 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.',
6487 name => 'attacktype',
6488 type => 'bitmask',
6489 value => $BITMASK{attacktype}
6490 }
6491 ],
6492 [
6493 'weapontype',
6494 {
6495 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.',
6496 name => 'weapontype',
6497 type => 'list',
6498 value => $LIST{weapon_type}
6499 }
6500 ],
6501 [
6502 'skill',
6503 {
6504 desc => 'Matching <skill name> of the skill that is required to use this weapon.',
6505 name => 'skill name',
6506 type => 'string'
6507 }
6508 ],
6509 [
6510 'dam',
6511 {
6512 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.',
6513 name => 'damage',
6514 type => 'int'
6515 }
6516 ],
6517 [
6518 'slaying',
6519 {
6520 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.',
6521 name => 'slaying race',
6522 type => 'string'
6523 }
6524 ],
6525 [
6526 'last_sp',
6527 {
6528 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.',
6529 name => 'weapon speed',
6530 type => 'int'
6531 }
6532 ],
6533 [
6534 'wc',
6535 {
6536 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.',
6537 name => 'weapon class',
6538 type => 'int'
6539 }
6540 ],
6541 [
6542 'magic',
6543 {
6544 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.',
6545 name => 'magic bonus',
6546 type => 'int'
6547 }
6548 ],
6549 [
6550 'item_power',
6551 {
6552 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>.',
6553 name => 'item power',
6554 type => 'int'
6555 }
6556 ],
6557 [
6558 'damned',
6559 {
6560 desc => 'A damned weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
6561 name => 'damnation',
6562 type => 'bool'
6563 }
6564 ],
6565 [
6566 'cursed',
6567 {
6568 desc => 'A cursed weapon cannot be unwielded unless the curse is removed.',
6569 name => 'curse',
6570 type => 'bool'
6571 }
6572 ],
6573 [
6574 'lifesave',
6575 {
6576 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!',
6577 name => 'save life',
6578 type => 'bool'
6579 }
6580 ],
6581 [
6582 'unique',
6583 {
6584 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
6585 name => 'unique item',
6586 type => 'bool'
6587 }
6588 ],
6589 [
6590 'startequip',
6591 {
6592 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6593 name => 'godgiven item',
6594 type => 'bool'
6595 }
6596 ],
6597 [
6598 'msg',
6599 {
6600 desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
6601 end => 'endmsg',
6602 name => 'description',
6603 type => 'text'
6604 }
6605 ]
6606 ],
6607 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.',
6608 name => 'Weapon',
6609 section => [
6610 [
6611 'resistance',
6612 [
6613 [
6614 'resist_physical',
6615 {
6616 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.',
6617 name => 'resist physical %',
6618 type => 'int'
6619 }
6620 ],
6621 [
6622 'resist_magic',
6623 {
6624 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.',
6625 name => 'resist magic %',
6626 type => 'int'
6627 }
6628 ],
6629 [
6630 'resist_fire',
6631 {
6632 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.',
6633 name => 'resist fire %',
6634 type => 'int'
6635 }
6636 ],
6637 [
6638 'resist_electricity',
6639 {
6640 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.',
6641 name => 'resist electricity %',
6642 type => 'int'
6643 }
6644 ],
6645 [
6646 'resist_cold',
6647 {
6648 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.',
6649 name => 'resist cold %',
6650 type => 'int'
6651 }
6652 ],
6653 [
6654 'resist_confusion',
6655 {
6656 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).',
6657 name => 'resist confusion %',
6658 type => 'int'
6659 }
6660 ],
6661 [
6662 'resist_acid',
6663 {
6664 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.',
6665 name => 'resist acid %',
6666 type => 'int'
6667 }
6668 ],
6669 [
6670 'resist_drain',
6671 {
6672 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).',
6673 name => 'resist draining %',
6674 type => 'int'
6675 }
6676 ],
6677 [
6678 'resist_weaponmagic',
6679 {
6680 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.',
6681 name => 'resist weaponmagic %',
6682 type => 'int'
6683 }
6684 ],
6685 [
6686 'resist_ghosthit',
6687 {
6688 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.',
6689 name => 'resist ghosthit %',
6690 type => 'int'
6691 }
6692 ],
6693 [
6694 'resist_poison',
6695 {
6696 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.',
6697 name => 'resist poison %',
6698 type => 'int'
6699 }
6700 ],
6701 [
6702 'resist_slow',
6703 {
6704 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.',
6705 name => 'resist slow %',
6706 type => 'int'
6707 }
6708 ],
6709 [
6710 'resist_paralyze',
6711 {
6712 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).',
6713 name => 'resist paralyze %',
6714 type => 'int'
6715 }
6716 ],
6717 [
6718 'resist_fear',
6719 {
6720 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.',
6721 name => 'resist fear %',
6722 type => 'int'
6723 }
6724 ],
6725 [
6726 'resist_deplete',
6727 {
6728 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).',
6729 name => 'resist depletion %',
6730 type => 'int'
6731 }
6732 ],
6733 [
6734 'resist_death',
6735 {
6736 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!',
6737 name => 'resist death-attack %',
6738 type => 'int'
6739 }
6740 ],
6741 [
6742 'resist_chaos',
6743 {
6744 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.',
6745 name => 'resist chaos %',
6746 type => 'int'
6747 }
6748 ],
6749 [
6750 'resist_blind',
6751 {
6752 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.',
6753 name => 'resist blinding %',
6754 type => 'int'
6755 }
6756 ],
6757 [
6758 'resist_holyword',
6759 {
6760 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.',
6761 name => 'resist holy power %',
6762 type => 'int'
6763 }
6764 ]
6765 ]
6766 ],
6767 [
6768 'stats',
6769 [
6770 [
6771 'Str',
6772 {
6773 desc => 'The player\'s strentgh will rise/fall by the given value while wearing this weapon.',
6774 name => 'strength',
6775 type => 'int'
6776 }
6777 ],
6778 [
6779 'Dex',
6780 {
6781 desc => 'The player\'s dexterity will rise/fall by the given value while wearing this weapon.',
6782 name => 'dexterity',
6783 type => 'int'
6784 }
6785 ],
6786 [
6787 'Con',
6788 {
6789 desc => 'The player\'s constitution will rise/fall by the given value while wearing this weapon.',
6790 name => 'constitution',
6791 type => 'int'
6792 }
6793 ],
6794 [
6795 'Int',
6796 {
6797 desc => 'The player\'s intelligence will rise/fall by the given value while wearing this weapon.',
6798 name => 'intelligence',
6799 type => 'int'
6800 }
6801 ],
6802 [
6803 'Pow',
6804 {
6805 desc => 'The player\'s power will rise/fall by the given value while wearing this weapon.',
6806 name => 'power',
6807 type => 'int'
6808 }
6809 ],
6810 [
6811 'Wis',
6812 {
6813 desc => 'The player\'s wisdom will rise/fall by the given value while wearing this weapon.',
6814 name => 'wisdom',
6815 type => 'int'
6816 }
6817 ],
6818 [
6819 'Cha',
6820 {
6821 desc => 'The player\'s charisma will rise/fall by the given value while wearing this weapon.',
6822 name => 'charisma',
6823 type => 'int'
6824 }
6825 ]
6826 ]
6827 ],
6828 [
6829 'misc',
6830 [
6831 [
6832 'luck',
6833 {
6834 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.',
6835 name => 'luck bonus',
6836 type => 'int'
6837 }
6838 ],
6839 [
6840 'hp',
6841 {
6842 desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
6843 name => 'health regen.',
6844 type => 'int'
6845 }
6846 ],
6847 [
6848 'sp',
6849 {
6850 desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
6851 name => 'mana regen.',
6852 type => 'int'
6853 }
6854 ],
6855 [
6856 'grace',
6857 {
6858 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!!',
6859 name => 'grace regen.',
6860 type => 'int'
6861 }
6862 ],
6863 [
6864 'food',
6865 {
6866 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.',
6867 name => 'food bonus',
6868 type => 'int'
6869 }
6870 ],
6871 [
6872 'xrays',
6873 {
6874 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.',
6875 name => 'xray vision',
6876 type => 'bool'
6877 }
6878 ],
6879 [
6880 'stealth',
6881 {
6882 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)',
6883 name => 'stealth',
6884 type => 'bool'
6885 }
6886 ],
6887 [
6888 'reflect_spell',
6889 {
6890 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!',
6891 name => 'reflect spells',
6892 type => 'bool'
6893 }
6894 ],
6895 [
6896 'reflect_missile',
6897 {
6898 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.',
6899 name => 'reflect missiles',
6900 type => 'bool'
6901 }
6902 ],
6903 [
6904 'path_attuned',
6905 {
6906 desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this weapon.',
6907 name => 'attuned paths',
6908 type => 'bitmask',
6909 value => $BITMASK{spellpath}
6910 }
6911 ],
6912 [
6913 'path_repelled',
6914 {
6915 desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this weapon.',
6916 name => 'repelled paths',
6917 type => 'bitmask',
6918 value => $BITMASK{spellpath}
6919 }
6920 ],
6921 [
6922 'path_denied',
6923 {
6924 desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this weapon.',
6925 name => 'denied paths',
6926 type => 'bitmask',
6927 value => $BITMASK{spellpath}
6928 }
6929 ]
6930 ]
6931 ]
6932 ],
6933 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.'
6934 }
6935 );
6936
6937 our @ATTR0 = (
6938 $TYPE{Floor},
6939 $TYPE{'Monster & NPC'},
6940 $TYPE{Wall},
6941 $TYPE{'Weak Wall'}
6942 );
6943
6944 our %ATTR = (
6945 3 => $TYPE{Rod},
6946 4 => $TYPE{Treasure},
6947 5 => $TYPE{Potion},
6948 6 => $TYPE{Food},
6949 7 => $TYPE{'Poison Food'},
6950 8 => $TYPE{Book},
6951 9 => $TYPE{Clock},
6952 13 => $TYPE{Projectile},
6953 14 => $TYPE{'Shooting Weapon'},
6954 15 => $TYPE{Weapon},
6955 16 => $TYPE{'Brestplate Armour'},
6956 17 => $TYPE{Pedestal},
6957 18 => $TYPE{Altar},
6958 20 => $TYPE{'Locked Door'},
6959 21 => $TYPE{'Special Key'},
6960 23 => $TYPE{Door},
6961 24 => $TYPE{Key},
6962 26 => $TYPE{'Timed Gate'},
6963 27 => $TYPE{'Handle Trigger'},
6964 28 => $TYPE{'Monster (Grimreaper)'},
6965 29 => $TYPE{'Magic Ear'},
6966 30 => $TYPE{'Button Trigger'},
6967 31 => $TYPE{'Altar Trigger'},
6968 33 => $TYPE{Shield},
6969 34 => $TYPE{Helmet},
6970 35 => $TYPE{Horn},
6971 36 => $TYPE{Money},
6972 37 => $TYPE{'Class Changer'},
6973 39 => $TYPE{Amulet},
6974 40 => $TYPE{Mover},
6975 41 => $TYPE{Teleporter},
6976 42 => $TYPE{Creator},
6977 43 => $TYPE{Skill},
6978 51 => $TYPE{Detector},
6979 52 => $TYPE{'Trigger Marker'},
6980 55 => $TYPE{Marker},
6981 56 => $TYPE{'Holy Altar'},
6982 58 => $TYPE{Battleground},
6983 60 => $TYPE{Jewel},
6984 62 => $TYPE{'Magic Wall'},
6985 64 => $TYPE{'Inventory Checker'},
6986 65 => $TYPE{'Mood Floor'},
6987 66 => $TYPE{Exit},
6988 67 => $TYPE{'Floor (Encounter)'},
6989 68 => $TYPE{'Shop Floor'},
6990 69 => $TYPE{'Shop Mat'},
6991 70 => $TYPE{Ring},
6992 72 => $TYPE{Flesh},
6993 73 => $TYPE{Inorganic},
6994 83 => $TYPE{Duplicator},
6995 85 => $TYPE{Spellbook},
6996 87 => $TYPE{Cloak},
6997 88 => $TYPE{'Hazard Floor'},
6998 90 => $TYPE{Spinner},
6999 91 => $TYPE{Gate},
7000 92 => $TYPE{Button},
7001 93 => $TYPE{Handle},
7002 94 => $TYPE{Pit},
7003 95 => $TYPE{Trapdoor},
7004 98 => $TYPE{'Sign & MagicMouth'},
7005 99 => $TYPE{Boots},
7006 100 => $TYPE{Gloves},
7007 101 => $TYPE{Spell},
7008 103 => $TYPE{Converter},
7009 104 => $TYPE{Bracers},
7010 106 => $TYPE{Savebed},
7011 109 => $TYPE{'Wand & Staff'},
7012 110 => $TYPE{Ability},
7013 111 => $TYPE{Scroll},
7014 112 => $TYPE{Director},
7015 113 => $TYPE{Girdle},
7016 116 => $TYPE{'Event Connector'},
7017 122 => $TYPE{Container},
7018 130 => $TYPE{'Skill Scroll'},
7019 138 => $TYPE{Swamp},
7020 154 => $TYPE{Rune},
7021 155 => $TYPE{Trap},
7022 156 => $TYPE{'Power Crystal'},
7023 158 => $TYPE{Disease},
7024 163 => $TYPE{'Item Transformer'}
7025 );
7026
7027 our %TYPENAME = (
7028 0 => '*NONE*',
7029 1 => 'PLAYER',
7030 2 => 'TRANSPORT',
7031 3 => 'ROD',
7032 4 => 'TREASURE',
7033 5 => 'POTION',
7034 6 => 'FOOD',
7035 7 => 'POISON',
7036 8 => 'BOOK',
7037 9 => 'CLOCK',
7038 12 => 'LIGHTNING',
7039 13 => 'ARROW',
7040 14 => 'BOW',
7041 15 => 'WEAPON',
7042 16 => 'ARMOUR',
7043 17 => 'PEDESTAL',
7044 18 => 'ALTAR',
7045 20 => 'LOCKED_DOOR',
7046 21 => 'SPECIAL_KEY',
7047 22 => 'MAP',
7048 23 => 'DOOR',
7049 24 => 'KEY',
7050 26 => 'TIMED_GATE',
7051 27 => 'TRIGGER',
7052 28 => 'GRIMREAPER',
7053 29 => 'MAGIC_EAR',
7054 30 => 'TRIGGER_BUTTON',
7055 31 => 'TRIGGER_ALTAR',
7056 32 => 'TRIGGER_PEDESTAL',
7057 33 => 'SHIELD',
7058 34 => 'HELMET',
7059 35 => 'HORN',
7060 36 => 'MONEY',
7061 37 => 'CLASS',
7062 38 => 'GRAVESTONE',
7063 39 => 'AMULET',
7064 40 => 'PLAYERMOVER',
7065 41 => 'TELEPORTER',
7066 42 => 'CREATOR',
7067 43 => 'SKILL',
7068 44 => 'EXPERIENCE',
7069 45 => 'EARTHWALL',
7070 46 => 'GOLEM',
7071 48 => 'THROWN_OBJ',
7072 49 => 'BLINDNESS',
7073 50 => 'GOD',
7074 51 => 'DETECTOR',
7075 52 => 'TRIGGER_MARKER',
7076 53 => 'DEAD_OBJECT',
7077 54 => 'DRINK',
7078 55 => 'MARKER',
7079 56 => 'HOLY_ALTAR',
7080 57 => 'PLAYER_CHANGER',
7081 58 => 'BATTLEGROUND',
7082 59 => 'PEACEMAKER',
7083 60 => 'GEM',
7084 62 => 'FIREWALL',
7085 63 => 'ANVIL',
7086 64 => 'CHECK_INV',
7087 65 => 'MOOD_FLOOR',
7088 66 => 'EXIT',
7089 67 => 'ENCOUNTER',
7090 68 => 'SHOP_FLOOR',
7091 69 => 'SHOP_MAT',
7092 70 => 'RING',
7093 71 => 'FLOOR',
7094 72 => 'FLESH',
7095 73 => 'INORGANIC',
7096 74 => 'SKILL_TOOL',
7097 75 => 'LIGHTER',
7098 76 => 'TRAP_PART',
7099 77 => 'WALL',
7100 78 => 'LIGHT_SOURCE',
7101 79 => 'MISC_OBJECT',
7102 80 => 'MONSTER',
7103 81 => 'SPAWN_GENERATOR',
7104 82 => 'LAMP',
7105 83 => 'DUPLICATOR',
7106 84 => 'TOOL',
7107 85 => 'SPELLBOOK',
7108 86 => 'BUILDFAC',
7109 87 => 'CLOAK',
7110 90 => 'SPINNER',
7111 91 => 'GATE',
7112 92 => 'BUTTON',
7113 93 => 'CF_HANDLE',
7114 94 => 'HOLE',
7115 95 => 'TRAPDOOR',
7116 98 => 'SIGN',
7117 99 => 'BOOTS',
7118 100 => 'GLOVES',
7119 101 => 'SPELL',
7120 102 => 'SPELL_EFFECT',
7121 103 => 'CONVERTER',
7122 104 => 'BRACERS',
7123 105 => 'POISONING',
7124 106 => 'SAVEBED',
7125 107 => 'POISONCLOUD',
7126 108 => 'FIREHOLES',
7127 109 => 'WAND',
7128 111 => 'SCROLL',
7129 112 => 'DIRECTOR',
7130 113 => 'GIRDLE',
7131 114 => 'FORCE',
7132 115 => 'POTION_EFFECT',
7133 116 => 'EVENT_CONNECTOR',
7134 121 => 'CLOSE_CON',
7135 122 => 'CONTAINER',
7136 123 => 'ARMOUR_IMPROVER',
7137 124 => 'WEAPON_IMPROVER',
7138 130 => 'SKILLSCROLL',
7139 138 => 'DEEP_SWAMP',
7140 139 => 'IDENTIFY_ALTAR',
7141 150 => 'MENU',
7142 154 => 'RUNE',
7143 155 => 'TRAP',
7144 156 => 'POWER_CRYSTAL',
7145 157 => 'CORPSE',
7146 158 => 'DISEASE',
7147 159 => 'SYMPTOM',
7148 160 => 'BUILDER',
7149 161 => 'MATERIAL',
7150 162 => 'GPS',
7151 163 => 'ITEM_TRANSFORMER',
7152 164 => 'QUEST'
7153 );
7154
7155 our %SPELL = (
7156 0 => 'magic bullet',
7157 1 => 'small fireball',
7158 2 => 'medium fireball',
7159 3 => 'large fireball',
7160 4 => 'burning hands',
7161 5 => 'small lightning',
7162 6 => 'large lightning',
7163 7 => 'magic missile',
7164 8 => 'create bomb',
7165 9 => 'summon golem',
7166 10 => 'summon fire elemental',
7167 11 => 'summon earth elemental',
7168 12 => 'summon water elemental',
7169 13 => 'summon air elemental',
7170 14 => 'dimension door',
7171 15 => 'create earth wall',
7172 16 => 'paralyze',
7173 17 => 'icestorm',
7174 18 => 'magic mapping',
7175 19 => 'turn undead',
7176 20 => 'fear',
7177 21 => 'poison cloud',
7178 22 => 'wonder',
7179 23 => 'destruction',
7180 24 => 'perceive self',
7181 25 => 'word of recall',
7182 26 => 'invisible',
7183 27 => 'invisible to undead',
7184 28 => 'probe',
7185 29 => 'large bullet',
7186 30 => 'improved invisibility',
7187 31 => 'holy word',
7188 32 => 'minor healing',
7189 33 => 'medium healing',
7190 34 => 'major healing',
7191 35 => 'heal',
7192 36 => 'create food',
7193 37 => 'earth to dust',
7194 38 => 'armour',
7195 39 => 'strength',
7196 40 => 'dexterity',
7197 41 => 'constitution',
7198 42 => 'charisma',
7199 43 => 'create fire wall',
7200 44 => 'create frost wall',
7201 45 => 'protection from cold',
7202 46 => 'protection from electricity',
7203 47 => 'protection from fire',
7204 48 => 'protection from poison',
7205 49 => 'protection from slow',
7206 50 => 'protection from paralysis',
7207 51 => 'protection from draining',
7208 52 => 'protection from magic',
7209 53 => 'protection from attack',
7210 54 => 'levitate',
7211 55 => 'small speedball',
7212 56 => 'large speedball',
7213 57 => 'hellfire',
7214 58 => 'dragonbreath',
7215 59 => 'large icestorm',
7216 60 => 'charging',
7217 61 => 'polymorph',
7218 62 => 'cancellation',
7219 63 => 'confusion',
7220 64 => 'mass confusion',
7221 65 => 'summon pet monster',
7222 66 => 'slow',
7223 67 => 'regenerate spellpoints',
7224 68 => 'cure poison',
7225 69 => 'protection from confusion',
7226 70 => 'protection from cancellation',
7227 71 => 'protection from depletion',
7228 72 => 'alchemy',
7229 73 => 'remove curse',
7230 74 => 'remove damnation',
7231 75 => 'identify',
7232 76 => 'detect magic',
7233 77 => 'detect monster',
7234 78 => 'detect evil',
7235 79 => 'detect curse',
7236 80 => 'heroism',
7237 81 => 'aggravation',
7238 82 => 'firebolt',
7239 83 => 'frostbolt',
7240 84 => 'shockwave',
7241 85 => 'color spray',
7242 86 => 'haste',
7243 87 => 'face of death',
7244 88 => 'ball lightning',
7245 89 => 'meteor swarm',
7246 90 => 'comet',
7247 91 => 'mystic fist',
7248 92 => 'raise dead',
7249 93 => 'resurrection',
7250 94 => 'reincarnation',
7251 95 => 'immunity to cold',
7252 96 => 'immunity to electricity',
7253 97 => 'immunity to fire',
7254 98 => 'immunity to poison',
7255 99 => 'immunity to slow',
7256 100 => 'immunity to paralysis',
7257 101 => 'immunity to draining',
7258 102 => 'immunity to magic',
7259 103 => 'immunity to attack',
7260 104 => 'invulnerability',
7261 105 => 'defense',
7262 106 => 'rune of fire',
7263 107 => 'rune of frost',
7264 108 => 'rune of shocking',
7265 109 => 'rune of blasting',
7266 110 => 'rune of death',
7267 111 => 'marking rune',
7268 112 => 'build director',
7269 113 => 'create pool of chaos',
7270 114 => 'build bullet wall',
7271 115 => 'build lightning wall',
7272 116 => 'build fireball wall',
7273 117 => 'magic rune',
7274 118 => 'rune of magic drain',
7275 119 => 'antimagic rune',
7276 120 => 'rune of transferrence',
7277 121 => 'transferrence',
7278 122 => 'magic drain',
7279 123 => 'counterspell',
7280 124 => 'disarm',
7281 125 => 'cure confusion',
7282 126 => 'restoration',
7283 127 => 'summon evil monster',
7284 128 => 'counterwall',
7285 129 => 'cause light wounds',
7286 130 => 'cause medium wounds',
7287 131 => 'cause serious wounds',
7288 132 => 'charm monsters',
7289 133 => 'banishment',
7290 134 => 'create missile',
7291 135 => 'show invisible',
7292 136 => 'xray',
7293 137 => 'pacify',
7294 138 => 'summon fog',
7295 139 => 'steambolt',
7296 140 => 'command undead',
7297 141 => 'holy orb',
7298 142 => 'summon avatar',
7299 143 => 'holy possession',
7300 144 => 'bless',
7301 145 => 'curse',
7302 146 => 'regeneration',
7303 147 => 'consecrate',
7304 148 => 'summon cult monsters',
7305 149 => 'cause critical wounds',
7306 150 => 'holy wrath',
7307 151 => 'retributive strike',
7308 152 => 'finger of death',
7309 153 => 'insect plague',
7310 154 => 'call holy servant',
7311 155 => 'wall of thorns',
7312 156 => 'staff to snake',
7313 157 => 'light',
7314 158 => 'darkness',
7315 159 => 'nightfall',
7316 160 => 'daylight',
7317 161 => 'sunspear',
7318 162 => 'faery fire',
7319 163 => 'cure blindness',
7320 164 => 'dark vision',
7321 165 => 'bullet swarm',
7322 166 => 'bullet storm',
7323 167 => 'cause many wounds',
7324 168 => 'small snowstorm',
7325 169 => 'medium snowstorm',
7326 170 => 'large snowstorm',
7327 171 => 'cure disease',
7328 172 => 'cause red death',
7329 173 => 'cause flu',
7330 174 => 'cause black death',
7331 175 => 'cause leprosy',
7332 176 => 'cause smallpox',
7333 177 => 'cause white death',
7334 178 => 'cause anthrax',
7335 179 => 'cause typhoid',
7336 180 => 'mana blast',
7337 181 => 'small manaball',
7338 182 => 'medium manaball',
7339 183 => 'large manaball',
7340 184 => 'mana bolt',
7341 185 => 'dancing sword',
7342 186 => 'animate weapon',
7343 187 => 'cause cold',
7344 188 => 'divine shock',
7345 189 => 'windstorm',
7346 190 => 'sanctuary',
7347 191 => 'peace',
7348 192 => 'spiderweb',
7349 193 => 'conflict',
7350 194 => 'rage',
7351 195 => 'forked lightning',
7352 196 => 'poison fog',
7353 197 => 'flaming aura',
7354 198 => 'vitriol',
7355 199 => 'vitriol splash',
7356 200 => 'ironwood skin',
7357 201 => 'wrathful eye',
7358 202 => 'town portal',
7359 203 => 'missile swarm',
7360 204 => 'cause rabies',
7361 205 => 'glyph'
7362 );
7363
7364
7365 =head1 AUTHOR
7366
7367 Marc Lehmann <schmorp.de>
7368 http://home.schmorp.de/
7369
7370 The source files are part of the CFJavaEditor.
7371
7372 =cut
7373
7374 1