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Revision: 1.13
Committed: Thu Mar 16 22:16:06 2006 UTC (18 years, 2 months ago) by root
Branch: MAIN
Changes since 1.12: +6 -1 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 9 => 'Liquid',
58 10 => 'Soft Metal',
59 11 => 'Bone',
60 12 => 'Ice',
61 13 => '(supress name on display)'
62 },
63 pick_up => {
64 0 => 'Nothing',
65 1 => 'Wealth',
66 2 => 'Food',
67 3 => 'Weapons',
68 4 => 'Armour',
69 5 => 'Inverse',
70 6 => 'All'
71 },
72 spellpath => {
73 0 => 'Protection',
74 1 => 'Fire',
75 2 => 'Frost',
76 3 => 'Electricity',
77 4 => 'Missiles',
78 5 => 'Self',
79 6 => 'Summoning',
80 7 => 'Abjuration',
81 8 => 'Restoration',
82 9 => 'Detonation',
83 10 => 'Mind',
84 11 => 'Creation',
85 12 => 'Teleportation',
86 13 => 'Information',
87 14 => 'Transmutation',
88 15 => 'Transferrence',
89 16 => 'Turning',
90 17 => 'Wounding',
91 18 => 'Death',
92 19 => 'Light'
93 },
94 will_apply => {
95 0 => 'Apply Handles',
96 1 => 'Open Chests',
97 2 => 'Break Walls',
98 3 => 'Open Doors'
99 }
100 );
101
102 our %LIST = (
103 direction => {
104 0 => '<none>',
105 1 => 'north',
106 2 => 'northeast',
107 3 => 'east',
108 4 => 'southeast',
109 5 => 'south',
110 6 => 'southwest',
111 7 => 'west',
112 8 => 'northwest'
113 },
114 event_type => {
115 0 => 'none',
116 1 => 'apply',
117 2 => 'attack',
118 3 => 'death',
119 4 => 'drop',
120 5 => 'pickup',
121 6 => 'say',
122 7 => 'stop',
123 8 => 'time',
124 9 => 'throw',
125 10 => 'trigger',
126 11 => 'close',
127 12 => 'timer',
128 28 => 'move'
129 },
130 mood => {
131 0 => 'furious',
132 1 => 'angry',
133 2 => 'calm',
134 3 => 'sleep',
135 4 => 'charm'
136 },
137 potion_effect => {
138 0 => '<none>',
139 65536 => 'life restoration',
140 1048576 => 'improvement'
141 },
142 skill_type => {
143 1 => 'lockpicking',
144 2 => 'hiding',
145 3 => 'smithery',
146 4 => 'bowyer',
147 5 => 'jeweler',
148 6 => 'alchemy',
149 7 => 'stealing',
150 8 => 'literacy',
151 9 => 'bargaining',
152 10 => 'jumping',
153 11 => 'detect magic',
154 12 => 'oratory',
155 13 => 'singing',
156 14 => 'detect curse',
157 15 => 'find traps',
158 16 => 'mediatation',
159 17 => 'punching',
160 18 => 'flame touch',
161 19 => 'karate',
162 20 => 'climbing',
163 21 => 'woodsman',
164 22 => 'inscription',
165 23 => 'one handed weapons',
166 24 => 'missile weapons',
167 25 => 'throwing',
168 26 => 'use magic item',
169 27 => 'disarm traps',
170 28 => 'set traps',
171 29 => 'thaumaturgy',
172 30 => 'praying',
173 31 => 'clawing',
174 32 => 'levitation',
175 33 => 'summoning',
176 34 => 'pyromancy',
177 35 => 'evocation',
178 36 => 'sorcery',
179 37 => 'two handed weapons'
180 },
181 spell_type => {
182 1 => 'raise dead',
183 2 => 'rune',
184 3 => 'make mark',
185 4 => 'bolt',
186 5 => 'bullet',
187 6 => 'explosion',
188 7 => 'cone',
189 8 => 'bomb',
190 9 => 'wonder',
191 10 => 'smite',
192 11 => 'magic missile',
193 12 => 'summon golem',
194 13 => 'dimension door',
195 14 => 'magic mapping',
196 15 => 'magic wall',
197 16 => 'destruction',
198 17 => 'perceive self',
199 18 => 'word of recall',
200 19 => 'invisible',
201 20 => 'probe',
202 21 => 'healing',
203 22 => 'create food',
204 23 => 'earth to dust',
205 24 => 'change ability',
206 25 => 'bless',
207 26 => 'curse',
208 27 => 'summon monster',
209 28 => 'recharge',
210 29 => 'polymorph',
211 30 => 'alchemy',
212 31 => 'remove curse',
213 32 => 'identify',
214 33 => 'detection',
215 34 => 'mood change',
216 35 => 'moving ball',
217 36 => 'swarm',
218 37 => 'charge mana',
219 38 => 'dispel rune',
220 39 => 'create missile',
221 40 => 'consecrate',
222 41 => 'animate weapon',
223 42 => 'light',
224 43 => 'change map light',
225 44 => 'faery fire',
226 45 => 'disease',
227 46 => 'aura',
228 47 => 'town portal'
229 },
230 weapon_type => {
231 0 => '<unknown>',
232 1 => 'sword',
233 2 => 'arrows',
234 3 => 'axe',
235 4 => 'katana',
236 5 => 'knife, dagger',
237 6 => 'whip, chain',
238 7 => 'hammer, flail',
239 8 => 'club, stick'
240 }
241 );
242
243 our %IGNORE_LIST = (
244 non_pickable => [
245 'value',
246 'nrof',
247 'weight',
248 'name_pl',
249 'material',
250 'no_pick',
251 'unpaid',
252 'title',
253 'identified'
254 ],
255 system_object => [
256 'value',
257 'nrof',
258 'weight',
259 'name_pl',
260 'material',
261 'no_pick',
262 'unpaid',
263 'title',
264 'glow_radius',
265 'identified',
266 'blocksview',
267 'invisible'
268 ]
269 );
270
271 our %DEFAULT_ATTR = (
272 attr => [
273 [
274 'name',
275 {
276 desc => 'This is the name of the object, displayed to the player.',
277 name => 'name',
278 type => 'string'
279 }
280 ],
281 [
282 'name_pl',
283 {
284 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.',
285 name => 'plural name',
286 type => 'string'
287 }
288 ],
289 [
290 'title',
291 {
292 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.',
293 name => 'title',
294 type => 'string'
295 }
296 ],
297 [
298 'face',
299 {
300 desc => 'The image-name defines what image is displayed for this object in-game.',
301 name => 'image',
302 type => 'string'
303 }
304 ],
305 [
306 'nrof',
307 {
308 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.',
309 name => 'number',
310 type => 'int'
311 }
312 ],
313 [
314 'weight',
315 {
316 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 ;) ).',
317 name => 'weight',
318 type => 'int'
319 }
320 ],
321 [
322 'value',
323 {
324 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.',
325 name => 'value',
326 type => 'int'
327 }
328 ],
329 [
330 'glow_radius',
331 {
332 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.',
333 name => 'glow radius',
334 type => 'int'
335 }
336 ],
337 [
338 'material',
339 {
340 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.',
341 name => 'material',
342 type => 'bitmask',
343 value => $BITMASK{material}
344 }
345 ],
346 [
347 'no_pick',
348 {
349 desc => 'If set, the object cannot be picked up (Neither by players nor monsters).',
350 name => 'non-pickable',
351 type => 'bool'
352 }
353 ],
354 [
355 'invisible',
356 {
357 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.',
358 name => 'invisible',
359 type => 'bool'
360 }
361 ],
362 [
363 'blocksview',
364 {
365 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.',
366 name => 'block view',
367 type => 'bool'
368 }
369 ],
370 [
371 'identified',
372 {
373 desc => 'If an item is identified, the player has full knowledge about it.',
374 name => 'identified',
375 type => 'bool'
376 }
377 ],
378 [
379 'unpaid',
380 {
381 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.',
382 name => 'unpaid',
383 type => 'bool'
384 }
385 ]
386 ]
387 );
388
389 our %TYPE = (
390 Ability => {
391 attr => [
392 [
393 'invisible',
394 {
395 type => 'fixed',
396 value => 1
397 }
398 ],
399 [
400 'no_drop',
401 {
402 type => 'fixed',
403 value => 1
404 }
405 ],
406 [
407 'sp',
408 {
409 desc => 'The monster will use the specified <short range spell> when the player is within 6-square radius (of the monster\'s head).',
410 name => 'short range spell',
411 type => 'spell'
412 }
413 ],
414 [
415 'hp',
416 {
417 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.',
418 name => 'long range spell',
419 type => 'nz_spell'
420 }
421 ],
422 [
423 'maxsp',
424 {
425 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".',
426 name => 'importance',
427 type => 'int'
428 }
429 ],
430 [
431 'attacktype',
432 {
433 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.',
434 name => 'is magical',
435 type => 'bool',
436 value => [
437 0,
438 2
439 ]
440 }
441 ]
442 ],
443 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;.',
444 ignore => [
445 $IGNORE_LIST{system_object}
446 ],
447 name => 'Ability',
448 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?'
449 },
450 Altar => {
451 attr => [
452 [
453 'no_pick',
454 {
455 type => 'fixed',
456 value => 1
457 }
458 ],
459 [
460 'walk_on',
461 {
462 type => 'fixed',
463 value => 1
464 }
465 ],
466 [
467 'slaying',
468 {
469 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")',
470 name => 'match item name',
471 type => 'string'
472 }
473 ],
474 [
475 'food',
476 {
477 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.',
478 name => 'drop amount',
479 type => 'int'
480 }
481 ],
482 [
483 'connected',
484 {
485 desc => 'If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.',
486 name => 'connection',
487 type => 'int'
488 }
489 ],
490 [
491 'sp',
492 {
493 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.',
494 name => 'spell',
495 type => 'spell'
496 }
497 ],
498 [
499 'msg',
500 {
501 desc => 'This text will be displayed to the player in the exact moment when the altar is activated.',
502 end => 'endmsg',
503 name => 'message',
504 type => 'text'
505 }
506 ]
507 ],
508 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.',
509 ignore => [
510 $IGNORE_LIST{non_pickable}
511 ],
512 name => 'Altar'
513 },
514 'Altar Trigger' => {
515 attr => [
516 [
517 'no_pick',
518 {
519 type => 'fixed',
520 value => 1
521 }
522 ],
523 [
524 'slaying',
525 {
526 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")',
527 name => 'match item name',
528 type => 'string'
529 }
530 ],
531 [
532 'food',
533 {
534 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.',
535 name => 'drop amount',
536 type => 'int'
537 }
538 ],
539 [
540 'connected',
541 {
542 desc => 'If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.',
543 name => 'connection',
544 type => 'int'
545 }
546 ],
547 [
548 'sp',
549 {
550 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.',
551 name => 'spell',
552 type => 'spell'
553 }
554 ],
555 [
556 'exp',
557 {
558 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.',
559 name => 'reset time',
560 type => 'int'
561 }
562 ],
563 [
564 'last_sp',
565 {
566 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.',
567 name => 'ignore reset',
568 type => 'bool'
569 }
570 ],
571 [
572 'walk_on',
573 {
574 type => 'fixed',
575 value => 1
576 }
577 ],
578 [
579 'msg',
580 {
581 desc => 'This text will be displayed to the player in the exact moment when the altar is activated.',
582 end => 'endmsg',
583 name => 'message',
584 type => 'text'
585 }
586 ]
587 ],
588 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.',
589 ignore => [
590 $IGNORE_LIST{non_pickable}
591 ],
592 name => 'Altar Trigger',
593 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. =)'
594 },
595 Amulet => {
596 attr => [
597 [
598 'ac',
599 {
600 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.',
601 name => 'armour class',
602 type => 'int'
603 }
604 ],
605 [
606 'wc',
607 {
608 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.',
609 name => 'weapon class',
610 type => 'int'
611 }
612 ],
613 [
614 'item_power',
615 {
616 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>.',
617 name => 'item power',
618 type => 'int'
619 }
620 ],
621 [
622 'damned',
623 {
624 desc => 'A damned piece of equipment cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
625 name => 'damnation',
626 type => 'bool'
627 }
628 ],
629 [
630 'cursed',
631 {
632 desc => 'A cursed piece of equipment cannot be unwielded unless the curse is removed.',
633 name => 'curse',
634 type => 'bool'
635 }
636 ],
637 [
638 'lifesave',
639 {
640 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!',
641 name => 'save life',
642 type => 'bool'
643 }
644 ],
645 [
646 'unique',
647 {
648 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
649 name => 'unique item',
650 type => 'bool'
651 }
652 ],
653 [
654 'startequip',
655 {
656 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
657 name => 'godgiven item',
658 type => 'bool'
659 }
660 ],
661 [
662 'applied',
663 {
664 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.',
665 name => 'is applied',
666 type => 'bool'
667 }
668 ],
669 [
670 'msg',
671 {
672 desc => 'This text describes the item\'s "story". Every decent artifact should have such a description.',
673 end => 'endmsg',
674 name => 'description',
675 type => 'text'
676 }
677 ]
678 ],
679 desc => 'Wearing an amulet, the object\'s stats will directly be inherited to the player. Amulets are usually meant for protection and defense.',
680 name => 'Amulet',
681 section => [
682 [
683 'resistance',
684 [
685 [
686 'resist_physical',
687 {
688 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.',
689 name => 'resist physical %',
690 type => 'int'
691 }
692 ],
693 [
694 'resist_magic',
695 {
696 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.',
697 name => 'resist magic %',
698 type => 'int'
699 }
700 ],
701 [
702 'resist_fire',
703 {
704 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.',
705 name => 'resist fire %',
706 type => 'int'
707 }
708 ],
709 [
710 'resist_electricity',
711 {
712 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.',
713 name => 'resist electricity %',
714 type => 'int'
715 }
716 ],
717 [
718 'resist_cold',
719 {
720 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.',
721 name => 'resist cold %',
722 type => 'int'
723 }
724 ],
725 [
726 'resist_confusion',
727 {
728 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).',
729 name => 'resist confusion %',
730 type => 'int'
731 }
732 ],
733 [
734 'resist_acid',
735 {
736 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.',
737 name => 'resist acid %',
738 type => 'int'
739 }
740 ],
741 [
742 'resist_drain',
743 {
744 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).',
745 name => 'resist draining %',
746 type => 'int'
747 }
748 ],
749 [
750 'resist_weaponmagic',
751 {
752 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.',
753 name => 'resist weaponmagic %',
754 type => 'int'
755 }
756 ],
757 [
758 'resist_ghosthit',
759 {
760 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.',
761 name => 'resist ghosthit %',
762 type => 'int'
763 }
764 ],
765 [
766 'resist_poison',
767 {
768 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.',
769 name => 'resist poison %',
770 type => 'int'
771 }
772 ],
773 [
774 'resist_slow',
775 {
776 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.',
777 name => 'resist slow %',
778 type => 'int'
779 }
780 ],
781 [
782 'resist_paralyze',
783 {
784 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).',
785 name => 'resist paralyze %',
786 type => 'int'
787 }
788 ],
789 [
790 'resist_fear',
791 {
792 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.',
793 name => 'resist fear %',
794 type => 'int'
795 }
796 ],
797 [
798 'resist_deplete',
799 {
800 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).',
801 name => 'resist depletion %',
802 type => 'int'
803 }
804 ],
805 [
806 'resist_death',
807 {
808 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!',
809 name => 'resist death-attack %',
810 type => 'int'
811 }
812 ],
813 [
814 'resist_chaos',
815 {
816 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.',
817 name => 'resist chaos %',
818 type => 'int'
819 }
820 ],
821 [
822 'resist_blind',
823 {
824 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.',
825 name => 'resist blinding %',
826 type => 'int'
827 }
828 ],
829 [
830 'resist_holyword',
831 {
832 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.',
833 name => 'resist holy power %',
834 type => 'int'
835 }
836 ]
837 ]
838 ],
839 [
840 'stats',
841 [
842 [
843 'Str',
844 {
845 desc => 'The player\'s strentgh will rise/fall by the given value while wearing this piece of equipment.',
846 name => 'strength',
847 type => 'int'
848 }
849 ],
850 [
851 'Dex',
852 {
853 desc => 'The player\'s dexterity will rise/fall by the given value while wearing this piece of equipment.',
854 name => 'dexterity',
855 type => 'int'
856 }
857 ],
858 [
859 'Con',
860 {
861 desc => 'The player\'s constitution will rise/fall by the given value while wearing this piece of equipment.',
862 name => 'constitution',
863 type => 'int'
864 }
865 ],
866 [
867 'Int',
868 {
869 desc => 'The player\'s intelligence will rise/fall by the given value while wearing this piece of equipment.',
870 name => 'intelligence',
871 type => 'int'
872 }
873 ],
874 [
875 'Pow',
876 {
877 desc => 'The player\'s power will rise/fall by the given value while wearing this piece of equipment.',
878 name => 'power',
879 type => 'int'
880 }
881 ],
882 [
883 'Wis',
884 {
885 desc => 'The player\'s wisdom will rise/fall by the given value while wearing this piece of equipment.',
886 name => 'wisdom',
887 type => 'int'
888 }
889 ],
890 [
891 'Cha',
892 {
893 desc => 'The player\'s charisma will rise/fall by the given value while wearing this piece of equipment.',
894 name => 'charisma',
895 type => 'int'
896 }
897 ]
898 ]
899 ],
900 [
901 'misc',
902 [
903 [
904 'luck',
905 {
906 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.',
907 name => 'luck bonus',
908 type => 'int'
909 }
910 ],
911 [
912 'hp',
913 {
914 desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
915 name => 'health regen.',
916 type => 'int'
917 }
918 ],
919 [
920 'sp',
921 {
922 desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
923 name => 'mana regen.',
924 type => 'int'
925 }
926 ],
927 [
928 'grace',
929 {
930 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!!',
931 name => 'grace regen.',
932 type => 'int'
933 }
934 ],
935 [
936 'food',
937 {
938 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.',
939 name => 'food bonus',
940 type => 'int'
941 }
942 ],
943 [
944 'xrays',
945 {
946 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.',
947 name => 'xray vision',
948 type => 'bool'
949 }
950 ],
951 [
952 'stealth',
953 {
954 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)',
955 name => 'stealth',
956 type => 'bool'
957 }
958 ],
959 [
960 'reflect_spell',
961 {
962 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!',
963 name => 'reflect spells',
964 type => 'bool'
965 }
966 ],
967 [
968 'reflect_missile',
969 {
970 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.',
971 name => 'reflect missiles',
972 type => 'bool'
973 }
974 ],
975 [
976 'flying',
977 {
978 desc => 'As soon as the player applies a piece of equipment with <levitate> set, the player will start to float in the air.',
979 name => 'levitate',
980 type => 'bool'
981 }
982 ],
983 [
984 'path_attuned',
985 {
986 desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this item.',
987 name => 'attuned paths',
988 type => 'bitmask',
989 value => $BITMASK{spellpath}
990 }
991 ],
992 [
993 'path_repelled',
994 {
995 desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this item.',
996 name => 'repelled paths',
997 type => 'bitmask',
998 value => $BITMASK{spellpath}
999 }
1000 ],
1001 [
1002 'path_denied',
1003 {
1004 desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this item.',
1005 name => 'denied paths',
1006 type => 'bitmask',
1007 value => $BITMASK{spellpath}
1008 }
1009 ]
1010 ]
1011 ]
1012 ],
1013 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1014 },
1015 Battleground => {
1016 attr => [
1017 [
1018 'no_pick',
1019 {
1020 type => 'fixed',
1021 value => 1
1022 }
1023 ],
1024 [
1025 'is_floor',
1026 {
1027 type => 'fixed',
1028 value => 1
1029 }
1030 ],
1031 [
1032 'hp',
1033 {
1034 desc => 'The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.',
1035 name => 'destination X',
1036 type => 'int'
1037 }
1038 ],
1039 [
1040 'sp',
1041 {
1042 desc => 'The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.',
1043 name => 'destination Y',
1044 type => 'int'
1045 }
1046 ]
1047 ],
1048 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.',
1049 ignore => [
1050 $IGNORE_LIST{non_pickable}
1051 ],
1052 name => 'Battleground',
1053 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.)'
1054 },
1055 Book => {
1056 attr => [
1057 [
1058 'level',
1059 {
1060 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.',
1061 name => 'literacy level',
1062 type => 'int'
1063 }
1064 ],
1065 [
1066 'startequip',
1067 {
1068 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1069 name => 'godgiven item',
1070 type => 'bool'
1071 }
1072 ],
1073 [
1074 'unique',
1075 {
1076 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
1077 name => 'unique item',
1078 type => 'bool'
1079 }
1080 ],
1081 [
1082 'msg',
1083 {
1084 desc => 'This is the text that appears "written" in the book.',
1085 end => 'endmsg',
1086 name => 'book content',
1087 type => 'text'
1088 }
1089 ]
1090 ],
1091 desc => 'Applying a book, the containing message is displayed to the player.',
1092 name => 'Book'
1093 },
1094 Boots => {
1095 attr => [
1096 [
1097 'exp',
1098 {
1099 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.',
1100 name => 'speed bonus',
1101 type => 'int'
1102 }
1103 ],
1104 [
1105 'magic',
1106 {
1107 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>.',
1108 name => 'magic bonus',
1109 type => 'int'
1110 }
1111 ]
1112 ],
1113 desc => 'Wearing boots, the object\'s stats will directly be inherited to the player. Usually enhancing his speed, or granting some minor protection bonus.',
1114 import => [
1115 $TYPE{Amulet}
1116 ],
1117 name => 'Boots',
1118 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1119 },
1120 Bracers => {
1121 attr => [
1122 [
1123 'magic',
1124 {
1125 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.',
1126 name => 'magic bonus',
1127 type => 'int'
1128 }
1129 ]
1130 ],
1131 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.',
1132 import => [
1133 $TYPE{Amulet}
1134 ],
1135 name => 'Bracers',
1136 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1137 },
1138 'Brestplate Armour' => {
1139 attr => [
1140 [
1141 'last_heal',
1142 {
1143 desc => 'This poses a penalty to spell regeneration speed, for wearing the armour. The bigger the spellpoint penalty, the worse.',
1144 name => 'spellpoint penalty',
1145 type => 'int'
1146 }
1147 ],
1148 [
1149 'last_sp',
1150 {
1151 desc => 'Slowdown penalty reduces the player\'s walking speed when wearing the armour. Bigger values are worse - zero is best.',
1152 name => 'slowdown penalty',
1153 type => 'int'
1154 }
1155 ],
1156 [
1157 'magic',
1158 {
1159 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.',
1160 name => 'magic bonus',
1161 type => 'int'
1162 }
1163 ]
1164 ],
1165 desc => 'Wearing an armour, the object\'s stats will directly be inherited to the player. Usually enhancing his defense.',
1166 import => [
1167 $TYPE{Amulet}
1168 ],
1169 name => 'Brestplate Armour',
1170 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1171 },
1172 Button => {
1173 attr => [
1174 [
1175 'walk_on',
1176 {
1177 type => 'fixed',
1178 value => 1
1179 }
1180 ],
1181 [
1182 'walk_off',
1183 {
1184 type => 'fixed',
1185 value => 1
1186 }
1187 ],
1188 [
1189 'no_pick',
1190 {
1191 type => 'fixed',
1192 value => 1
1193 }
1194 ],
1195 [
1196 'weight',
1197 {
1198 desc => 'The button is pressed (triggered), as soon as <press weigh> gram are placed ontop of it.',
1199 name => 'press weight',
1200 type => 'int'
1201 }
1202 ],
1203 [
1204 'connected',
1205 {
1206 desc => 'Every time the button is pressed or released, all objects with the same <connection> value are activated.',
1207 name => 'connection',
1208 type => 'int'
1209 }
1210 ],
1211 [
1212 'msg',
1213 {
1214 desc => 'This text may describe the item. You can use this message to explain the button\'s purpose to the player.',
1215 end => 'endmsg',
1216 name => 'description',
1217 type => 'text'
1218 }
1219 ]
1220 ],
1221 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.',
1222 ignore => [
1223 $IGNORE_LIST{non_pickable}
1224 ],
1225 name => 'Button'
1226 },
1227 'Button Trigger' => {
1228 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.',
1229 ignore => [
1230 $IGNORE_LIST{non_pickable}
1231 ],
1232 import => [
1233 $TYPE{Button}
1234 ],
1235 name => 'Button Trigger'
1236 },
1237 'Class Changer' => {
1238 attr => [
1239 [
1240 'randomitems',
1241 {
1242 desc => 'This entry determines which initial items the character receives.',
1243 name => 'class items',
1244 type => 'treasurelist'
1245 }
1246 ]
1247 ],
1248 desc => 'Class changer are used while creating a character.',
1249 ignore => [
1250 $IGNORE_LIST{non_pickable}
1251 ],
1252 name => 'Class Changer',
1253 section => [
1254 [
1255 'stats',
1256 [
1257 [
1258 'Str',
1259 {
1260 desc => 'The player\'s strength will rise by the given value if he chooses this class. (Negative values make strength fall)',
1261 name => 'strength',
1262 type => 'int'
1263 }
1264 ],
1265 [
1266 'Dex',
1267 {
1268 desc => 'The player\'s dexterity will rise by the given value if he chooses this class. (Negative values make dexterity fall)',
1269 name => 'dexterity',
1270 type => 'int'
1271 }
1272 ],
1273 [
1274 'Con',
1275 {
1276 desc => 'The player\'s constitution will rise by the given value if he chooses this class. (Negative values make constitution fall)',
1277 name => 'constitution',
1278 type => 'int'
1279 }
1280 ],
1281 [
1282 'Int',
1283 {
1284 desc => 'The player\'s intelligence will rise by the given value if he chooses this class. (Negative values make intelligence fall)',
1285 name => 'intelligence',
1286 type => 'int'
1287 }
1288 ],
1289 [
1290 'Pow',
1291 {
1292 desc => 'The player\'s power will rise by the given value if he chooses this class. (Negative values make power fall)',
1293 name => 'power',
1294 type => 'int'
1295 }
1296 ],
1297 [
1298 'Wis',
1299 {
1300 desc => 'The player\'s wisdom will rise by the given value if he chooses this class. (Negative values make wisdom fall)',
1301 name => 'wisdom',
1302 type => 'int'
1303 }
1304 ],
1305 [
1306 'Cha',
1307 {
1308 desc => 'The player\'s charisma will rise by the given value if he chooses this class. (Negative values make charisma fall)',
1309 name => 'charisma',
1310 type => 'int'
1311 }
1312 ]
1313 ]
1314 ]
1315 ]
1316 },
1317 Cloak => {
1318 attr => [
1319 [
1320 'magic',
1321 {
1322 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>.',
1323 name => 'magic bonus',
1324 type => 'int'
1325 }
1326 ]
1327 ],
1328 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.',
1329 import => [
1330 $TYPE{Amulet}
1331 ],
1332 name => 'Cloak',
1333 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1334 },
1335 Clock => {
1336 attr => [
1337 [
1338 'msg',
1339 {
1340 desc => 'This text may describe the item',
1341 end => 'endmsg',
1342 name => 'description',
1343 type => 'text'
1344 }
1345 ]
1346 ],
1347 desc => 'Applying a clock, the time is displayed to the player.',
1348 name => 'Clock'
1349 },
1350 Container => {
1351 attr => [
1352 [
1353 'race',
1354 {
1355 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.',
1356 name => 'container class',
1357 type => 'string'
1358 }
1359 ],
1360 [
1361 'slaying',
1362 {
1363 desc => 'If <key string> is set, only players with a special key of matching <key string> are able to open the container.',
1364 name => 'key string',
1365 type => 'string'
1366 }
1367 ],
1368 [
1369 'container',
1370 {
1371 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.',
1372 name => 'maximum weight',
1373 type => 'int'
1374 }
1375 ],
1376 [
1377 'Str',
1378 {
1379 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.',
1380 name => 'reduce weight %',
1381 type => 'int'
1382 }
1383 ],
1384 [
1385 'is_cauldron',
1386 {
1387 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.',
1388 name => 'alchemy cauldron',
1389 type => 'bool'
1390 }
1391 ],
1392 [
1393 'unique',
1394 {
1395 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.',
1396 name => 'unique item',
1397 type => 'bool'
1398 }
1399 ],
1400 [
1401 'startequip',
1402 {
1403 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1404 name => 'godgiven item',
1405 type => 'bool'
1406 }
1407 ],
1408 [
1409 'other_arch',
1410 {
1411 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.',
1412 name => 'animation arch',
1413 type => 'string'
1414 }
1415 ],
1416 [
1417 'msg',
1418 {
1419 desc => 'This text may contain a description of the container.',
1420 end => 'endmsg',
1421 name => 'description',
1422 type => 'text'
1423 }
1424 ]
1425 ],
1426 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.',
1427 name => 'Container',
1428 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>'
1429 },
1430 Converter => {
1431 attr => [
1432 [
1433 'no_pick',
1434 {
1435 type => 'fixed',
1436 value => 1
1437 }
1438 ],
1439 [
1440 'slaying',
1441 {
1442 desc => '<cost arch> is the name of the archetype the player has to put on the converter, as payment.',
1443 name => 'cost arch',
1444 type => 'string'
1445 }
1446 ],
1447 [
1448 'food',
1449 {
1450 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>.',
1451 name => 'cost number',
1452 type => 'int'
1453 }
1454 ],
1455 [
1456 'other_arch',
1457 {
1458 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.',
1459 name => 'receive arch',
1460 type => 'string'
1461 }
1462 ],
1463 [
1464 'sp',
1465 {
1466 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>.',
1467 name => 'receive number',
1468 type => 'int'
1469 }
1470 ],
1471 [
1472 'msg',
1473 {
1474 desc => 'This text may contain a description of the converter.',
1475 end => 'endmsg',
1476 name => 'description',
1477 type => 'text'
1478 }
1479 ]
1480 ],
1481 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.',
1482 ignore => [
1483 'value',
1484 'nrof',
1485 'name_pl',
1486 'no_pick',
1487 'unpaid',
1488 'title'
1489 ],
1490 name => 'Converter',
1491 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.'
1492 },
1493 Creator => {
1494 attr => [
1495 [
1496 'no_pick',
1497 {
1498 type => 'fixed',
1499 value => 1
1500 }
1501 ],
1502 [
1503 'other_arch',
1504 {
1505 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.',
1506 name => 'create arch',
1507 type => 'string'
1508 }
1509 ],
1510 [
1511 'connected',
1512 {
1513 desc => 'Whenever the connection value is activated, the creator gets triggered.',
1514 name => 'connection',
1515 type => 'int'
1516 }
1517 ],
1518 [
1519 'lifesave',
1520 {
1521 desc => 'If <infinit uses> is set, the creator will work infinitely, regardless of the value in <number of uses>.',
1522 name => 'infinit uses',
1523 type => 'bool'
1524 }
1525 ],
1526 [
1527 'hp',
1528 {
1529 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).',
1530 name => 'number of uses',
1531 type => 'int'
1532 }
1533 ],
1534 [
1535 'slaying',
1536 {
1537 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.',
1538 name => 'name of creation',
1539 type => 'string'
1540 }
1541 ],
1542 [
1543 'level',
1544 {
1545 desc => 'The created object will be of that level. If zero/unset, the standard level of the archetype is used.',
1546 name => 'level of creation',
1547 type => 'int'
1548 }
1549 ]
1550 ],
1551 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.',
1552 ignore => [
1553 $IGNORE_LIST{system_object}
1554 ],
1555 name => 'Creator',
1556 use => 'Don\'t hesitate to hide your creators under the floor. The created items will still always appear ontop of the floor.'
1557 },
1558 Detector => {
1559 attr => [
1560 [
1561 'no_pick',
1562 {
1563 type => 'fixed',
1564 value => 1
1565 }
1566 ],
1567 [
1568 'slaying',
1569 {
1570 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.',
1571 name => 'match name',
1572 type => 'string'
1573 }
1574 ],
1575 [
1576 'connected',
1577 {
1578 desc => 'When the detector is triggered, all objects with the same connection value get activated.',
1579 name => 'connection',
1580 type => 'int'
1581 }
1582 ],
1583 [
1584 'speed',
1585 {
1586 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.',
1587 name => 'detection speed',
1588 type => 'float'
1589 }
1590 ]
1591 ],
1592 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.',
1593 ignore => [
1594 $IGNORE_LIST{system_object}
1595 ],
1596 name => 'Detector',
1597 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.'
1598 },
1599 Director => {
1600 attr => [
1601 [
1602 'sp',
1603 {
1604 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).',
1605 name => 'direction',
1606 type => 'list',
1607 value => $LIST{direction}
1608 }
1609 ],
1610 [
1611 'walk_on',
1612 {
1613 type => 'fixed',
1614 value => 1
1615 }
1616 ],
1617 [
1618 'fly_on',
1619 {
1620 type => 'fixed',
1621 value => 1
1622 }
1623 ]
1624 ],
1625 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.',
1626 ignore => [
1627 $IGNORE_LIST{non_pickable}
1628 ],
1629 name => 'Director',
1630 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.'
1631 },
1632 Disease => {
1633 attr => [
1634 [
1635 'invisible',
1636 {
1637 type => 'fixed',
1638 value => 1
1639 }
1640 ],
1641 [
1642 'level',
1643 {
1644 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.',
1645 name => 'plaque level',
1646 type => 'int'
1647 }
1648 ],
1649 [
1650 'race',
1651 {
1652 desc => 'The disease will only infect creatures of the specified <race>. "<race> *" means every creature can be infected.',
1653 name => 'infect race',
1654 type => 'string'
1655 }
1656 ],
1657 [
1658 'ac',
1659 {
1660 desc => 'Every time the disease "moves" the severity of the symptoms are increased by <progressiveness>/100. (severity = 1 + (accumlated progression)/100)',
1661 name => 'progressiveness',
1662 type => 'int'
1663 }
1664 ],
1665 [
1666 'msg',
1667 {
1668 desc => 'This text is displayed to the player every time the symptoms strike.',
1669 end => 'endmsg',
1670 name => 'message',
1671 type => 'text'
1672 }
1673 ]
1674 ],
1675 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.',
1676 ignore => [
1677 $IGNORE_LIST{system_object}
1678 ],
1679 name => 'Disease',
1680 section => [
1681 [
1682 'spreading',
1683 [
1684 [
1685 'wc',
1686 {
1687 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.',
1688 name => 'infectiosness',
1689 type => 'int'
1690 }
1691 ],
1692 [
1693 'last_grace',
1694 {
1695 desc => 'The <attenuation> value reduces the diseases\' <infectiosness> everytime it infects someone new. This limits how many generations a disease can propagate.',
1696 name => 'attenuation',
1697 type => 'int'
1698 }
1699 ],
1700 [
1701 'magic',
1702 {
1703 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.',
1704 name => 'infection range',
1705 type => 'int'
1706 }
1707 ],
1708 [
1709 'maxhp',
1710 {
1711 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).',
1712 name => 'persistence',
1713 type => 'int'
1714 }
1715 ],
1716 [
1717 'maxgrace',
1718 {
1719 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.',
1720 name => 'curing duration',
1721 type => 'int'
1722 }
1723 ],
1724 [
1725 'speed',
1726 {
1727 desc => 'The <speed> of the disease determines how fast the disease will "move", thus how fast the symptoms strike the host.',
1728 name => 'moving speed',
1729 type => 'float'
1730 }
1731 ]
1732 ]
1733 ],
1734 [
1735 'symptoms',
1736 [
1737 [
1738 'attacktype',
1739 {
1740 desc => 'The disease will attack the host with the given <attacktype>. Godpower attacktype is commonly used for "unresistable" diseases.',
1741 name => 'attacktype',
1742 type => 'bitmask',
1743 value => $BITMASK{attacktype}
1744 }
1745 ],
1746 [
1747 'dam',
1748 {
1749 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.',
1750 name => 'damage',
1751 type => 'int'
1752 }
1753 ],
1754 [
1755 'other_arch',
1756 {
1757 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.',
1758 name => 'create arch',
1759 type => 'string'
1760 }
1761 ],
1762 [
1763 'last_sp',
1764 {
1765 desc => 'If set, the disease imposes a <slowdown penalty> while being infected. The player\'s speed is reduced by <slowdown penalty> % of normal value.',
1766 name => 'slowdown penalty',
1767 type => 'int'
1768 }
1769 ],
1770 [
1771 'exp',
1772 {
1773 desc => 'When the player manages to cure this disease (with a curing spell), he is awarded with <exp. for curing> experience.',
1774 name => 'exp. for curing',
1775 type => 'int'
1776 }
1777 ],
1778 [
1779 'maxsp',
1780 {
1781 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.',
1782 name => 'mana depletion',
1783 type => 'int'
1784 }
1785 ],
1786 [
1787 'last_eat',
1788 {
1789 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.',
1790 name => 'food depletion',
1791 type => 'int'
1792 }
1793 ],
1794 [
1795 'hp',
1796 {
1797 desc => 'This value increases the player\'s healing rate. Negative values decrease it.',
1798 name => 'health regen.',
1799 type => 'int'
1800 }
1801 ],
1802 [
1803 'sp',
1804 {
1805 desc => 'This value increases the player\'s rate of mana regeneration. Negative values decrease it.',
1806 name => 'mana regen.',
1807 type => 'int'
1808 }
1809 ]
1810 ]
1811 ],
1812 [
1813 'disability',
1814 [
1815 [
1816 'Str',
1817 {
1818 desc => 'The player\'s strength will rise by the given value while being infected. (Negative values make strength fall)',
1819 name => 'strength',
1820 type => 'int'
1821 }
1822 ],
1823 [
1824 'Dex',
1825 {
1826 desc => 'The player\'s dexterity will rise by the given value while being infected. (Negative values make dexterity fall)',
1827 name => 'dexterity',
1828 type => 'int'
1829 }
1830 ],
1831 [
1832 'Con',
1833 {
1834 desc => 'The player\'s constitution will rise by the given value while being infected. (Negative values make constitution fall)',
1835 name => 'constitution',
1836 type => 'int'
1837 }
1838 ],
1839 [
1840 'Int',
1841 {
1842 desc => 'The player\'s intelligence will rise by the given value while being infected. (Negative values make intelligence fall)',
1843 name => 'intelligence',
1844 type => 'int'
1845 }
1846 ],
1847 [
1848 'Pow',
1849 {
1850 desc => 'The player\'s power will rise by the given value while being infected. (Negative values make power fall)',
1851 name => 'power',
1852 type => 'int'
1853 }
1854 ],
1855 [
1856 'Wis',
1857 {
1858 desc => 'The player\'s wisdom will rise by the given value while being infected. (Negative values make wisdom fall)',
1859 name => 'wisdom',
1860 type => 'int'
1861 }
1862 ],
1863 [
1864 'Cha',
1865 {
1866 desc => 'The player\'s charisma will rise by the given value while being infected. (Negative values make charisma fall)',
1867 name => 'charisma',
1868 type => 'int'
1869 }
1870 ]
1871 ]
1872 ]
1873 ],
1874 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.'
1875 },
1876 Door => {
1877 attr => [
1878 [
1879 'no_pick',
1880 {
1881 type => 'fixed',
1882 value => 1
1883 }
1884 ],
1885 [
1886 'alive',
1887 {
1888 type => 'fixed',
1889 value => 1
1890 }
1891 ],
1892 [
1893 'no_pass',
1894 {
1895 desc => 'If set, a player must defeat the door to enter.',
1896 name => 'blocking passage',
1897 type => 'bool'
1898 }
1899 ],
1900 [
1901 'hp',
1902 {
1903 desc => 'The more <hitpoints> the door has, the longer it takes to be broken.',
1904 name => 'hitpoints',
1905 type => 'int'
1906 }
1907 ],
1908 [
1909 'ac',
1910 {
1911 desc => 'Doors of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
1912 name => 'armour class',
1913 type => 'int'
1914 }
1915 ],
1916 [
1917 'other_arch',
1918 {
1919 desc => 'This string defines the object that will be created when the door was defeated.',
1920 name => 'drop arch',
1921 type => 'string'
1922 }
1923 ],
1924 [
1925 'randomitems',
1926 {
1927 desc => 'This entry determines what kind of traps will appear in the door.',
1928 name => 'treasurelist',
1929 type => 'treasurelist'
1930 }
1931 ]
1932 ],
1933 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.',
1934 ignore => [
1935 $IGNORE_LIST{non_pickable}
1936 ],
1937 name => 'Door'
1938 },
1939 Duplicator => {
1940 attr => [
1941 [
1942 'other_arch',
1943 {
1944 desc => 'Only objects of matching archtype, lying ontop of the dublicator will be dublicated, multiplied or removed. All other objects will be ignored.',
1945 name => 'target arch',
1946 type => 'string'
1947 }
1948 ],
1949 [
1950 'level',
1951 {
1952 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.',
1953 name => 'multiply factor',
1954 type => 'int'
1955 }
1956 ],
1957 [
1958 'connected',
1959 {
1960 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!',
1961 name => 'connection',
1962 type => 'int'
1963 }
1964 ]
1965 ],
1966 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.',
1967 ignore => [
1968 $IGNORE_LIST{system_object}
1969 ],
1970 name => 'Duplicator',
1971 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%.'
1972 },
1973 'Event Connector' => {
1974 attr => [
1975 [
1976 'subtype',
1977 {
1978 desc => 'The type of event that triggers a notify to the plug-in.',
1979 name => 'event type',
1980 type => 'list',
1981 value => $LIST{event_type}
1982 }
1983 ],
1984 [
1985 'title',
1986 {
1987 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.',
1988 name => 'plug-in',
1989 type => 'string'
1990 }
1991 ],
1992 [
1993 'slaying',
1994 {
1995 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.',
1996 name => 'extension',
1997 type => 'string'
1998 }
1999 ],
2000 [
2001 'name',
2002 {
2003 desc => 'A string that is passed unaltered to the extension above. Often used to pass options to the extension that alter its behaviour.',
2004 name => 'options',
2005 type => 'string'
2006 }
2007 ]
2008 ],
2009 desc => 'Event connectors link specific events that happen to objects to a crossfire plug-in.',
2010 name => 'Event Connector'
2011 },
2012 Exit => {
2013 attr => [
2014 [
2015 'slaying',
2016 {
2017 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".',
2018 name => 'exit path',
2019 type => 'string'
2020 }
2021 ],
2022 [
2023 'hp',
2024 {
2025 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.',
2026 name => 'destination X',
2027 type => 'int'
2028 }
2029 ],
2030 [
2031 'sp',
2032 {
2033 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.',
2034 name => 'destination Y',
2035 type => 'int'
2036 }
2037 ],
2038 [
2039 'walk_on',
2040 {
2041 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.',
2042 name => 'apply by walking',
2043 type => 'bool'
2044 }
2045 ],
2046 [
2047 'fly_on',
2048 {
2049 desc => 'If set, the player will apply the exit by "flying into it". Flying means the player is levitating. E.g. wearing levitation boots.',
2050 name => 'apply by flying',
2051 type => 'bool'
2052 }
2053 ],
2054 [
2055 'msg',
2056 {
2057 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. =)',
2058 end => 'endmsg',
2059 name => 'exit message',
2060 type => 'text'
2061 }
2062 ],
2063 [
2064 'unique',
2065 {
2066 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.',
2067 name => 'unique destination',
2068 type => 'bool'
2069 }
2070 ]
2071 ],
2072 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.',
2073 ignore => [
2074 $IGNORE_LIST{non_pickable}
2075 ],
2076 name => 'Exit',
2077 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.'
2078 },
2079 Flesh => {
2080 attr => [
2081 [
2082 'food',
2083 {
2084 desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2085 name => 'foodpoints',
2086 type => 'int'
2087 }
2088 ],
2089 [
2090 'level',
2091 {
2092 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.',
2093 name => 'flesh level',
2094 type => 'int'
2095 }
2096 ],
2097 [
2098 'startequip',
2099 {
2100 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2101 name => 'godgiven item',
2102 type => 'bool'
2103 }
2104 ],
2105 [
2106 'msg',
2107 {
2108 desc => 'This text may describe the item.',
2109 end => 'endmsg',
2110 name => 'description',
2111 type => 'text'
2112 }
2113 ]
2114 ],
2115 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.',
2116 name => 'Flesh',
2117 section => [
2118 [
2119 'resistance',
2120 [
2121 [
2122 'resist_physical',
2123 {
2124 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.',
2125 name => 'resist physical %',
2126 type => 'int'
2127 }
2128 ],
2129 [
2130 'resist_magic',
2131 {
2132 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.',
2133 name => 'resist magic %',
2134 type => 'int'
2135 }
2136 ],
2137 [
2138 'resist_fire',
2139 {
2140 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.',
2141 name => 'resist fire %',
2142 type => 'int'
2143 }
2144 ],
2145 [
2146 'resist_electricity',
2147 {
2148 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.',
2149 name => 'resist electricity %',
2150 type => 'int'
2151 }
2152 ],
2153 [
2154 'resist_cold',
2155 {
2156 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.',
2157 name => 'resist cold %',
2158 type => 'int'
2159 }
2160 ],
2161 [
2162 'resist_confusion',
2163 {
2164 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.',
2165 name => 'resist confusion %',
2166 type => 'int'
2167 }
2168 ],
2169 [
2170 'resist_acid',
2171 {
2172 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.',
2173 name => 'resist acid %',
2174 type => 'int'
2175 }
2176 ],
2177 [
2178 'resist_drain',
2179 {
2180 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.',
2181 name => 'resist draining %',
2182 type => 'int'
2183 }
2184 ],
2185 [
2186 'resist_weaponmagic',
2187 {
2188 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.',
2189 name => 'resist weaponmagic %',
2190 type => 'int'
2191 }
2192 ],
2193 [
2194 'resist_ghosthit',
2195 {
2196 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.',
2197 name => 'resist ghosthit %',
2198 type => 'int'
2199 }
2200 ],
2201 [
2202 'resist_poison',
2203 {
2204 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.',
2205 name => 'resist poison %',
2206 type => 'int'
2207 }
2208 ],
2209 [
2210 'resist_slow',
2211 {
2212 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.',
2213 name => 'resist slow %',
2214 type => 'int'
2215 }
2216 ],
2217 [
2218 'resist_paralyze',
2219 {
2220 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.',
2221 name => 'resist paralyze %',
2222 type => 'int'
2223 }
2224 ],
2225 [
2226 'resist_fear',
2227 {
2228 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.',
2229 name => 'resist fear %',
2230 type => 'int'
2231 }
2232 ],
2233 [
2234 'resist_deplete',
2235 {
2236 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.',
2237 name => 'resist depletion %',
2238 type => 'int'
2239 }
2240 ],
2241 [
2242 'resist_death',
2243 {
2244 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.',
2245 name => 'resist death-attack %',
2246 type => 'int'
2247 }
2248 ],
2249 [
2250 'resist_chaos',
2251 {
2252 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.',
2253 name => 'resist chaos %',
2254 type => 'int'
2255 }
2256 ],
2257 [
2258 'resist_blind',
2259 {
2260 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.',
2261 name => 'resist blinding %',
2262 type => 'int'
2263 }
2264 ]
2265 ]
2266 ]
2267 ],
2268 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.'
2269 },
2270 Floor => {
2271 attr => [
2272 [
2273 'is_floor',
2274 {
2275 type => 'fixed',
2276 value => 1
2277 }
2278 ],
2279 [
2280 'no_pick',
2281 {
2282 type => 'fixed',
2283 value => 1
2284 }
2285 ],
2286 [
2287 'no_pass',
2288 {
2289 desc => 'If set, the object cannot be passed by players nor monsters.',
2290 name => 'blocking passage',
2291 type => 'bool'
2292 }
2293 ],
2294 [
2295 'no_magic',
2296 {
2297 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2298 name => 'no spells',
2299 type => 'bool'
2300 }
2301 ],
2302 [
2303 'damned',
2304 {
2305 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2306 name => 'no prayers',
2307 type => 'bool'
2308 }
2309 ],
2310 [
2311 'unique',
2312 {
2313 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>.',
2314 name => 'unique map',
2315 type => 'bool'
2316 }
2317 ],
2318 [
2319 'msg',
2320 {
2321 desc => 'This text may describe the object.',
2322 end => 'endmsg',
2323 name => 'description',
2324 type => 'text'
2325 }
2326 ]
2327 ],
2328 desc => 'Floor is a very basic thing whithout too much functionality. It\'s a floor - you stand on it.',
2329 ignore => [
2330 $IGNORE_LIST{non_pickable}
2331 ],
2332 name => 'Floor',
2333 required => {
2334 alive => 0,
2335 is_floor => 1
2336 },
2337 section => [
2338 [
2339 'terrain',
2340 [
2341 [
2342 'slow_move',
2343 {
2344 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)',
2345 name => 'slow movement',
2346 type => 'int'
2347 }
2348 ],
2349 [
2350 'is_wooded',
2351 {
2352 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2353 name => 'wooded terrain',
2354 type => 'bool'
2355 }
2356 ],
2357 [
2358 'is_hilly',
2359 {
2360 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2361 name => 'hilly terrain',
2362 type => 'bool'
2363 }
2364 ]
2365 ]
2366 ]
2367 ]
2368 },
2369 'Floor (Encounter)' => {
2370 attr => [
2371 [
2372 'is_floor',
2373 {
2374 type => 'fixed',
2375 value => 1
2376 }
2377 ],
2378 [
2379 'no_pick',
2380 {
2381 type => 'fixed',
2382 value => 1
2383 }
2384 ],
2385 [
2386 'no_pass',
2387 {
2388 desc => 'If set, the object cannot be passed by players nor monsters.',
2389 name => 'blocking passage',
2390 type => 'bool'
2391 }
2392 ],
2393 [
2394 'no_magic',
2395 {
2396 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2397 name => 'no spells',
2398 type => 'bool'
2399 }
2400 ],
2401 [
2402 'damned',
2403 {
2404 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2405 name => 'no prayers',
2406 type => 'bool'
2407 }
2408 ],
2409 [
2410 'unique',
2411 {
2412 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>.',
2413 name => 'unique map',
2414 type => 'bool'
2415 }
2416 ],
2417 [
2418 'msg',
2419 {
2420 desc => 'This text may describe the object.',
2421 end => 'endmsg',
2422 name => 'description',
2423 type => 'text'
2424 }
2425 ]
2426 ],
2427 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.',
2428 ignore => [
2429 $IGNORE_LIST{non_pickable}
2430 ],
2431 name => 'Floor (Encounter)',
2432 section => [
2433 [
2434 'terrain',
2435 [
2436 [
2437 'slow_move',
2438 {
2439 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)',
2440 name => 'slow movement',
2441 type => 'int'
2442 }
2443 ],
2444 [
2445 'is_wooded',
2446 {
2447 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2448 name => 'wooded terrain',
2449 type => 'bool'
2450 }
2451 ],
2452 [
2453 'is_hilly',
2454 {
2455 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2456 name => 'hilly terrain',
2457 type => 'bool'
2458 }
2459 ]
2460 ]
2461 ]
2462 ]
2463 },
2464 Food => {
2465 attr => [
2466 [
2467 'food',
2468 {
2469 desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2470 name => 'foodpoints',
2471 type => 'int'
2472 }
2473 ],
2474 [
2475 'startequip',
2476 {
2477 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2478 name => 'godgiven item',
2479 type => 'bool'
2480 }
2481 ]
2482 ],
2483 desc => 'By eating/drinking food-objects, the player can fill his stomache and gain a little health.',
2484 name => 'Food'
2485 },
2486 Gate => {
2487 attr => [
2488 [
2489 'no_pick',
2490 {
2491 type => 'fixed',
2492 value => 1
2493 }
2494 ],
2495 [
2496 'connected',
2497 {
2498 desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
2499 name => 'connection',
2500 type => 'int'
2501 }
2502 ],
2503 [
2504 'wc',
2505 {
2506 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.',
2507 name => 'position state',
2508 type => 'int'
2509 }
2510 ],
2511 [
2512 'no_pass',
2513 {
2514 desc => 'For open gates, <blocking passage> should be unset. For closed gates it must be set.',
2515 name => 'blocking passage',
2516 type => 'bool'
2517 }
2518 ],
2519 [
2520 'no_magic',
2521 {
2522 desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
2523 name => 'restrict spells',
2524 type => 'bool'
2525 }
2526 ],
2527 [
2528 'damned',
2529 {
2530 desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
2531 name => 'restrict prayers',
2532 type => 'bool'
2533 }
2534 ]
2535 ],
2536 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.',
2537 ignore => [
2538 $IGNORE_LIST{non_pickable}
2539 ],
2540 name => 'Gate',
2541 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".'
2542 },
2543 Girdle => {
2544 attr => [
2545 [
2546 'magic',
2547 {
2548 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.',
2549 name => 'magic bonus',
2550 type => 'int'
2551 }
2552 ]
2553 ],
2554 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.',
2555 import => [
2556 $TYPE{Amulet}
2557 ],
2558 name => 'Girdle',
2559 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2560 },
2561 Gloves => {
2562 attr => [
2563 [
2564 'magic',
2565 {
2566 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.',
2567 name => 'magic bonus',
2568 type => 'int'
2569 }
2570 ]
2571 ],
2572 desc => 'Wearing gloves, the object\'s stats will directly be inherited to the player. Gloves can add defense or damage bonuses.',
2573 import => [
2574 $TYPE{Amulet}
2575 ],
2576 name => 'Gloves',
2577 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2578 },
2579 Handle => {
2580 attr => [
2581 [
2582 'no_pick',
2583 {
2584 type => 'fixed',
2585 value => 1
2586 }
2587 ],
2588 [
2589 'connected',
2590 {
2591 desc => 'Every time the handle is applied, all objects with the same <connection> value are activated.',
2592 name => 'connection',
2593 type => 'int'
2594 }
2595 ],
2596 [
2597 'msg',
2598 {
2599 desc => 'This text may describe the item. You can use this message to explain the handle\'s purpose to the player.',
2600 end => 'endmsg',
2601 name => 'description',
2602 type => 'text'
2603 }
2604 ]
2605 ],
2606 desc => 'A handle can be applied by players and (certain) monsters. Every time it is applied, the &lt;connection&gt; value is triggered.',
2607 ignore => [
2608 $IGNORE_LIST{non_pickable}
2609 ],
2610 name => 'Handle',
2611 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.'
2612 },
2613 'Handle Trigger' => {
2614 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.',
2615 ignore => [
2616 $IGNORE_LIST{non_pickable}
2617 ],
2618 import => [
2619 $TYPE{Handle}
2620 ],
2621 name => 'Handle Trigger',
2622 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.'
2623 },
2624 'Hazard Floor' => {
2625 attr => [
2626 [
2627 'is_floor',
2628 {
2629 type => 'fixed',
2630 value => 1
2631 }
2632 ],
2633 [
2634 'lifesave',
2635 {
2636 type => 'fixed',
2637 value => 1
2638 }
2639 ],
2640 [
2641 'walk_on',
2642 {
2643 type => 'fixed',
2644 value => 1
2645 }
2646 ],
2647 [
2648 'no_pick',
2649 {
2650 type => 'fixed',
2651 value => 1
2652 }
2653 ],
2654 [
2655 'attacktype',
2656 {
2657 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.',
2658 name => 'attacktype',
2659 type => 'bitmask',
2660 value => $BITMASK{attacktype}
2661 }
2662 ],
2663 [
2664 'dam',
2665 {
2666 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.',
2667 name => 'base damage',
2668 type => 'int'
2669 }
2670 ],
2671 [
2672 'wc',
2673 {
2674 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.',
2675 name => 'weaponclass',
2676 type => 'int'
2677 }
2678 ],
2679 [
2680 'level',
2681 {
2682 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.',
2683 name => 'attack level',
2684 type => 'int'
2685 }
2686 ],
2687 [
2688 'no_magic',
2689 {
2690 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2691 name => 'no spells',
2692 type => 'bool'
2693 }
2694 ],
2695 [
2696 'damned',
2697 {
2698 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2699 name => 'no prayers',
2700 type => 'bool'
2701 }
2702 ],
2703 [
2704 'unique',
2705 {
2706 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>.',
2707 name => 'unique map',
2708 type => 'bool'
2709 }
2710 ]
2711 ],
2712 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.',
2713 ignore => [
2714 $IGNORE_LIST{non_pickable}
2715 ],
2716 name => 'Hazard Floor',
2717 required => {
2718 is_floor => 1
2719 },
2720 section => [
2721 [
2722 'terrain',
2723 [
2724 [
2725 'slow_move',
2726 {
2727 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)',
2728 name => 'slow movement',
2729 type => 'int'
2730 }
2731 ],
2732 [
2733 'is_wooded',
2734 {
2735 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2736 name => 'wooded terrain',
2737 type => 'bool'
2738 }
2739 ],
2740 [
2741 'is_hilly',
2742 {
2743 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2744 name => 'hilly terrain',
2745 type => 'bool'
2746 }
2747 ]
2748 ]
2749 ]
2750 ],
2751 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.'
2752 },
2753 Helmet => {
2754 attr => [
2755 [
2756 'magic',
2757 {
2758 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>.',
2759 name => 'magic bonus',
2760 type => 'int'
2761 }
2762 ]
2763 ],
2764 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.',
2765 import => [
2766 $TYPE{Amulet}
2767 ],
2768 name => 'Helmet',
2769 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2770 },
2771 'Holy Altar' => {
2772 attr => [
2773 [
2774 'no_pick',
2775 {
2776 type => 'fixed',
2777 value => 1
2778 }
2779 ],
2780 [
2781 'other_arch',
2782 {
2783 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.',
2784 name => 'god name',
2785 type => 'string'
2786 }
2787 ],
2788 [
2789 'level',
2790 {
2791 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.',
2792 name => 'reconsecrate level',
2793 type => 'int'
2794 }
2795 ]
2796 ],
2797 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.',
2798 ignore => [
2799 $IGNORE_LIST{non_pickable}
2800 ],
2801 name => 'Holy Altar'
2802 },
2803 Horn => {
2804 attr => [
2805 [
2806 'sp',
2807 {
2808 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!',
2809 name => 'spell',
2810 type => 'spell'
2811 }
2812 ],
2813 [
2814 'level',
2815 {
2816 desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should not be set too high.',
2817 name => 'casting level',
2818 type => 'int'
2819 }
2820 ],
2821 [
2822 'hp',
2823 {
2824 desc => 'This value represents the initial amount of spellpoints in the horn. Naturally, this is quite unimportant.',
2825 name => 'initial spellpoints',
2826 type => 'int'
2827 }
2828 ],
2829 [
2830 'maxhp',
2831 {
2832 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.',
2833 name => 'max. spellpoints',
2834 type => 'int'
2835 }
2836 ],
2837 [
2838 'startequip',
2839 {
2840 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2841 name => 'godgiven item',
2842 type => 'bool'
2843 }
2844 ],
2845 [
2846 'msg',
2847 {
2848 desc => 'This text may contain a description of the horn.',
2849 end => 'endmsg',
2850 name => 'description',
2851 type => 'text'
2852 }
2853 ]
2854 ],
2855 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.',
2856 ignore => [
2857 'title'
2858 ],
2859 name => 'Horn',
2860 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.'
2861 },
2862 Inorganic => {
2863 attr => [
2864 [
2865 'is_dust',
2866 {
2867 name => 'is dust',
2868 type => 'bool'
2869 }
2870 ]
2871 ],
2872 desc => 'Inorganic materials are generally used as ingredients for alchemical receipes. By themselves, they have no special functionalities.',
2873 name => 'Inorganic',
2874 section => [
2875 [
2876 'resistance',
2877 [
2878 [
2879 'resist_physical',
2880 {
2881 name => 'resist physical %',
2882 type => 'int'
2883 }
2884 ],
2885 [
2886 'resist_magic',
2887 {
2888 name => 'resist magic %',
2889 type => 'int'
2890 }
2891 ],
2892 [
2893 'resist_fire',
2894 {
2895 name => 'resist fire %',
2896 type => 'int'
2897 }
2898 ],
2899 [
2900 'resist_electricity',
2901 {
2902 name => 'resist electricity %',
2903 type => 'int'
2904 }
2905 ],
2906 [
2907 'resist_cold',
2908 {
2909 name => 'resist cold %',
2910 type => 'int'
2911 }
2912 ],
2913 [
2914 'resist_acid',
2915 {
2916 name => 'resist acid %',
2917 type => 'int'
2918 }
2919 ],
2920 [
2921 'resist_weaponmagic',
2922 {
2923 name => 'resist weaponmagic %',
2924 type => 'int'
2925 }
2926 ],
2927 [
2928 'resist_ghosthit',
2929 {
2930 name => 'resist ghosthit %',
2931 type => 'int'
2932 }
2933 ],
2934 [
2935 'resist_poison',
2936 {
2937 name => 'resist poison %',
2938 type => 'int'
2939 }
2940 ],
2941 [
2942 'resist_death',
2943 {
2944 name => 'resist death-attack %',
2945 type => 'int'
2946 }
2947 ],
2948 [
2949 'resist_chaos',
2950 {
2951 name => 'resist chaos %',
2952 type => 'int'
2953 }
2954 ],
2955 [
2956 'resist_holyword',
2957 {
2958 name => 'resist holy power %',
2959 type => 'int'
2960 }
2961 ]
2962 ]
2963 ]
2964 ]
2965 },
2966 'Inventory Checker' => {
2967 attr => [
2968 [
2969 'no_pick',
2970 {
2971 type => 'fixed',
2972 value => 1
2973 }
2974 ],
2975 [
2976 'slaying',
2977 {
2978 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.',
2979 name => 'match key string',
2980 type => 'string'
2981 }
2982 ],
2983 [
2984 'race',
2985 {
2986 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>.',
2987 name => 'match arch name',
2988 type => 'string'
2989 }
2990 ],
2991 [
2992 'hp',
2993 {
2994 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. ;)',
2995 name => 'match type',
2996 type => 'int'
2997 }
2998 ],
2999 [
3000 'last_sp',
3001 {
3002 desc => 'Enabled means having that object is a match. Disabled means not having that object is a match.',
3003 name => 'match = having',
3004 type => 'bool'
3005 }
3006 ],
3007 [
3008 'connected',
3009 {
3010 desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
3011 name => 'connection',
3012 type => 'int'
3013 }
3014 ],
3015 [
3016 'no_pass',
3017 {
3018 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.',
3019 name => 'blocking passage',
3020 type => 'bool'
3021 }
3022 ],
3023 [
3024 'last_heal',
3025 {
3026 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!',
3027 name => 'remove match',
3028 type => 'bool'
3029 }
3030 ]
3031 ],
3032 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.',
3033 ignore => [
3034 $IGNORE_LIST{system_object}
3035 ],
3036 name => 'Inventory Checker',
3037 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.'
3038 },
3039 'Item Transformer' => {
3040 attr => [
3041 [
3042 'food',
3043 {
3044 desc => '<number of uses> controls how many times the item transformer can be used. The value 0 means "unlimited"',
3045 name => 'number of uses',
3046 type => 'int'
3047 }
3048 ],
3049 [
3050 'slaying',
3051 {
3052 desc => 'Contains the verb that is used to construct a message to the player applying the item transformer.',
3053 name => 'verb',
3054 type => 'string'
3055 }
3056 ],
3057 [
3058 'startequip',
3059 {
3060 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3061 name => 'godgiven item',
3062 type => 'bool'
3063 }
3064 ],
3065 [
3066 'msg',
3067 {
3068 desc => 'This text may contain a description of the item transformer.',
3069 end => 'endmsg',
3070 name => 'description',
3071 type => 'text'
3072 }
3073 ]
3074 ],
3075 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.',
3076 name => 'Item Transformer',
3077 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\'.'
3078 },
3079 Jewel => {
3080 attr => [
3081 [
3082 'race',
3083 {
3084 type => 'fixed',
3085 value => 'gold and jewels'
3086 }
3087 ],
3088 [
3089 'msg',
3090 {
3091 desc => 'This text may describe the object.',
3092 end => 'endmsg',
3093 name => 'description',
3094 type => 'text'
3095 }
3096 ]
3097 ],
3098 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.',
3099 name => 'Jewel'
3100 },
3101 Key => {
3102 attr => [
3103 [
3104 'startequip',
3105 {
3106 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3107 name => 'godgiven item',
3108 type => 'bool'
3109 }
3110 ]
3111 ],
3112 desc => 'When carrying a key, a normal door can be opened. The key will disappear.',
3113 name => 'Key'
3114 },
3115 'Locked Door' => {
3116 attr => [
3117 [
3118 'no_pass',
3119 {
3120 type => 'fixed',
3121 value => 1
3122 }
3123 ],
3124 [
3125 'no_pick',
3126 {
3127 type => 'fixed',
3128 value => 1
3129 }
3130 ],
3131 [
3132 'slaying',
3133 {
3134 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".',
3135 name => 'key string',
3136 type => 'string'
3137 }
3138 ],
3139 [
3140 'no_magic',
3141 {
3142 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).',
3143 name => 'restrict spells',
3144 type => 'bool'
3145 }
3146 ],
3147 [
3148 'damned',
3149 {
3150 desc => 'Restricting the use of prayers to pass this door. This should be set in most cases.',
3151 name => 'restrict prayers',
3152 type => 'bool'
3153 }
3154 ],
3155 [
3156 'msg',
3157 {
3158 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.',
3159 end => 'endmsg',
3160 name => 'lock message',
3161 type => 'text'
3162 }
3163 ]
3164 ],
3165 desc => 'A locked door can be opened only when carrying the appropriate special key.',
3166 ignore => [
3167 $IGNORE_LIST{non_pickable}
3168 ],
3169 name => 'Locked Door',
3170 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).'
3171 },
3172 'Magic Ear' => {
3173 attr => [
3174 [
3175 'no_pick',
3176 {
3177 type => 'fixed',
3178 value => 1
3179 }
3180 ],
3181 [
3182 'connected',
3183 {
3184 desc => 'The Magic_ear will trigger all objects with the same connection value, every time it is activated.',
3185 name => 'connection',
3186 type => 'int'
3187 }
3188 ],
3189 [
3190 'msg',
3191 {
3192 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!',
3193 end => 'endmsg',
3194 name => 'keyword-matching',
3195 type => 'text'
3196 }
3197 ]
3198 ],
3199 desc => 'Magic_ears trigger a connected value when the player speaks a specific keyword.',
3200 ignore => [
3201 $IGNORE_LIST{system_object}
3202 ],
3203 name => 'Magic Ear',
3204 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.'
3205 },
3206 'Magic Wall' => {
3207 attr => [
3208 [
3209 'dam',
3210 {
3211 desc => 'The magic wall will cast this <spell>.',
3212 name => 'spell',
3213 type => 'spell'
3214 }
3215 ],
3216 [
3217 'level',
3218 {
3219 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.',
3220 name => 'spell level',
3221 type => 'int'
3222 }
3223 ],
3224 [
3225 'connected',
3226 {
3227 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.',
3228 name => 'connection',
3229 type => 'int'
3230 }
3231 ],
3232 [
3233 'speed',
3234 {
3235 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".',
3236 name => 'casting speed',
3237 type => 'float'
3238 }
3239 ],
3240 [
3241 'sp',
3242 {
3243 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.',
3244 name => 'direction',
3245 type => 'list',
3246 value => $LIST{direction}
3247 }
3248 ],
3249 [
3250 'no_pass',
3251 {
3252 desc => 'If set, the object cannot be passed by players nor monsters.',
3253 name => 'blocking passage',
3254 type => 'bool'
3255 }
3256 ]
3257 ],
3258 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.',
3259 ignore => [
3260 $IGNORE_LIST{non_pickable}
3261 ],
3262 name => 'Magic Wall',
3263 section => [
3264 [
3265 'destroyable',
3266 [
3267 [
3268 'alive',
3269 {
3270 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.',
3271 name => 'is destroyable',
3272 type => 'bool'
3273 }
3274 ],
3275 [
3276 'hp',
3277 {
3278 desc => 'The more <hitpoints> the wall has, the longer it takes to be destroyed.',
3279 name => 'hitpoints',
3280 type => 'int'
3281 }
3282 ],
3283 [
3284 'maxhp',
3285 {
3286 desc => '<max hitpoints> are the maximum amount of hitpoints the wall can have. This only makes sense if the wall can regain health.',
3287 name => 'max hitpoints',
3288 type => 'int'
3289 }
3290 ],
3291 [
3292 'ac',
3293 {
3294 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>.',
3295 name => 'armour class',
3296 type => 'int'
3297 }
3298 ]
3299 ]
3300 ],
3301 [
3302 'resistance',
3303 [
3304 [
3305 'resist_physical',
3306 {
3307 name => 'resist physical %',
3308 type => 'int'
3309 }
3310 ],
3311 [
3312 'resist_magic',
3313 {
3314 name => 'resist magic %',
3315 type => 'int'
3316 }
3317 ],
3318 [
3319 'resist_fire',
3320 {
3321 name => 'resist fire %',
3322 type => 'int'
3323 }
3324 ],
3325 [
3326 'resist_electricity',
3327 {
3328 name => 'resist electricity %',
3329 type => 'int'
3330 }
3331 ],
3332 [
3333 'resist_cold',
3334 {
3335 name => 'resist cold %',
3336 type => 'int'
3337 }
3338 ],
3339 [
3340 'resist_confusion',
3341 {
3342 name => 'resist confusion %',
3343 type => 'int'
3344 }
3345 ],
3346 [
3347 'resist_acid',
3348 {
3349 name => 'resist acid %',
3350 type => 'int'
3351 }
3352 ],
3353 [
3354 'resist_drain',
3355 {
3356 name => 'resist draining %',
3357 type => 'int'
3358 }
3359 ],
3360 [
3361 'resist_weaponmagic',
3362 {
3363 name => 'resist weaponmagic %',
3364 type => 'int'
3365 }
3366 ],
3367 [
3368 'resist_ghosthit',
3369 {
3370 name => 'resist ghosthit %',
3371 type => 'int'
3372 }
3373 ],
3374 [
3375 'resist_poison',
3376 {
3377 name => 'resist poison %',
3378 type => 'int'
3379 }
3380 ],
3381 [
3382 'resist_slow',
3383 {
3384 name => 'resist slow %',
3385 type => 'int'
3386 }
3387 ],
3388 [
3389 'resist_paralyze',
3390 {
3391 name => 'resist paralyze %',
3392 type => 'int'
3393 }
3394 ],
3395 [
3396 'resist_fear',
3397 {
3398 name => 'resist fear %',
3399 type => 'int'
3400 }
3401 ],
3402 [
3403 'resist_deplete',
3404 {
3405 name => 'resist depletion %',
3406 type => 'int'
3407 }
3408 ],
3409 [
3410 'resist_turn_undead',
3411 {
3412 name => 'resist turn undead %',
3413 type => 'int'
3414 }
3415 ],
3416 [
3417 'resist_death',
3418 {
3419 name => 'resist death-attack %',
3420 type => 'int'
3421 }
3422 ],
3423 [
3424 'resist_chaos',
3425 {
3426 name => 'resist chaos %',
3427 type => 'int'
3428 }
3429 ],
3430 [
3431 'resist_blind',
3432 {
3433 name => 'resist blinding %',
3434 type => 'int'
3435 }
3436 ],
3437 [
3438 'resist_holyword',
3439 {
3440 name => 'resist holy power %',
3441 type => 'int'
3442 }
3443 ],
3444 [
3445 'resist_godpower',
3446 {
3447 name => 'resist godpower %',
3448 type => 'int'
3449 }
3450 ]
3451 ]
3452 ]
3453 ],
3454 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".'
3455 },
3456 Marker => {
3457 attr => [
3458 [
3459 'no_pick',
3460 {
3461 type => 'fixed',
3462 value => 1
3463 }
3464 ],
3465 [
3466 'slaying',
3467 {
3468 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.',
3469 name => 'key string',
3470 type => 'string'
3471 }
3472 ],
3473 [
3474 'connected',
3475 {
3476 desc => 'When the detector is triggered, all objects with the same connection value get activated.',
3477 name => 'connection',
3478 type => 'int'
3479 }
3480 ],
3481 [
3482 'speed',
3483 {
3484 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.',
3485 name => 'marking speed',
3486 type => 'float'
3487 }
3488 ],
3489 [
3490 'food',
3491 {
3492 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.',
3493 name => 'mark duration',
3494 type => 'int'
3495 }
3496 ],
3497 [
3498 'name',
3499 {
3500 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.',
3501 name => 'delete mark',
3502 type => 'string'
3503 }
3504 ],
3505 [
3506 'msg',
3507 {
3508 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.',
3509 end => 'endmsg',
3510 name => 'marking message',
3511 type => 'text'
3512 }
3513 ]
3514 ],
3515 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.',
3516 ignore => [
3517 $IGNORE_LIST{system_object}
3518 ],
3519 name => 'Marker',
3520 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.'
3521 },
3522 Misc => {
3523 attr => [
3524 [
3525 'no_pass',
3526 {
3527 desc => 'If set, the object cannot be passed by players nor monsters.',
3528 name => 'blocking passage',
3529 type => 'bool'
3530 }
3531 ],
3532 [
3533 'cursed',
3534 {
3535 desc => 'Curses can have various effects: On equipment and food, they generally harm the player in some way.',
3536 name => 'cursed',
3537 type => 'bool'
3538 }
3539 ],
3540 [
3541 'damned',
3542 {
3543 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.',
3544 name => 'damned',
3545 type => 'bool'
3546 }
3547 ],
3548 [
3549 'unique',
3550 {
3551 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
3552 name => 'unique item',
3553 type => 'bool'
3554 }
3555 ],
3556 [
3557 'startequip',
3558 {
3559 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3560 name => 'godgiven item',
3561 type => 'bool'
3562 }
3563 ],
3564 [
3565 'msg',
3566 {
3567 desc => 'This text may describe the object.',
3568 end => 'endmsg',
3569 name => 'description',
3570 type => 'text'
3571 }
3572 ]
3573 ],
3574 name => 'Misc'
3575 },
3576 Money => {
3577 attr => [
3578 [
3579 'race',
3580 {
3581 type => 'fixed',
3582 value => 'gold and jewels'
3583 }
3584 ]
3585 ],
3586 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.',
3587 ignore => [
3588 'unpaid'
3589 ],
3590 name => 'Money'
3591 },
3592 'Monster & NPC' => {
3593 attr => [
3594 [
3595 'alive',
3596 {
3597 type => 'fixed',
3598 value => 1
3599 }
3600 ],
3601 [
3602 'randomitems',
3603 {
3604 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>.',
3605 name => 'treasurelist',
3606 type => 'treasurelist'
3607 }
3608 ],
3609 [
3610 'level',
3611 {
3612 desc => 'A monster\'s <level> is the most important attribute. <level> affects the power of a monster in various ways.',
3613 name => 'level',
3614 type => 'int'
3615 }
3616 ],
3617 [
3618 'race',
3619 {
3620 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.',
3621 name => 'race',
3622 type => 'string'
3623 }
3624 ],
3625 [
3626 'exp',
3627 {
3628 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!',
3629 name => 'experience',
3630 type => 'int'
3631 }
3632 ],
3633 [
3634 'speed',
3635 {
3636 desc => 'The <speed> determines how fast a monster will both move and fight. High <speed> makes a monster considerably stronger.',
3637 name => 'speed',
3638 type => 'float'
3639 }
3640 ],
3641 [
3642 'other_arch',
3643 {
3644 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.',
3645 name => 'breed monster',
3646 type => 'string'
3647 }
3648 ],
3649 [
3650 'generator',
3651 {
3652 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.',
3653 name => 'multiply',
3654 type => 'bool'
3655 }
3656 ],
3657 [
3658 'use_content_on_gen',
3659 {
3660 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.',
3661 name => 'template generation',
3662 type => 'bool'
3663 }
3664 ],
3665 [
3666 'flying',
3667 {
3668 desc => 'Flying monsters won\'t get slowed down in rough terrain and they won\'t be affected by movers.',
3669 name => 'flying',
3670 type => 'bool'
3671 }
3672 ],
3673 [
3674 'undead',
3675 {
3676 desc => 'Several spells only affect undead monsters: turn undead, banish undead, holy word, etc.',
3677 name => 'undead',
3678 type => 'bool'
3679 }
3680 ],
3681 [
3682 'carrying',
3683 {
3684 desc => 'If a monster has something in the inventory, this value can be set to reflect the slowdown due to the carried weight.',
3685 name => 'carries weight',
3686 type => 'int'
3687 }
3688 ],
3689 [
3690 'msg',
3691 {
3692 end => 'endmsg',
3693 name => 'npc message',
3694 type => 'text'
3695 }
3696 ]
3697 ],
3698 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.',
3699 ignore => [
3700 'material',
3701 'name_pl',
3702 'nrof',
3703 'value',
3704 'unpaid'
3705 ],
3706 name => 'Monster & NPC',
3707 required => {
3708 alive => 1,
3709 is_floor => 0,
3710 tear_down => 0
3711 },
3712 section => [
3713 [
3714 'melee',
3715 [
3716 [
3717 'attacktype',
3718 {
3719 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.',
3720 name => 'attacktype',
3721 type => 'bitmask',
3722 value => $BITMASK{attacktype}
3723 }
3724 ],
3725 [
3726 'dam',
3727 {
3728 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.',
3729 name => 'damage',
3730 type => 'int'
3731 }
3732 ],
3733 [
3734 'wc',
3735 {
3736 desc => 'Monsters of high <weapon class> are more likely to really hit their opponent. <weapon class> can be considered the "counterpiece" to <armour class>.',
3737 name => 'weapon class',
3738 type => 'int'
3739 }
3740 ],
3741 [
3742 'hp',
3743 {
3744 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>.',
3745 name => 'health points',
3746 type => 'int'
3747 }
3748 ],
3749 [
3750 'maxhp',
3751 {
3752 desc => '<max health> is the maximum amount of <health points> this monster can have.',
3753 name => 'max health',
3754 type => 'int'
3755 }
3756 ],
3757 [
3758 'ac',
3759 {
3760 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).',
3761 name => 'armour class',
3762 type => 'int'
3763 }
3764 ],
3765 [
3766 'Con',
3767 {
3768 desc => 'Monsters regenerate this many health points each 4 ticks. Hence, the healing rate is independent of <speed>.',
3769 name => 'healing rate',
3770 type => 'int'
3771 }
3772 ],
3773 [
3774 'reflect_missile',
3775 {
3776 desc => 'A monster with this flag has the ability to <reflect missiles>, all kinds of projectiles (e.g. arrows, bolts, boulders) will bounce off.',
3777 name => 'reflect missiles',
3778 type => 'bool'
3779 }
3780 ],
3781 [
3782 'hitback',
3783 {
3784 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.',
3785 name => 'hitback',
3786 type => 'bool'
3787 }
3788 ],
3789 [
3790 'one_hit',
3791 {
3792 desc => 'Monsters with <one hit only> dissapear after one successful hit to a player.',
3793 name => 'one hit only',
3794 type => 'bool'
3795 }
3796 ]
3797 ]
3798 ],
3799 [
3800 'spellcraft',
3801 [
3802 [
3803 'can_cast_spell',
3804 {
3805 desc => 'If <can cast spell> is disabled, the monster cannot cast any spell. Only wands/rods/etc can be used, given the appropriate abilities.',
3806 name => 'can cast spell',
3807 type => 'bool'
3808 }
3809 ],
3810 [
3811 'reflect_spell',
3812 {
3813 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.',
3814 name => 'reflect spells',
3815 type => 'bool'
3816 }
3817 ],
3818 [
3819 'sp',
3820 {
3821 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>.',
3822 name => 'spellpoints',
3823 type => 'int'
3824 }
3825 ],
3826 [
3827 'maxsp',
3828 {
3829 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.',
3830 name => 'max spellpoints',
3831 type => 'int'
3832 }
3833 ],
3834 [
3835 'Pow',
3836 {
3837 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.',
3838 name => 'spellpoint regen.',
3839 type => 'int'
3840 }
3841 ],
3842 [
3843 'path_attuned',
3844 {
3845 desc => 'Click on the <attuned paths> button to select spellpaths. The creature will get attuned to the specified spellpaths.',
3846 name => 'attuned paths',
3847 type => 'bitmask',
3848 value => $BITMASK{spellpath}
3849 }
3850 ],
3851 [
3852 'path_repelled',
3853 {
3854 desc => 'Click on the <repelled paths> button to select spellpaths. The creature will get repelled to the specified spellpaths.',
3855 name => 'repelled paths',
3856 type => 'bitmask',
3857 value => $BITMASK{spellpath}
3858 }
3859 ],
3860 [
3861 'path_denied',
3862 {
3863 desc => 'Click on the <denied paths> button to select spellpaths. The creature won\'t be able to cast spells of the specified paths.',
3864 name => 'denied paths',
3865 type => 'bitmask',
3866 value => $BITMASK{spellpath}
3867 }
3868 ]
3869 ]
3870 ],
3871 [
3872 'ability',
3873 [
3874 [
3875 'Int',
3876 {
3877 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.',
3878 name => 'detect hidden',
3879 type => 'int'
3880 }
3881 ],
3882 [
3883 'see_invisible',
3884 {
3885 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.',
3886 name => 'see invisible',
3887 type => 'bool'
3888 }
3889 ],
3890 [
3891 'can_see_in_dark',
3892 {
3893 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.',
3894 name => 'see in darkness',
3895 type => 'bool'
3896 }
3897 ],
3898 [
3899 'can_use_weapon',
3900 {
3901 desc => 'Monster is able to wield weapon type objects.',
3902 name => 'can use weapons',
3903 type => 'bool'
3904 }
3905 ],
3906 [
3907 'can_use_bow',
3908 {
3909 desc => 'Monster is able to use missile-weapon type objects.',
3910 name => 'can use bows',
3911 type => 'bool'
3912 }
3913 ],
3914 [
3915 'can_use_armour',
3916 {
3917 desc => 'Monster is able to wear protective equipment like brestplate armour, shields, helmets etc.',
3918 name => 'can use armour',
3919 type => 'bool'
3920 }
3921 ],
3922 [
3923 'can_use_ring',
3924 {
3925 desc => 'Monster is able to wear rings.',
3926 name => 'can use rings',
3927 type => 'bool'
3928 }
3929 ],
3930 [
3931 'can_use_wand',
3932 {
3933 desc => 'Monster is able to use wands and staves.',
3934 name => 'can use wands',
3935 type => 'bool'
3936 }
3937 ],
3938 [
3939 'can_use_rod',
3940 {
3941 desc => 'Monster is able to use rods.',
3942 name => 'can use rods',
3943 type => 'bool'
3944 }
3945 ],
3946 [
3947 'can_use_scroll',
3948 {
3949 desc => 'Monster is able to read scrolls.',
3950 name => 'can use scrolls',
3951 type => 'bool'
3952 }
3953 ],
3954 [
3955 'can_use_skill',
3956 {
3957 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>.',
3958 name => 'can use skills',
3959 type => 'bool'
3960 }
3961 ]
3962 ]
3963 ],
3964 [
3965 'behave',
3966 [
3967 [
3968 'monster',
3969 {
3970 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.',
3971 name => 'monster behaviour',
3972 type => 'bool'
3973 }
3974 ],
3975 [
3976 'unaggressive',
3977 {
3978 desc => '<unaggressive> monsters do not attack players unless attacked first.',
3979 name => 'unaggressive',
3980 type => 'bool'
3981 }
3982 ],
3983 [
3984 'friendly',
3985 {
3986 desc => '<friendly> monsters help the player, attacking any non-friendly monsters in range.',
3987 name => 'friendly',
3988 type => 'bool'
3989 }
3990 ],
3991 [
3992 'stand_still',
3993 {
3994 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.',
3995 name => 'stand still',
3996 type => 'bool'
3997 }
3998 ],
3999 [
4000 'sleep',
4001 {
4002 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.',
4003 name => 'asleep',
4004 type => 'bool'
4005 }
4006 ],
4007 [
4008 'will_apply',
4009 {
4010 desc => 'This entry defines which kinds of environment actions the creature is able to perform.',
4011 name => 'misc. actions',
4012 type => 'bitmask',
4013 value => $BITMASK{will_apply}
4014 }
4015 ],
4016 [
4017 'pick_up',
4018 {
4019 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.',
4020 name => 'pick up',
4021 type => 'bitmask',
4022 value => $BITMASK{pick_up}
4023 }
4024 ],
4025 [
4026 'Wis',
4027 {
4028 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.',
4029 name => 'sensing range',
4030 type => 'int'
4031 }
4032 ],
4033 [
4034 'attack_movement',
4035 {
4036 name => 'attack movement',
4037 type => 'int'
4038 }
4039 ],
4040 [
4041 'run_away',
4042 {
4043 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.',
4044 name => 'run at % health',
4045 type => 'int'
4046 }
4047 ]
4048 ]
4049 ],
4050 [
4051 'resistance',
4052 [
4053 [
4054 'resist_physical',
4055 {
4056 name => 'resist physical %',
4057 type => 'int'
4058 }
4059 ],
4060 [
4061 'resist_magic',
4062 {
4063 name => 'resist magic %',
4064 type => 'int'
4065 }
4066 ],
4067 [
4068 'resist_fire',
4069 {
4070 name => 'resist fire %',
4071 type => 'int'
4072 }
4073 ],
4074 [
4075 'resist_electricity',
4076 {
4077 name => 'resist electricity %',
4078 type => 'int'
4079 }
4080 ],
4081 [
4082 'resist_cold',
4083 {
4084 name => 'resist cold %',
4085 type => 'int'
4086 }
4087 ],
4088 [
4089 'resist_confusion',
4090 {
4091 name => 'resist confusion %',
4092 type => 'int'
4093 }
4094 ],
4095 [
4096 'resist_acid',
4097 {
4098 name => 'resist acid %',
4099 type => 'int'
4100 }
4101 ],
4102 [
4103 'resist_drain',
4104 {
4105 name => 'resist draining %',
4106 type => 'int'
4107 }
4108 ],
4109 [
4110 'resist_weaponmagic',
4111 {
4112 name => 'resist weaponmagic %',
4113 type => 'int'
4114 }
4115 ],
4116 [
4117 'resist_ghosthit',
4118 {
4119 name => 'resist ghosthit %',
4120 type => 'int'
4121 }
4122 ],
4123 [
4124 'resist_poison',
4125 {
4126 name => 'resist poison %',
4127 type => 'int'
4128 }
4129 ],
4130 [
4131 'resist_slow',
4132 {
4133 name => 'resist slow %',
4134 type => 'int'
4135 }
4136 ],
4137 [
4138 'resist_paralyze',
4139 {
4140 name => 'resist paralyze %',
4141 type => 'int'
4142 }
4143 ],
4144 [
4145 'resist_fear',
4146 {
4147 name => 'resist fear %',
4148 type => 'int'
4149 }
4150 ],
4151 [
4152 'resist_deplete',
4153 {
4154 name => 'resist depletion %',
4155 type => 'int'
4156 }
4157 ],
4158 [
4159 'resist_turn_undead',
4160 {
4161 name => 'resist turn undead %',
4162 type => 'int'
4163 }
4164 ],
4165 [
4166 'resist_death',
4167 {
4168 name => 'resist death-attack %',
4169 type => 'int'
4170 }
4171 ],
4172 [
4173 'resist_chaos',
4174 {
4175 name => 'resist chaos %',
4176 type => 'int'
4177 }
4178 ],
4179 [
4180 'resist_blind',
4181 {
4182 name => 'resist blinding %',
4183 type => 'int'
4184 }
4185 ],
4186 [
4187 'resist_holyword',
4188 {
4189 name => 'resist holy power %',
4190 type => 'int'
4191 }
4192 ],
4193 [
4194 'resist_godpower',
4195 {
4196 name => 'resist godpower %',
4197 type => 'int'
4198 }
4199 ]
4200 ]
4201 ]
4202 ],
4203 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. :-)'
4204 },
4205 'Monster (Grimreaper)' => {
4206 desc => 'A grimreaper is a monster that vanishes after it did some number of draining attacks.',
4207 ignore => [
4208 'material',
4209 'name_pl',
4210 'nrof',
4211 'value',
4212 'unpaid'
4213 ],
4214 import => [
4215 $TYPE{'Monster & NPC'}
4216 ],
4217 name => 'Monster (Grimreaper)',
4218 section => [
4219 [
4220 'grimreaper',
4221 [
4222 [
4223 'value',
4224 {
4225 desc => 'The object vanishes after this number of draining attacks.',
4226 name => 'attacks',
4227 type => 'int'
4228 }
4229 ]
4230 ]
4231 ]
4232 ]
4233 },
4234 'Mood Floor' => {
4235 attr => [
4236 [
4237 'no_pick',
4238 {
4239 type => 'fixed',
4240 value => 1
4241 }
4242 ],
4243 [
4244 'last_sp',
4245 {
4246 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!',
4247 name => 'mood',
4248 type => 'list',
4249 value => $LIST{mood}
4250 }
4251 ],
4252 [
4253 'connected',
4254 {
4255 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!',
4256 name => 'connection',
4257 type => 'int'
4258 }
4259 ],
4260 [
4261 'no_magic',
4262 {
4263 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
4264 name => 'no spells',
4265 type => 'bool'
4266 }
4267 ],
4268 [
4269 'damned',
4270 {
4271 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
4272 name => 'no prayers',
4273 type => 'bool'
4274 }
4275 ]
4276 ],
4277 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.',
4278 ignore => [
4279 $IGNORE_LIST{system_object}
4280 ],
4281 name => 'Mood Floor',
4282 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.)'
4283 },
4284 Mover => {
4285 attr => [
4286 [
4287 'attacktype',
4288 {
4289 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.',
4290 name => 'forced movement',
4291 type => 'bool'
4292 }
4293 ],
4294 [
4295 'maxsp',
4296 {
4297 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.',
4298 name => 'freeze duration',
4299 type => 'int'
4300 }
4301 ],
4302 [
4303 'speed',
4304 {
4305 desc => 'The movement speed value determines how fast a chain of these movers will push a player along (default is -0.2).',
4306 name => 'movement speed',
4307 type => 'float'
4308 }
4309 ],
4310 [
4311 'sp',
4312 {
4313 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.',
4314 name => 'direction',
4315 type => 'list',
4316 value => $LIST{direction}
4317 }
4318 ],
4319 [
4320 'lifesave',
4321 {
4322 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.',
4323 name => 'gets used up',
4324 type => 'bool'
4325 }
4326 ],
4327 [
4328 'hp',
4329 {
4330 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).',
4331 name => 'number of uses',
4332 type => 'int'
4333 }
4334 ]
4335 ],
4336 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.',
4337 ignore => [
4338 $IGNORE_LIST{non_pickable}
4339 ],
4340 name => 'Mover',
4341 section => [
4342 [
4343 'targets',
4344 [
4345 [
4346 'level',
4347 {
4348 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.',
4349 name => 'move players',
4350 type => 'bool'
4351 }
4352 ],
4353 [
4354 'walk_on',
4355 {
4356 desc => 'This should always be set.',
4357 name => 'move walking creatures',
4358 type => 'bool'
4359 }
4360 ],
4361 [
4362 'fly_on',
4363 {
4364 desc => 'Move flying creatures enabled means all flying (living) objects will get moved too. If disabled, only walking (non-flying) creatures will get moved.',
4365 name => 'move flying creatures',
4366 type => 'bool'
4367 }
4368 ]
4369 ]
4370 ]
4371 ],
4372 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).'
4373 },
4374 Pedestal => {
4375 attr => [
4376 [
4377 'no_pick',
4378 {
4379 type => 'fixed',
4380 value => 1
4381 }
4382 ],
4383 [
4384 'slaying',
4385 {
4386 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.',
4387 name => 'match race',
4388 type => 'string'
4389 }
4390 ],
4391 [
4392 'connected',
4393 {
4394 desc => 'When the pedestal is triggered, all objects with the same connection value get activated.',
4395 name => 'connection',
4396 type => 'int'
4397 }
4398 ],
4399 [
4400 'walk_on',
4401 {
4402 type => 'fixed',
4403 value => 1
4404 }
4405 ],
4406 [
4407 'walk_off',
4408 {
4409 type => 'fixed',
4410 value => 1
4411 }
4412 ]
4413 ],
4414 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.',
4415 ignore => [
4416 $IGNORE_LIST{non_pickable}
4417 ],
4418 name => 'Pedestal',
4419 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.'
4420 },
4421 Pit => {
4422 attr => [
4423 [
4424 'no_pick',
4425 {
4426 type => 'fixed',
4427 value => 1
4428 }
4429 ],
4430 [
4431 'connected',
4432 {
4433 desc => 'When a <connection> value is set, the pit can be opened/closed by activating the connection.',
4434 name => 'connection',
4435 type => 'int'
4436 }
4437 ],
4438 [
4439 'hp',
4440 {
4441 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!',
4442 name => 'destination X',
4443 type => 'int'
4444 }
4445 ],
4446 [
4447 'sp',
4448 {
4449 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!',
4450 name => 'destination Y',
4451 type => 'int'
4452 }
4453 ],
4454 [
4455 'wc',
4456 {
4457 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.',
4458 name => 'position state',
4459 type => 'int'
4460 }
4461 ],
4462 [
4463 'walk_on',
4464 {
4465 desc => 'If set, all walking creatures will fall into the pit. This does NOT need to be set for closed pits!',
4466 name => 'swallow walking',
4467 type => 'bool'
4468 }
4469 ],
4470 [
4471 'fly_on',
4472 {
4473 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.',
4474 name => 'swallow flying',
4475 type => 'bool'
4476 }
4477 ]
4478 ],
4479 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.',
4480 ignore => [
4481 $IGNORE_LIST{non_pickable}
4482 ],
4483 name => 'Pit',
4484 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.'
4485 },
4486 'Poison Food' => {
4487 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.',
4488 name => 'Poison Food'
4489 },
4490 Potion => {
4491 attr => [
4492 [
4493 'level',
4494 {
4495 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.',
4496 name => 'potion level',
4497 type => 'int'
4498 }
4499 ],
4500 [
4501 'sp',
4502 {
4503 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".',
4504 name => 'spell',
4505 type => 'spell'
4506 }
4507 ],
4508 [
4509 'attacktype',
4510 {
4511 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.',
4512 name => 'special effect',
4513 type => 'list',
4514 value => $LIST{potion_effect}
4515 }
4516 ],
4517 [
4518 'cursed',
4519 {
4520 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 >:)',
4521 name => 'cursed',
4522 type => 'bool'
4523 }
4524 ],
4525 [
4526 'startequip',
4527 {
4528 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4529 name => 'godgiven item',
4530 type => 'bool'
4531 }
4532 ]
4533 ],
4534 desc => 'The player can drink these and gain various kinds of benefits (/penalties) by doing so.',
4535 name => 'Potion',
4536 section => [
4537 [
4538 'stats',
4539 [
4540 [
4541 'Str',
4542 {
4543 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.',
4544 name => 'strength',
4545 type => 'int'
4546 }
4547 ],
4548 [
4549 'Dex',
4550 {
4551 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.',
4552 name => 'dexterity',
4553 type => 'int'
4554 }
4555 ],
4556 [
4557 'Con',
4558 {
4559 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.',
4560 name => 'constitution',
4561 type => 'int'
4562 }
4563 ],
4564 [
4565 'Int',
4566 {
4567 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.',
4568 name => 'intelligence',
4569 type => 'int'
4570 }
4571 ],
4572 [
4573 'Pow',
4574 {
4575 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.',
4576 name => 'power',
4577 type => 'int'
4578 }
4579 ],
4580 [
4581 'Wis',
4582 {
4583 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.',
4584 name => 'wisdom',
4585 type => 'int'
4586 }
4587 ],
4588 [
4589 'Cha',
4590 {
4591 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.',
4592 name => 'charisma',
4593 type => 'int'
4594 }
4595 ]
4596 ]
4597 ],
4598 [
4599 'resistance',
4600 [
4601 [
4602 'resist_physical',
4603 {
4604 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!',
4605 name => 'resist physical %',
4606 type => 'int'
4607 }
4608 ],
4609 [
4610 'resist_magic',
4611 {
4612 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!',
4613 name => 'resist magic %',
4614 type => 'int'
4615 }
4616 ],
4617 [
4618 'resist_fire',
4619 {
4620 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!',
4621 name => 'resist fire %',
4622 type => 'int'
4623 }
4624 ],
4625 [
4626 'resist_electricity',
4627 {
4628 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!',
4629 name => 'resist electricity %',
4630 type => 'int'
4631 }
4632 ],
4633 [
4634 'resist_cold',
4635 {
4636 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!',
4637 name => 'resist cold %',
4638 type => 'int'
4639 }
4640 ],
4641 [
4642 'resist_acid',
4643 {
4644 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!',
4645 name => 'resist acid %',
4646 type => 'int'
4647 }
4648 ],
4649 [
4650 'resist_confusion',
4651 {
4652 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!',
4653 name => 'resist confusion %',
4654 type => 'int'
4655 }
4656 ],
4657 [
4658 'resist_weaponmagic',
4659 {
4660 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!',
4661 name => 'resist weaponmagic %',
4662 type => 'int'
4663 }
4664 ],
4665 [
4666 'resist_paralyze',
4667 {
4668 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!',
4669 name => 'resist paralyze %',
4670 type => 'int'
4671 }
4672 ],
4673 [
4674 'resist_drain',
4675 {
4676 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!',
4677 name => 'resist draining %',
4678 type => 'int'
4679 }
4680 ],
4681 [
4682 'resist_deplete',
4683 {
4684 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!',
4685 name => 'resist depletion %',
4686 type => 'int'
4687 }
4688 ],
4689 [
4690 'resist_poison',
4691 {
4692 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!',
4693 name => 'resist poison %',
4694 type => 'int'
4695 }
4696 ]
4697 ]
4698 ]
4699 ],
4700 use => 'One potion should never give multiple benefits at once.'
4701 },
4702 'Power Crystal' => {
4703 attr => [
4704 [
4705 'sp',
4706 {
4707 desc => '<initial mana> is the amount of spellpoints that the crystal holds when the map is loaded.',
4708 name => 'initial mana',
4709 type => 'int'
4710 }
4711 ],
4712 [
4713 'maxsp',
4714 {
4715 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.',
4716 name => 'mana capacity',
4717 type => 'int'
4718 }
4719 ]
4720 ],
4721 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.',
4722 name => 'Power Crystal'
4723 },
4724 Projectile => {
4725 attr => [
4726 [
4727 'attacktype',
4728 {
4729 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.',
4730 name => 'attacktype',
4731 type => 'bitmask',
4732 value => $BITMASK{attacktype}
4733 }
4734 ],
4735 [
4736 'race',
4737 {
4738 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>.',
4739 name => 'ammunition class',
4740 type => 'string'
4741 }
4742 ],
4743 [
4744 'slaying',
4745 {
4746 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.',
4747 name => 'slaying race',
4748 type => 'string'
4749 }
4750 ],
4751 [
4752 'dam',
4753 {
4754 desc => 'The projectile <damage> significantly affects the damage done. Damage can be further increased by the shooting weapon\'s attributes.',
4755 name => 'damage',
4756 type => 'int'
4757 }
4758 ],
4759 [
4760 'wc',
4761 {
4762 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.',
4763 name => 'weaponclass',
4764 type => 'int'
4765 }
4766 ],
4767 [
4768 'food',
4769 {
4770 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).',
4771 name => 'chance to break',
4772 type => 'int'
4773 }
4774 ],
4775 [
4776 'magic',
4777 {
4778 desc => 'Magic bonus increases chance to hit and damage a little bit.',
4779 name => 'magic bonus',
4780 type => 'int'
4781 }
4782 ],
4783 [
4784 'unique',
4785 {
4786 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
4787 name => 'unique item',
4788 type => 'bool'
4789 }
4790 ],
4791 [
4792 'startequip',
4793 {
4794 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4795 name => 'godgiven item',
4796 type => 'bool'
4797 }
4798 ],
4799 [
4800 'no_drop',
4801 {
4802 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.',
4803 name => 'don\'t drop',
4804 type => 'bool'
4805 }
4806 ],
4807 [
4808 'msg',
4809 {
4810 desc => 'This text may describe the projectile. This could be nice for very special ones.',
4811 end => 'endmsg',
4812 name => 'description',
4813 type => 'text'
4814 }
4815 ]
4816 ],
4817 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.',
4818 name => 'Projectile',
4819 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.'
4820 },
4821 Ring => {
4822 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.',
4823 import => [
4824 $TYPE{Amulet}
4825 ],
4826 name => 'Ring',
4827 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.'
4828 },
4829 Rod => {
4830 attr => [
4831 [
4832 'sp',
4833 {
4834 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!',
4835 name => 'spell',
4836 type => 'spell'
4837 }
4838 ],
4839 [
4840 'level',
4841 {
4842 desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should be set to something reasonable.',
4843 name => 'casting level',
4844 type => 'int'
4845 }
4846 ],
4847 [
4848 'hp',
4849 {
4850 desc => 'This value represents the initial amount of spellpoints in the rod. Naturally, this is quite unimportant.',
4851 name => 'initial spellpoints',
4852 type => 'int'
4853 }
4854 ],
4855 [
4856 'maxhp',
4857 {
4858 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.',
4859 name => 'max. spellpoints',
4860 type => 'int'
4861 }
4862 ],
4863 [
4864 'startequip',
4865 {
4866 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4867 name => 'godgiven item',
4868 type => 'bool'
4869 }
4870 ],
4871 [
4872 'msg',
4873 {
4874 desc => 'This text may contain a description of the rod.',
4875 end => 'endmsg',
4876 name => 'description',
4877 type => 'text'
4878 }
4879 ]
4880 ],
4881 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.',
4882 ignore => [
4883 'title'
4884 ],
4885 name => 'Rod',
4886 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>'
4887 },
4888 Rune => {
4889 attr => [
4890 [
4891 'no_pick',
4892 {
4893 type => 'fixed',
4894 value => 1
4895 }
4896 ],
4897 [
4898 'walk_on',
4899 {
4900 type => 'fixed',
4901 value => 1
4902 }
4903 ],
4904 [
4905 'level',
4906 {
4907 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.',
4908 name => 'rune level',
4909 type => 'int'
4910 }
4911 ],
4912 [
4913 'Cha',
4914 {
4915 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.',
4916 name => 'visibility',
4917 type => 'int'
4918 }
4919 ],
4920 [
4921 'hp',
4922 {
4923 desc => 'The rune will detonate <number of charges> times before disappearing.',
4924 name => 'number of charges',
4925 type => 'int'
4926 }
4927 ],
4928 [
4929 'dam',
4930 {
4931 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.',
4932 name => 'direct damage',
4933 type => 'int'
4934 }
4935 ],
4936 [
4937 'attacktype',
4938 {
4939 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.',
4940 name => 'attacktype',
4941 type => 'bitmask',
4942 value => $BITMASK{attacktype}
4943 }
4944 ],
4945 [
4946 'msg',
4947 {
4948 desc => 'When the rune detonates, this text is displayed to the victim. For especially powerful runes, create an appropriate thrilling description. ;)',
4949 end => 'endmsg',
4950 name => 'detonation text',
4951 type => 'text'
4952 }
4953 ]
4954 ],
4955 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.',
4956 ignore => [
4957 'no_pick',
4958 'title',
4959 'name_pl',
4960 'weight',
4961 'value',
4962 'material',
4963 'unpaid'
4964 ],
4965 name => 'Rune',
4966 section => [
4967 [
4968 'spellcraft',
4969 [
4970 [
4971 'sp',
4972 {
4973 desc => 'The selected <spell> defines the spell in the rune, if any. (Many runes do direct damage).',
4974 name => 'spell',
4975 type => 'spell'
4976 }
4977 ],
4978 [
4979 'slaying',
4980 {
4981 desc => 'Name of the spell in the rune, if any. <spell name> is optional, but if present, overrides the <spell> setting.',
4982 name => 'spell name',
4983 type => 'string'
4984 }
4985 ],
4986 [
4987 'other_arch',
4988 {
4989 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.',
4990 name => 'spell arch',
4991 type => 'string'
4992 }
4993 ],
4994 [
4995 'maxsp',
4996 {
4997 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.',
4998 name => 'direction',
4999 type => 'list',
5000 value => $LIST{direction}
5001 }
5002 ],
5003 [
5004 'race',
5005 {
5006 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.',
5007 name => 'summon monster',
5008 type => 'string'
5009 }
5010 ],
5011 [
5012 'maxhp',
5013 {
5014 desc => 'This should only be set to a summoning rune. It will then summon that many creatures of the kind <summon monster>.',
5015 name => 'summon amount',
5016 type => 'int'
5017 }
5018 ]
5019 ]
5020 ]
5021 ],
5022 use => 'Avoid monsters stepping on your runes. For example, summoning runes together with spellcasting- and attack-runes is usually a bad idea.'
5023 },
5024 Savebed => {
5025 attr => [
5026 [
5027 'no_pick',
5028 {
5029 type => 'fixed',
5030 value => 1
5031 }
5032 ],
5033 [
5034 'no_magic',
5035 {
5036 type => 'fixed',
5037 value => 1
5038 }
5039 ],
5040 [
5041 'damned',
5042 {
5043 type => 'fixed',
5044 value => 1
5045 }
5046 ]
5047 ],
5048 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.',
5049 ignore => [
5050 $IGNORE_LIST{non_pickable}
5051 ],
5052 name => 'Savebed',
5053 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>'
5054 },
5055 Scroll => {
5056 attr => [
5057 [
5058 'level',
5059 {
5060 desc => 'The spell of the scroll will be casted at this level. This value should always be set, at least to 1.',
5061 name => 'casting level',
5062 type => 'int'
5063 }
5064 ],
5065 [
5066 'sp',
5067 {
5068 desc => 'When a player/monster applies this scroll, the selected <spell> will be casted (once). This should work for any given spell.',
5069 name => 'spell',
5070 type => 'spell'
5071 }
5072 ],
5073 [
5074 'startequip',
5075 {
5076 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5077 name => 'godgiven item',
5078 type => 'bool'
5079 }
5080 ]
5081 ],
5082 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.',
5083 ignore => [
5084 'title'
5085 ],
5086 name => 'Scroll',
5087 use => 'For low level quests, scrolls of healing/curing-spells can be a nice reward. At higher levels, scrolls become less and less useful.'
5088 },
5089 Shield => {
5090 attr => [
5091 [
5092 'magic',
5093 {
5094 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.',
5095 name => 'magic bonus',
5096 type => 'int'
5097 }
5098 ]
5099 ],
5100 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.',
5101 import => [
5102 $TYPE{Amulet}
5103 ],
5104 name => 'Shield',
5105 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
5106 },
5107 'Shooting Weapon' => {
5108 attr => [
5109 [
5110 'race',
5111 {
5112 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.',
5113 name => 'ammunition class',
5114 type => 'string'
5115 }
5116 ],
5117 [
5118 'sp',
5119 {
5120 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).',
5121 name => 'shooting speed',
5122 type => 'int'
5123 }
5124 ],
5125 [
5126 'dam',
5127 {
5128 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.',
5129 name => 'base damage',
5130 type => 'int'
5131 }
5132 ],
5133 [
5134 'wc',
5135 {
5136 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.',
5137 name => 'weaponclass',
5138 type => 'int'
5139 }
5140 ],
5141 [
5142 'item_power',
5143 {
5144 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>.',
5145 name => 'item power',
5146 type => 'int'
5147 }
5148 ],
5149 [
5150 'no_strength',
5151 {
5152 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.',
5153 name => 'ignore strength',
5154 type => 'bool'
5155 }
5156 ],
5157 [
5158 'damned',
5159 {
5160 desc => 'A damned shooting weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
5161 name => 'damnation',
5162 type => 'bool'
5163 }
5164 ],
5165 [
5166 'cursed',
5167 {
5168 desc => 'A cursed shooting weapon cannot be unwielded unless the curse is removed.',
5169 name => 'curse',
5170 type => 'bool'
5171 }
5172 ],
5173 [
5174 'unique',
5175 {
5176 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5177 name => 'unique item',
5178 type => 'bool'
5179 }
5180 ],
5181 [
5182 'startequip',
5183 {
5184 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5185 name => 'godgiven item',
5186 type => 'bool'
5187 }
5188 ],
5189 [
5190 'msg',
5191 {
5192 desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
5193 end => 'endmsg',
5194 name => 'description',
5195 type => 'text'
5196 }
5197 ]
5198 ],
5199 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.',
5200 name => 'Shooting Weapon',
5201 section => [
5202 [
5203 'stats',
5204 [
5205 [
5206 'Str',
5207 {
5208 desc => 'The player\'s strentgh will rise/fall by the given value while wearing this shooting weapon.',
5209 name => 'strength',
5210 type => 'int'
5211 }
5212 ],
5213 [
5214 'Dex',
5215 {
5216 desc => 'The player\'s dexterity will rise/fall by the given value while wearing this shooting weapon.',
5217 name => 'dexterity',
5218 type => 'int'
5219 }
5220 ],
5221 [
5222 'Con',
5223 {
5224 desc => 'The player\'s constitution will rise/fall by the given value while wearing this shooting weapon.',
5225 name => 'constitution',
5226 type => 'int'
5227 }
5228 ],
5229 [
5230 'Int',
5231 {
5232 desc => 'The player\'s intelligence will rise/fall by the given value while wearing this shooting weapon.',
5233 name => 'intelligence',
5234 type => 'int'
5235 }
5236 ],
5237 [
5238 'Pow',
5239 {
5240 desc => 'The player\'s power will rise/fall by the given value while wearing this shooting weapon.',
5241 name => 'power',
5242 type => 'int'
5243 }
5244 ],
5245 [
5246 'Wis',
5247 {
5248 desc => 'The player\'s wisdom will rise/fall by the given value while wearing this shooting weapon.',
5249 name => 'wisdom',
5250 type => 'int'
5251 }
5252 ],
5253 [
5254 'Cha',
5255 {
5256 desc => 'The player\'s charisma will rise/fall by the given value while wearing this shooting weapon.',
5257 name => 'charisma',
5258 type => 'int'
5259 }
5260 ]
5261 ]
5262 ],
5263 [
5264 'bonus',
5265 [
5266 [
5267 'luck',
5268 {
5269 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.',
5270 name => 'luck bonus',
5271 type => 'int'
5272 }
5273 ],
5274 [
5275 'magic',
5276 {
5277 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.',
5278 name => 'magic bonus',
5279 type => 'int'
5280 }
5281 ]
5282 ]
5283 ]
5284 ],
5285 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.'
5286 },
5287 'Shop Floor' => {
5288 attr => [
5289 [
5290 'is_floor',
5291 {
5292 type => 'fixed',
5293 value => 1
5294 }
5295 ],
5296 [
5297 'no_pick',
5298 {
5299 type => 'fixed',
5300 value => 1
5301 }
5302 ],
5303 [
5304 'no_magic',
5305 {
5306 type => 'fixed',
5307 value => 1
5308 }
5309 ],
5310 [
5311 'auto_apply',
5312 {
5313 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.',
5314 name => 'generate goods',
5315 type => 'bool'
5316 }
5317 ],
5318 [
5319 'randomitems',
5320 {
5321 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.',
5322 name => 'treasurelist',
5323 type => 'treasurelist'
5324 }
5325 ],
5326 [
5327 'exp',
5328 {
5329 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.',
5330 name => 'quality level',
5331 type => 'int'
5332 }
5333 ],
5334 [
5335 'damned',
5336 {
5337 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.)',
5338 name => 'no prayers',
5339 type => 'bool'
5340 }
5341 ]
5342 ],
5343 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).',
5344 ignore => [
5345 $IGNORE_LIST{non_pickable}
5346 ],
5347 name => 'Shop Floor',
5348 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.'
5349 },
5350 'Shop Mat' => {
5351 attr => [
5352 [
5353 'no_pick',
5354 {
5355 type => 'fixed',
5356 value => 1
5357 }
5358 ],
5359 [
5360 'walk_on',
5361 {
5362 desc => 'If set, the player can enter/leave the shop by just walking into the shop mat.',
5363 name => 'apply by walking',
5364 type => 'bool'
5365 }
5366 ],
5367 [
5368 'fly_on',
5369 {
5370 desc => 'If set, the player can enter/leave the shop by "flying" into the shop mat.',
5371 name => 'apply by flying',
5372 type => 'bool'
5373 }
5374 ]
5375 ],
5376 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).',
5377 ignore => [
5378 $IGNORE_LIST{non_pickable}
5379 ],
5380 name => 'Shop Mat',
5381 use => 'As stated above, always place TWO shop mats into your shop. Not more and not less than that.'
5382 },
5383 'Sign & MagicMouth' => {
5384 attr => [
5385 [
5386 'connected',
5387 {
5388 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.',
5389 name => 'connection',
5390 type => 'int'
5391 }
5392 ],
5393 [
5394 'walk_on',
5395 {
5396 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.',
5397 name => 'activate by walking',
5398 type => 'bool'
5399 }
5400 ],
5401 [
5402 'fly_on',
5403 {
5404 desc => 'If set, the player gets the message when flying (=levitating) ontop of the object. Usually this should be set together with walk_on.',
5405 name => 'activate by flying',
5406 type => 'bool'
5407 }
5408 ],
5409 [
5410 'food',
5411 {
5412 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).',
5413 name => 'counter',
5414 type => 'int'
5415 }
5416 ],
5417 [
5418 'msg',
5419 {
5420 desc => 'This text will be displayed to the player.',
5421 end => 'endmsg',
5422 name => 'message',
5423 type => 'text'
5424 }
5425 ]
5426 ],
5427 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).',
5428 ignore => [
5429 $IGNORE_LIST{non_pickable}
5430 ],
5431 name => 'Sign & MagicMouth',
5432 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.'
5433 },
5434 Skill => {
5435 attr => [
5436 [
5437 'invisible',
5438 {
5439 type => 'fixed',
5440 value => 1
5441 }
5442 ],
5443 [
5444 'no_drop',
5445 {
5446 type => 'fixed',
5447 value => 1
5448 }
5449 ],
5450 [
5451 'skill',
5452 {
5453 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.',
5454 name => 'skill name',
5455 type => 'string'
5456 }
5457 ],
5458 [
5459 'expmul',
5460 {
5461 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.',
5462 name => 'exp multiplier',
5463 type => 'float'
5464 }
5465 ],
5466 [
5467 'subtype',
5468 {
5469 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.',
5470 name => 'skill type',
5471 type => 'list',
5472 value => $LIST{skill_type}
5473 }
5474 ],
5475 [
5476 'level',
5477 {
5478 name => 'level',
5479 type => 'int'
5480 }
5481 ],
5482 [
5483 'exp',
5484 {
5485 name => 'experience',
5486 type => 'int'
5487 }
5488 ],
5489 [
5490 'can_use_skill',
5491 {
5492 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.',
5493 name => 'is native skill',
5494 type => 'bool'
5495 }
5496 ]
5497 ],
5498 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.',
5499 ignore => [
5500 $IGNORE_LIST{system_object}
5501 ],
5502 name => 'Skill',
5503 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>'
5504 },
5505 'Skill Scroll' => {
5506 attr => [
5507 [
5508 'race',
5509 {
5510 type => 'fixed',
5511 value => 'scrolls'
5512 }
5513 ],
5514 [
5515 'skill',
5516 {
5517 desc => 'The <skill name> matches the skill object that can be learned from this scroll.',
5518 name => 'skill name',
5519 type => 'string'
5520 }
5521 ]
5522 ],
5523 desc => 'By reading a skill scroll, a player has a chance to learn the contained skill.',
5524 name => 'Skill Scroll',
5525 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.'
5526 },
5527 'Special Key' => {
5528 attr => [
5529 [
5530 'slaying',
5531 {
5532 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.',
5533 name => 'key string',
5534 type => 'string'
5535 }
5536 ],
5537 [
5538 'material',
5539 {
5540 desc => 'For Special Keys, material should always be unset or set to Adamantite. This prevents the key from getting burned or otherwise destroyed.',
5541 name => 'material',
5542 type => 'bitmask',
5543 value => $BITMASK{material}
5544 }
5545 ],
5546 [
5547 'unique',
5548 {
5549 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.',
5550 name => 'unique item',
5551 type => 'bool'
5552 }
5553 ],
5554 [
5555 'startequip',
5556 {
5557 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5558 name => 'godgiven item',
5559 type => 'bool'
5560 }
5561 ],
5562 [
5563 'msg',
5564 {
5565 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.',
5566 end => 'endmsg',
5567 name => 'description',
5568 type => 'text'
5569 }
5570 ]
5571 ],
5572 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.',
5573 ignore => [
5574 'material'
5575 ],
5576 name => 'Special Key',
5577 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".'
5578 },
5579 Spell => {
5580 attr => [
5581 [
5582 'no_drop',
5583 {
5584 type => 'fixed',
5585 value => 1
5586 }
5587 ],
5588 [
5589 'invisible',
5590 {
5591 type => 'fixed',
5592 value => 1
5593 }
5594 ],
5595 [
5596 'skill',
5597 {
5598 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.',
5599 name => 'skill name',
5600 type => 'string'
5601 }
5602 ],
5603 [
5604 'subtype',
5605 {
5606 desc => 'The <spell type> defines the basic type of spell. Some of these types are of a more generic nature than others.',
5607 name => 'spell type',
5608 type => 'list',
5609 value => $LIST{spell_type}
5610 }
5611 ],
5612 [
5613 'level',
5614 {
5615 name => 'spell level',
5616 type => 'int'
5617 }
5618 ],
5619 [
5620 'casting_time',
5621 {
5622 name => 'casting time',
5623 type => 'int'
5624 }
5625 ],
5626 [
5627 'duration',
5628 {
5629 name => 'duration',
5630 type => 'int'
5631 }
5632 ],
5633 [
5634 'other_arch',
5635 {
5636 name => 'create object',
5637 type => 'string'
5638 }
5639 ],
5640 [
5641 'sp',
5642 {
5643 name => 'cost spellpoints',
5644 type => 'int'
5645 }
5646 ],
5647 [
5648 'grace',
5649 {
5650 name => 'cost grace',
5651 type => 'int'
5652 }
5653 ],
5654 [
5655 'maxsp',
5656 {
5657 name => 'double cost per level',
5658 type => 'int'
5659 }
5660 ]
5661 ],
5662 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.',
5663 ignore => [
5664 $IGNORE_LIST{system_object}
5665 ],
5666 name => 'Spell',
5667 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.'
5668 },
5669 Spellbook => {
5670 attr => [
5671 [
5672 'skill',
5673 {
5674 type => 'fixed',
5675 value => 'literacy'
5676 }
5677 ],
5678 [
5679 'randomitems',
5680 {
5681 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.',
5682 name => 'treasurelist',
5683 type => 'treasurelist'
5684 }
5685 ],
5686 [
5687 'startequip',
5688 {
5689 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5690 name => 'godgiven item',
5691 type => 'bool'
5692 }
5693 ],
5694 [
5695 'msg',
5696 {
5697 desc => 'This text may contain a nice description of the spellbook\'s cover or something.',
5698 end => 'endmsg',
5699 name => 'description',
5700 type => 'text'
5701 }
5702 ]
5703 ],
5704 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.',
5705 name => 'Spellbook',
5706 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.'
5707 },
5708 Spinner => {
5709 attr => [
5710 [
5711 'sp',
5712 {
5713 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.',
5714 name => 'direction number',
5715 type => 'int'
5716 }
5717 ],
5718 [
5719 'walk_on',
5720 {
5721 type => 'fixed',
5722 value => 1
5723 }
5724 ],
5725 [
5726 'fly_on',
5727 {
5728 type => 'fixed',
5729 value => 1
5730 }
5731 ]
5732 ],
5733 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.',
5734 ignore => [
5735 $IGNORE_LIST{non_pickable}
5736 ],
5737 name => 'Spinner',
5738 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.'
5739 },
5740 Swamp => {
5741 attr => [
5742 [
5743 'walk_on',
5744 {
5745 type => 'fixed',
5746 value => 1
5747 }
5748 ],
5749 [
5750 'is_floor',
5751 {
5752 type => 'fixed',
5753 value => 1
5754 }
5755 ],
5756 [
5757 'is_wooded',
5758 {
5759 type => 'fixed',
5760 value => 1
5761 }
5762 ],
5763 [
5764 'speed',
5765 {
5766 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.',
5767 name => 'drowning speed',
5768 type => 'float'
5769 }
5770 ],
5771 [
5772 'slow_move',
5773 {
5774 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',
5775 name => 'slow movement',
5776 type => 'int'
5777 }
5778 ],
5779 [
5780 'no_magic',
5781 {
5782 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
5783 name => 'no spells',
5784 type => 'bool'
5785 }
5786 ],
5787 [
5788 'damned',
5789 {
5790 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
5791 name => 'no prayers',
5792 type => 'bool'
5793 }
5794 ]
5795 ],
5796 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.',
5797 ignore => [
5798 $IGNORE_LIST{non_pickable}
5799 ],
5800 name => 'Swamp'
5801 },
5802 Teleporter => {
5803 attr => [
5804 [
5805 'slaying',
5806 {
5807 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.',
5808 name => 'exit path',
5809 type => 'string'
5810 }
5811 ],
5812 [
5813 'hp',
5814 {
5815 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.',
5816 name => 'destination X',
5817 type => 'int'
5818 }
5819 ],
5820 [
5821 'sp',
5822 {
5823 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.',
5824 name => 'destination Y',
5825 type => 'int'
5826 }
5827 ],
5828 [
5829 'connected',
5830 {
5831 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.',
5832 name => 'connection',
5833 type => 'int'
5834 }
5835 ],
5836 [
5837 'speed',
5838 {
5839 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!',
5840 name => 'activation speed',
5841 type => 'float'
5842 }
5843 ]
5844 ],
5845 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.',
5846 ignore => [
5847 $IGNORE_LIST{non_pickable}
5848 ],
5849 name => 'Teleporter',
5850 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.'
5851 },
5852 'Timed Gate' => {
5853 attr => [
5854 [
5855 'no_pick',
5856 {
5857 type => 'fixed',
5858 value => 1
5859 }
5860 ],
5861 [
5862 'connected',
5863 {
5864 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.',
5865 name => 'connection',
5866 type => 'int'
5867 }
5868 ],
5869 [
5870 'wc',
5871 {
5872 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.',
5873 name => 'position state',
5874 type => 'int'
5875 }
5876 ],
5877 [
5878 'no_pass',
5879 {
5880 desc => 'For open gates, <blocking passage> should be unset. For closed gates it must be set.',
5881 name => 'blocking passage',
5882 type => 'bool'
5883 }
5884 ],
5885 [
5886 'no_magic',
5887 {
5888 desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
5889 name => 'restrict spells',
5890 type => 'bool'
5891 }
5892 ],
5893 [
5894 'damned',
5895 {
5896 desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
5897 name => 'restrict prayers',
5898 type => 'bool'
5899 }
5900 ],
5901 [
5902 'hp',
5903 {
5904 desc => 'Defines the duration the gate remains closed. This only takes effect if the gate is not connected.',
5905 name => 'open duration',
5906 type => 'int'
5907 }
5908 ]
5909 ],
5910 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.',
5911 ignore => [
5912 $IGNORE_LIST{non_pickable}
5913 ],
5914 name => 'Timed Gate',
5915 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".'
5916 },
5917 Trap => {
5918 attr => [
5919 [
5920 'no_pick',
5921 {
5922 type => 'fixed',
5923 value => 1
5924 }
5925 ],
5926 [
5927 'walk_on',
5928 {
5929 type => 'fixed',
5930 value => 1
5931 }
5932 ],
5933 [
5934 'level',
5935 {
5936 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.',
5937 name => 'trap level',
5938 type => 'int'
5939 }
5940 ],
5941 [
5942 'Cha',
5943 {
5944 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.',
5945 name => 'visibility',
5946 type => 'int'
5947 }
5948 ],
5949 [
5950 'hp',
5951 {
5952 desc => 'The trap will detonate <number of charges> times before disappearing.',
5953 name => 'number of charges',
5954 type => 'int'
5955 }
5956 ],
5957 [
5958 'dam',
5959 {
5960 desc => '<direct damage> specifies how much damage is done by the trap. This should be set in reasonable relation to the trap\'s level.',
5961 name => 'direct damage',
5962 type => 'int'
5963 }
5964 ],
5965 [
5966 'attacktype',
5967 {
5968 desc => 'This attribute defines what attacktype to use for direct damage when the trap detonates.',
5969 name => 'attacktype',
5970 type => 'bitmask',
5971 value => $BITMASK{attacktype}
5972 }
5973 ],
5974 [
5975 'connected',
5976 {
5977 desc => 'When the trap is detonated, all objects with the same connection value get activated.',
5978 name => 'connection',
5979 type => 'int'
5980 }
5981 ],
5982 [
5983 'msg',
5984 {
5985 desc => 'When the trap detonates, this text is displayed to the victim. For especially powerful or complex traps, create an appropriate and thrilling description. ;)',
5986 end => 'endmsg',
5987 name => 'detonation text',
5988 type => 'text'
5989 }
5990 ]
5991 ],
5992 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.',
5993 ignore => [
5994 'no_pick',
5995 'title',
5996 'name_pl',
5997 'weight',
5998 'value',
5999 'material',
6000 'unpaid'
6001 ],
6002 name => 'Trap',
6003 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.'
6004 },
6005 Trapdoor => {
6006 attr => [
6007 [
6008 'no_pick',
6009 {
6010 type => 'fixed',
6011 value => 1
6012 }
6013 ],
6014 [
6015 'walk_on',
6016 {
6017 type => 'fixed',
6018 value => 1
6019 }
6020 ],
6021 [
6022 'weight',
6023 {
6024 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.',
6025 name => 'hold weight',
6026 type => 'int'
6027 }
6028 ],
6029 [
6030 'hp',
6031 {
6032 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!',
6033 name => 'destination X',
6034 type => 'int'
6035 }
6036 ],
6037 [
6038 'sp',
6039 {
6040 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!',
6041 name => 'destination Y',
6042 type => 'int'
6043 }
6044 ]
6045 ],
6046 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.',
6047 ignore => [
6048 $IGNORE_LIST{non_pickable}
6049 ],
6050 name => 'Trapdoor',
6051 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.'
6052 },
6053 Treasure => {
6054 attr => [
6055 [
6056 'randomitems',
6057 {
6058 desc => 'This entry determines what kind of treasure will appear. Look into /crossfire/share/crossfire/treasures for details about existing treasurelists.',
6059 name => 'treasurelist',
6060 type => 'treasurelist'
6061 }
6062 ],
6063 [
6064 'auto_apply',
6065 {
6066 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.',
6067 name => 'auto-generate',
6068 type => 'bool'
6069 }
6070 ],
6071 [
6072 'hp',
6073 {
6074 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.',
6075 name => 'create number',
6076 type => 'int'
6077 }
6078 ],
6079 [
6080 'exp',
6081 {
6082 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).',
6083 name => 'quality level',
6084 type => 'int'
6085 }
6086 ]
6087 ],
6088 desc => 'A treasure-object turns into certain randomitems when the map is loaded into the game.',
6089 ignore => [
6090 'nrof',
6091 'title',
6092 'name_pl',
6093 'weight',
6094 'value',
6095 'material'
6096 ],
6097 name => 'Treasure',
6098 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.'
6099 },
6100 'Trigger Marker' => {
6101 attr => [
6102 [
6103 'no_pick',
6104 {
6105 type => 'fixed',
6106 value => 1
6107 }
6108 ],
6109 [
6110 'slaying',
6111 {
6112 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.',
6113 name => 'key string',
6114 type => 'string'
6115 }
6116 ],
6117 [
6118 'connected',
6119 {
6120 desc => 'Unlike a regular marker this is the connection that triggers this marker to activate.',
6121 name => 'connection',
6122 type => 'int'
6123 }
6124 ],
6125 [
6126 'food',
6127 {
6128 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.',
6129 name => 'mark duration',
6130 type => 'int'
6131 }
6132 ],
6133 [
6134 'name',
6135 {
6136 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.',
6137 name => 'delete mark',
6138 type => 'string'
6139 }
6140 ],
6141 [
6142 'msg',
6143 {
6144 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.',
6145 end => 'endmsg',
6146 name => 'marking message',
6147 type => 'text'
6148 }
6149 ]
6150 ],
6151 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.',
6152 ignore => [
6153 $IGNORE_LIST{system_object}
6154 ],
6155 name => 'Trigger Marker',
6156 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.'
6157 },
6158 Wall => {
6159 attr => [
6160 [
6161 'no_pass',
6162 {
6163 desc => 'If set, the object cannot be passed by players nor monsters.',
6164 name => 'blocking passage',
6165 type => 'bool'
6166 }
6167 ],
6168 [
6169 'can_roll',
6170 {
6171 desc => 'If set, the object is able to "roll", so it can be pushed around. This setting is used for boulders and barrels.',
6172 name => 'moveable',
6173 type => 'bool'
6174 }
6175 ],
6176 [
6177 'no_magic',
6178 {
6179 desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
6180 name => 'restrict spells',
6181 type => 'bool'
6182 }
6183 ],
6184 [
6185 'damned',
6186 {
6187 desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
6188 name => 'restrict prayers',
6189 type => 'bool'
6190 }
6191 ]
6192 ],
6193 desc => 'Walls usually block passage and sight.',
6194 ignore => [
6195 'nrof',
6196 'title',
6197 'name_pl',
6198 'value',
6199 'unpaid'
6200 ],
6201 name => 'Wall',
6202 required => {
6203 alive => 0,
6204 is_floor => 0,
6205 no_pass => 1
6206 }
6207 },
6208 'Wand & Staff' => {
6209 attr => [
6210 [
6211 'sp',
6212 {
6213 desc => 'The <spell> specifies the contained spell.',
6214 name => 'spell',
6215 type => 'spell'
6216 }
6217 ],
6218 [
6219 'level',
6220 {
6221 desc => 'The <casting level> of the wand determines it\'s power. An average level for wands in shops is about 10.',
6222 name => 'casting level',
6223 type => 'int'
6224 }
6225 ],
6226 [
6227 'food',
6228 {
6229 desc => 'The wand can be used <number of charges> times before it is used up. It can be recharged with scrolls of charging.',
6230 name => 'number of charges',
6231 type => 'int'
6232 }
6233 ],
6234 [
6235 'startequip',
6236 {
6237 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6238 name => 'godgiven item',
6239 type => 'bool'
6240 }
6241 ],
6242 [
6243 'msg',
6244 {
6245 desc => 'This text may contain a description of the wand.',
6246 end => 'endmsg',
6247 name => 'description',
6248 type => 'text'
6249 }
6250 ]
6251 ],
6252 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.',
6253 name => 'Wand & Staff',
6254 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.'
6255 },
6256 'Weak Wall' => {
6257 attr => [
6258 [
6259 'alive',
6260 {
6261 type => 'fixed',
6262 value => 1
6263 }
6264 ],
6265 [
6266 'no_pick',
6267 {
6268 type => 'fixed',
6269 value => 1
6270 }
6271 ],
6272 [
6273 'tear_down',
6274 {
6275 type => 'fixed',
6276 value => 1
6277 }
6278 ],
6279 [
6280 'race',
6281 {
6282 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.',
6283 name => 'race',
6284 type => 'string'
6285 }
6286 ],
6287 [
6288 'level',
6289 {
6290 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.',
6291 name => 'level',
6292 type => 'int'
6293 }
6294 ],
6295 [
6296 'hp',
6297 {
6298 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.',
6299 name => 'health points',
6300 type => 'int'
6301 }
6302 ],
6303 [
6304 'maxhp',
6305 {
6306 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.',
6307 name => 'max health',
6308 type => 'int'
6309 }
6310 ],
6311 [
6312 'ac',
6313 {
6314 desc => 'Weak walls of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
6315 name => 'armour class',
6316 type => 'int'
6317 }
6318 ]
6319 ],
6320 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.',
6321 ignore => [
6322 $IGNORE_LIST{non_pickable}
6323 ],
6324 name => 'Weak Wall',
6325 required => {
6326 alive => 1,
6327 is_floor => 0,
6328 tear_down => 1
6329 },
6330 section => [
6331 [
6332 'resistance',
6333 [
6334 [
6335 'resist_physical',
6336 {
6337 name => 'resist physical %',
6338 type => 'int'
6339 }
6340 ],
6341 [
6342 'resist_magic',
6343 {
6344 name => 'resist magic %',
6345 type => 'int'
6346 }
6347 ],
6348 [
6349 'resist_fire',
6350 {
6351 name => 'resist fire %',
6352 type => 'int'
6353 }
6354 ],
6355 [
6356 'resist_electricity',
6357 {
6358 name => 'resist electricity %',
6359 type => 'int'
6360 }
6361 ],
6362 [
6363 'resist_cold',
6364 {
6365 name => 'resist cold %',
6366 type => 'int'
6367 }
6368 ],
6369 [
6370 'resist_confusion',
6371 {
6372 name => 'resist confusion %',
6373 type => 'int'
6374 }
6375 ],
6376 [
6377 'resist_acid',
6378 {
6379 name => 'resist acid %',
6380 type => 'int'
6381 }
6382 ],
6383 [
6384 'resist_drain',
6385 {
6386 name => 'resist draining %',
6387 type => 'int'
6388 }
6389 ],
6390 [
6391 'resist_weaponmagic',
6392 {
6393 name => 'resist weaponmagic %',
6394 type => 'int'
6395 }
6396 ],
6397 [
6398 'resist_ghosthit',
6399 {
6400 name => 'resist ghosthit %',
6401 type => 'int'
6402 }
6403 ],
6404 [
6405 'resist_poison',
6406 {
6407 name => 'resist poison %',
6408 type => 'int'
6409 }
6410 ],
6411 [
6412 'resist_slow',
6413 {
6414 name => 'resist slow %',
6415 type => 'int'
6416 }
6417 ],
6418 [
6419 'resist_paralyze',
6420 {
6421 name => 'resist paralyze %',
6422 type => 'int'
6423 }
6424 ],
6425 [
6426 'resist_fear',
6427 {
6428 name => 'resist fear %',
6429 type => 'int'
6430 }
6431 ],
6432 [
6433 'resist_deplete',
6434 {
6435 name => 'resist depletion %',
6436 type => 'int'
6437 }
6438 ],
6439 [
6440 'resist_turn_undead',
6441 {
6442 name => 'resist turn undead %',
6443 type => 'int'
6444 }
6445 ],
6446 [
6447 'resist_death',
6448 {
6449 name => 'resist death-attack %',
6450 type => 'int'
6451 }
6452 ],
6453 [
6454 'resist_chaos',
6455 {
6456 name => 'resist chaos %',
6457 type => 'int'
6458 }
6459 ],
6460 [
6461 'resist_blind',
6462 {
6463 name => 'resist blinding %',
6464 type => 'int'
6465 }
6466 ],
6467 [
6468 'resist_holyword',
6469 {
6470 name => 'resist holy power %',
6471 type => 'int'
6472 }
6473 ],
6474 [
6475 'resist_godpower',
6476 {
6477 name => 'resist godpower %',
6478 type => 'int'
6479 }
6480 ]
6481 ]
6482 ]
6483 ],
6484 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.'
6485 },
6486 Weapon => {
6487 attr => [
6488 [
6489 'attacktype',
6490 {
6491 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.',
6492 name => 'attacktype',
6493 type => 'bitmask',
6494 value => $BITMASK{attacktype}
6495 }
6496 ],
6497 [
6498 'weapontype',
6499 {
6500 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.',
6501 name => 'weapontype',
6502 type => 'list',
6503 value => $LIST{weapon_type}
6504 }
6505 ],
6506 [
6507 'skill',
6508 {
6509 desc => 'Matching <skill name> of the skill that is required to use this weapon.',
6510 name => 'skill name',
6511 type => 'string'
6512 }
6513 ],
6514 [
6515 'dam',
6516 {
6517 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.',
6518 name => 'damage',
6519 type => 'int'
6520 }
6521 ],
6522 [
6523 'slaying',
6524 {
6525 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.',
6526 name => 'slaying race',
6527 type => 'string'
6528 }
6529 ],
6530 [
6531 'last_sp',
6532 {
6533 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.',
6534 name => 'weapon speed',
6535 type => 'int'
6536 }
6537 ],
6538 [
6539 'wc',
6540 {
6541 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.',
6542 name => 'weapon class',
6543 type => 'int'
6544 }
6545 ],
6546 [
6547 'magic',
6548 {
6549 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.',
6550 name => 'magic bonus',
6551 type => 'int'
6552 }
6553 ],
6554 [
6555 'item_power',
6556 {
6557 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>.',
6558 name => 'item power',
6559 type => 'int'
6560 }
6561 ],
6562 [
6563 'damned',
6564 {
6565 desc => 'A damned weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
6566 name => 'damnation',
6567 type => 'bool'
6568 }
6569 ],
6570 [
6571 'cursed',
6572 {
6573 desc => 'A cursed weapon cannot be unwielded unless the curse is removed.',
6574 name => 'curse',
6575 type => 'bool'
6576 }
6577 ],
6578 [
6579 'lifesave',
6580 {
6581 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!',
6582 name => 'save life',
6583 type => 'bool'
6584 }
6585 ],
6586 [
6587 'unique',
6588 {
6589 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
6590 name => 'unique item',
6591 type => 'bool'
6592 }
6593 ],
6594 [
6595 'startequip',
6596 {
6597 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6598 name => 'godgiven item',
6599 type => 'bool'
6600 }
6601 ],
6602 [
6603 'msg',
6604 {
6605 desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
6606 end => 'endmsg',
6607 name => 'description',
6608 type => 'text'
6609 }
6610 ]
6611 ],
6612 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.',
6613 name => 'Weapon',
6614 section => [
6615 [
6616 'resistance',
6617 [
6618 [
6619 'resist_physical',
6620 {
6621 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.',
6622 name => 'resist physical %',
6623 type => 'int'
6624 }
6625 ],
6626 [
6627 'resist_magic',
6628 {
6629 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.',
6630 name => 'resist magic %',
6631 type => 'int'
6632 }
6633 ],
6634 [
6635 'resist_fire',
6636 {
6637 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.',
6638 name => 'resist fire %',
6639 type => 'int'
6640 }
6641 ],
6642 [
6643 'resist_electricity',
6644 {
6645 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.',
6646 name => 'resist electricity %',
6647 type => 'int'
6648 }
6649 ],
6650 [
6651 'resist_cold',
6652 {
6653 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.',
6654 name => 'resist cold %',
6655 type => 'int'
6656 }
6657 ],
6658 [
6659 'resist_confusion',
6660 {
6661 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).',
6662 name => 'resist confusion %',
6663 type => 'int'
6664 }
6665 ],
6666 [
6667 'resist_acid',
6668 {
6669 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.',
6670 name => 'resist acid %',
6671 type => 'int'
6672 }
6673 ],
6674 [
6675 'resist_drain',
6676 {
6677 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).',
6678 name => 'resist draining %',
6679 type => 'int'
6680 }
6681 ],
6682 [
6683 'resist_weaponmagic',
6684 {
6685 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.',
6686 name => 'resist weaponmagic %',
6687 type => 'int'
6688 }
6689 ],
6690 [
6691 'resist_ghosthit',
6692 {
6693 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.',
6694 name => 'resist ghosthit %',
6695 type => 'int'
6696 }
6697 ],
6698 [
6699 'resist_poison',
6700 {
6701 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.',
6702 name => 'resist poison %',
6703 type => 'int'
6704 }
6705 ],
6706 [
6707 'resist_slow',
6708 {
6709 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.',
6710 name => 'resist slow %',
6711 type => 'int'
6712 }
6713 ],
6714 [
6715 'resist_paralyze',
6716 {
6717 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).',
6718 name => 'resist paralyze %',
6719 type => 'int'
6720 }
6721 ],
6722 [
6723 'resist_fear',
6724 {
6725 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.',
6726 name => 'resist fear %',
6727 type => 'int'
6728 }
6729 ],
6730 [
6731 'resist_deplete',
6732 {
6733 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).',
6734 name => 'resist depletion %',
6735 type => 'int'
6736 }
6737 ],
6738 [
6739 'resist_death',
6740 {
6741 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!',
6742 name => 'resist death-attack %',
6743 type => 'int'
6744 }
6745 ],
6746 [
6747 'resist_chaos',
6748 {
6749 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.',
6750 name => 'resist chaos %',
6751 type => 'int'
6752 }
6753 ],
6754 [
6755 'resist_blind',
6756 {
6757 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.',
6758 name => 'resist blinding %',
6759 type => 'int'
6760 }
6761 ],
6762 [
6763 'resist_holyword',
6764 {
6765 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.',
6766 name => 'resist holy power %',
6767 type => 'int'
6768 }
6769 ]
6770 ]
6771 ],
6772 [
6773 'stats',
6774 [
6775 [
6776 'Str',
6777 {
6778 desc => 'The player\'s strentgh will rise/fall by the given value while wearing this weapon.',
6779 name => 'strength',
6780 type => 'int'
6781 }
6782 ],
6783 [
6784 'Dex',
6785 {
6786 desc => 'The player\'s dexterity will rise/fall by the given value while wearing this weapon.',
6787 name => 'dexterity',
6788 type => 'int'
6789 }
6790 ],
6791 [
6792 'Con',
6793 {
6794 desc => 'The player\'s constitution will rise/fall by the given value while wearing this weapon.',
6795 name => 'constitution',
6796 type => 'int'
6797 }
6798 ],
6799 [
6800 'Int',
6801 {
6802 desc => 'The player\'s intelligence will rise/fall by the given value while wearing this weapon.',
6803 name => 'intelligence',
6804 type => 'int'
6805 }
6806 ],
6807 [
6808 'Pow',
6809 {
6810 desc => 'The player\'s power will rise/fall by the given value while wearing this weapon.',
6811 name => 'power',
6812 type => 'int'
6813 }
6814 ],
6815 [
6816 'Wis',
6817 {
6818 desc => 'The player\'s wisdom will rise/fall by the given value while wearing this weapon.',
6819 name => 'wisdom',
6820 type => 'int'
6821 }
6822 ],
6823 [
6824 'Cha',
6825 {
6826 desc => 'The player\'s charisma will rise/fall by the given value while wearing this weapon.',
6827 name => 'charisma',
6828 type => 'int'
6829 }
6830 ]
6831 ]
6832 ],
6833 [
6834 'misc',
6835 [
6836 [
6837 'luck',
6838 {
6839 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.',
6840 name => 'luck bonus',
6841 type => 'int'
6842 }
6843 ],
6844 [
6845 'hp',
6846 {
6847 desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
6848 name => 'health regen.',
6849 type => 'int'
6850 }
6851 ],
6852 [
6853 'sp',
6854 {
6855 desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
6856 name => 'mana regen.',
6857 type => 'int'
6858 }
6859 ],
6860 [
6861 'grace',
6862 {
6863 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!!',
6864 name => 'grace regen.',
6865 type => 'int'
6866 }
6867 ],
6868 [
6869 'food',
6870 {
6871 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.',
6872 name => 'food bonus',
6873 type => 'int'
6874 }
6875 ],
6876 [
6877 'xrays',
6878 {
6879 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.',
6880 name => 'xray vision',
6881 type => 'bool'
6882 }
6883 ],
6884 [
6885 'stealth',
6886 {
6887 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)',
6888 name => 'stealth',
6889 type => 'bool'
6890 }
6891 ],
6892 [
6893 'reflect_spell',
6894 {
6895 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!',
6896 name => 'reflect spells',
6897 type => 'bool'
6898 }
6899 ],
6900 [
6901 'reflect_missile',
6902 {
6903 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.',
6904 name => 'reflect missiles',
6905 type => 'bool'
6906 }
6907 ],
6908 [
6909 'path_attuned',
6910 {
6911 desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this weapon.',
6912 name => 'attuned paths',
6913 type => 'bitmask',
6914 value => $BITMASK{spellpath}
6915 }
6916 ],
6917 [
6918 'path_repelled',
6919 {
6920 desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this weapon.',
6921 name => 'repelled paths',
6922 type => 'bitmask',
6923 value => $BITMASK{spellpath}
6924 }
6925 ],
6926 [
6927 'path_denied',
6928 {
6929 desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this weapon.',
6930 name => 'denied paths',
6931 type => 'bitmask',
6932 value => $BITMASK{spellpath}
6933 }
6934 ]
6935 ]
6936 ]
6937 ],
6938 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.'
6939 }
6940 );
6941
6942 our @ATTR0 = (
6943 $TYPE{Floor},
6944 $TYPE{'Monster & NPC'},
6945 $TYPE{Wall},
6946 $TYPE{'Weak Wall'}
6947 );
6948
6949 our %ATTR = (
6950 3 => $TYPE{Rod},
6951 4 => $TYPE{Treasure},
6952 5 => $TYPE{Potion},
6953 6 => $TYPE{Food},
6954 7 => $TYPE{'Poison Food'},
6955 8 => $TYPE{Book},
6956 9 => $TYPE{Clock},
6957 13 => $TYPE{Projectile},
6958 14 => $TYPE{'Shooting Weapon'},
6959 15 => $TYPE{Weapon},
6960 16 => $TYPE{'Brestplate Armour'},
6961 17 => $TYPE{Pedestal},
6962 18 => $TYPE{Altar},
6963 20 => $TYPE{'Locked Door'},
6964 21 => $TYPE{'Special Key'},
6965 23 => $TYPE{Door},
6966 24 => $TYPE{Key},
6967 26 => $TYPE{'Timed Gate'},
6968 27 => $TYPE{'Handle Trigger'},
6969 28 => $TYPE{'Monster (Grimreaper)'},
6970 29 => $TYPE{'Magic Ear'},
6971 30 => $TYPE{'Button Trigger'},
6972 31 => $TYPE{'Altar Trigger'},
6973 33 => $TYPE{Shield},
6974 34 => $TYPE{Helmet},
6975 35 => $TYPE{Horn},
6976 36 => $TYPE{Money},
6977 37 => $TYPE{'Class Changer'},
6978 39 => $TYPE{Amulet},
6979 40 => $TYPE{Mover},
6980 41 => $TYPE{Teleporter},
6981 42 => $TYPE{Creator},
6982 43 => $TYPE{Skill},
6983 51 => $TYPE{Detector},
6984 52 => $TYPE{'Trigger Marker'},
6985 55 => $TYPE{Marker},
6986 56 => $TYPE{'Holy Altar'},
6987 58 => $TYPE{Battleground},
6988 60 => $TYPE{Jewel},
6989 62 => $TYPE{'Magic Wall'},
6990 64 => $TYPE{'Inventory Checker'},
6991 65 => $TYPE{'Mood Floor'},
6992 66 => $TYPE{Exit},
6993 67 => $TYPE{'Floor (Encounter)'},
6994 68 => $TYPE{'Shop Floor'},
6995 69 => $TYPE{'Shop Mat'},
6996 70 => $TYPE{Ring},
6997 72 => $TYPE{Flesh},
6998 73 => $TYPE{Inorganic},
6999 83 => $TYPE{Duplicator},
7000 85 => $TYPE{Spellbook},
7001 87 => $TYPE{Cloak},
7002 88 => $TYPE{'Hazard Floor'},
7003 90 => $TYPE{Spinner},
7004 91 => $TYPE{Gate},
7005 92 => $TYPE{Button},
7006 93 => $TYPE{Handle},
7007 94 => $TYPE{Pit},
7008 95 => $TYPE{Trapdoor},
7009 98 => $TYPE{'Sign & MagicMouth'},
7010 99 => $TYPE{Boots},
7011 100 => $TYPE{Gloves},
7012 101 => $TYPE{Spell},
7013 103 => $TYPE{Converter},
7014 104 => $TYPE{Bracers},
7015 106 => $TYPE{Savebed},
7016 109 => $TYPE{'Wand & Staff'},
7017 110 => $TYPE{Ability},
7018 111 => $TYPE{Scroll},
7019 112 => $TYPE{Director},
7020 113 => $TYPE{Girdle},
7021 116 => $TYPE{'Event Connector'},
7022 122 => $TYPE{Container},
7023 130 => $TYPE{'Skill Scroll'},
7024 138 => $TYPE{Swamp},
7025 154 => $TYPE{Rune},
7026 155 => $TYPE{Trap},
7027 156 => $TYPE{'Power Crystal'},
7028 158 => $TYPE{Disease},
7029 163 => $TYPE{'Item Transformer'}
7030 );
7031
7032 our %TYPENAME = (
7033 0 => '*NONE*',
7034 1 => 'PLAYER',
7035 2 => 'TRANSPORT',
7036 3 => 'ROD',
7037 4 => 'TREASURE',
7038 5 => 'POTION',
7039 6 => 'FOOD',
7040 7 => 'POISON',
7041 8 => 'BOOK',
7042 9 => 'CLOCK',
7043 12 => 'LIGHTNING',
7044 13 => 'ARROW',
7045 14 => 'BOW',
7046 15 => 'WEAPON',
7047 16 => 'ARMOUR',
7048 17 => 'PEDESTAL',
7049 18 => 'ALTAR',
7050 20 => 'LOCKED_DOOR',
7051 21 => 'SPECIAL_KEY',
7052 22 => 'MAP',
7053 23 => 'DOOR',
7054 24 => 'KEY',
7055 26 => 'TIMED_GATE',
7056 27 => 'TRIGGER',
7057 28 => 'GRIMREAPER',
7058 29 => 'MAGIC_EAR',
7059 30 => 'TRIGGER_BUTTON',
7060 31 => 'TRIGGER_ALTAR',
7061 32 => 'TRIGGER_PEDESTAL',
7062 33 => 'SHIELD',
7063 34 => 'HELMET',
7064 35 => 'HORN',
7065 36 => 'MONEY',
7066 37 => 'CLASS',
7067 38 => 'GRAVESTONE',
7068 39 => 'AMULET',
7069 40 => 'PLAYERMOVER',
7070 41 => 'TELEPORTER',
7071 42 => 'CREATOR',
7072 43 => 'SKILL',
7073 44 => 'EXPERIENCE',
7074 45 => 'EARTHWALL',
7075 46 => 'GOLEM',
7076 48 => 'THROWN_OBJ',
7077 49 => 'BLINDNESS',
7078 50 => 'GOD',
7079 51 => 'DETECTOR',
7080 52 => 'TRIGGER_MARKER',
7081 53 => 'DEAD_OBJECT',
7082 54 => 'DRINK',
7083 55 => 'MARKER',
7084 56 => 'HOLY_ALTAR',
7085 57 => 'PLAYER_CHANGER',
7086 58 => 'BATTLEGROUND',
7087 59 => 'PEACEMAKER',
7088 60 => 'GEM',
7089 62 => 'FIREWALL',
7090 63 => 'ANVIL',
7091 64 => 'CHECK_INV',
7092 65 => 'MOOD_FLOOR',
7093 66 => 'EXIT',
7094 67 => 'ENCOUNTER',
7095 68 => 'SHOP_FLOOR',
7096 69 => 'SHOP_MAT',
7097 70 => 'RING',
7098 71 => 'FLOOR',
7099 72 => 'FLESH',
7100 73 => 'INORGANIC',
7101 74 => 'SKILL_TOOL',
7102 75 => 'LIGHTER',
7103 76 => 'TRAP_PART',
7104 77 => 'WALL',
7105 78 => 'LIGHT_SOURCE',
7106 79 => 'MISC_OBJECT',
7107 80 => 'MONSTER',
7108 81 => 'SPAWN_GENERATOR',
7109 82 => 'LAMP',
7110 83 => 'DUPLICATOR',
7111 84 => 'TOOL',
7112 85 => 'SPELLBOOK',
7113 86 => 'BUILDFAC',
7114 87 => 'CLOAK',
7115 90 => 'SPINNER',
7116 91 => 'GATE',
7117 92 => 'BUTTON',
7118 93 => 'CF_HANDLE',
7119 94 => 'HOLE',
7120 95 => 'TRAPDOOR',
7121 98 => 'SIGN',
7122 99 => 'BOOTS',
7123 100 => 'GLOVES',
7124 101 => 'SPELL',
7125 102 => 'SPELL_EFFECT',
7126 103 => 'CONVERTER',
7127 104 => 'BRACERS',
7128 105 => 'POISONING',
7129 106 => 'SAVEBED',
7130 107 => 'POISONCLOUD',
7131 108 => 'FIREHOLES',
7132 109 => 'WAND',
7133 111 => 'SCROLL',
7134 112 => 'DIRECTOR',
7135 113 => 'GIRDLE',
7136 114 => 'FORCE',
7137 115 => 'POTION_EFFECT',
7138 116 => 'EVENT_CONNECTOR',
7139 121 => 'CLOSE_CON',
7140 122 => 'CONTAINER',
7141 123 => 'ARMOUR_IMPROVER',
7142 124 => 'WEAPON_IMPROVER',
7143 130 => 'SKILLSCROLL',
7144 138 => 'DEEP_SWAMP',
7145 139 => 'IDENTIFY_ALTAR',
7146 150 => 'MENU',
7147 154 => 'RUNE',
7148 155 => 'TRAP',
7149 156 => 'POWER_CRYSTAL',
7150 157 => 'CORPSE',
7151 158 => 'DISEASE',
7152 159 => 'SYMPTOM',
7153 160 => 'BUILDER',
7154 161 => 'MATERIAL',
7155 162 => 'GPS',
7156 163 => 'ITEM_TRANSFORMER',
7157 164 => 'QUEST'
7158 );
7159
7160 our %SPELL = (
7161 0 => 'magic bullet',
7162 1 => 'small fireball',
7163 2 => 'medium fireball',
7164 3 => 'large fireball',
7165 4 => 'burning hands',
7166 5 => 'small lightning',
7167 6 => 'large lightning',
7168 7 => 'magic missile',
7169 8 => 'create bomb',
7170 9 => 'summon golem',
7171 10 => 'summon fire elemental',
7172 11 => 'summon earth elemental',
7173 12 => 'summon water elemental',
7174 13 => 'summon air elemental',
7175 14 => 'dimension door',
7176 15 => 'create earth wall',
7177 16 => 'paralyze',
7178 17 => 'icestorm',
7179 18 => 'magic mapping',
7180 19 => 'turn undead',
7181 20 => 'fear',
7182 21 => 'poison cloud',
7183 22 => 'wonder',
7184 23 => 'destruction',
7185 24 => 'perceive self',
7186 25 => 'word of recall',
7187 26 => 'invisible',
7188 27 => 'invisible to undead',
7189 28 => 'probe',
7190 29 => 'large bullet',
7191 30 => 'improved invisibility',
7192 31 => 'holy word',
7193 32 => 'minor healing',
7194 33 => 'medium healing',
7195 34 => 'major healing',
7196 35 => 'heal',
7197 36 => 'create food',
7198 37 => 'earth to dust',
7199 38 => 'armour',
7200 39 => 'strength',
7201 40 => 'dexterity',
7202 41 => 'constitution',
7203 42 => 'charisma',
7204 43 => 'create fire wall',
7205 44 => 'create frost wall',
7206 45 => 'protection from cold',
7207 46 => 'protection from electricity',
7208 47 => 'protection from fire',
7209 48 => 'protection from poison',
7210 49 => 'protection from slow',
7211 50 => 'protection from paralysis',
7212 51 => 'protection from draining',
7213 52 => 'protection from magic',
7214 53 => 'protection from attack',
7215 54 => 'levitate',
7216 55 => 'small speedball',
7217 56 => 'large speedball',
7218 57 => 'hellfire',
7219 58 => 'dragonbreath',
7220 59 => 'large icestorm',
7221 60 => 'charging',
7222 61 => 'polymorph',
7223 62 => 'cancellation',
7224 63 => 'confusion',
7225 64 => 'mass confusion',
7226 65 => 'summon pet monster',
7227 66 => 'slow',
7228 67 => 'regenerate spellpoints',
7229 68 => 'cure poison',
7230 69 => 'protection from confusion',
7231 70 => 'protection from cancellation',
7232 71 => 'protection from depletion',
7233 72 => 'alchemy',
7234 73 => 'remove curse',
7235 74 => 'remove damnation',
7236 75 => 'identify',
7237 76 => 'detect magic',
7238 77 => 'detect monster',
7239 78 => 'detect evil',
7240 79 => 'detect curse',
7241 80 => 'heroism',
7242 81 => 'aggravation',
7243 82 => 'firebolt',
7244 83 => 'frostbolt',
7245 84 => 'shockwave',
7246 85 => 'color spray',
7247 86 => 'haste',
7248 87 => 'face of death',
7249 88 => 'ball lightning',
7250 89 => 'meteor swarm',
7251 90 => 'comet',
7252 91 => 'mystic fist',
7253 92 => 'raise dead',
7254 93 => 'resurrection',
7255 94 => 'reincarnation',
7256 95 => 'immunity to cold',
7257 96 => 'immunity to electricity',
7258 97 => 'immunity to fire',
7259 98 => 'immunity to poison',
7260 99 => 'immunity to slow',
7261 100 => 'immunity to paralysis',
7262 101 => 'immunity to draining',
7263 102 => 'immunity to magic',
7264 103 => 'immunity to attack',
7265 104 => 'invulnerability',
7266 105 => 'defense',
7267 106 => 'rune of fire',
7268 107 => 'rune of frost',
7269 108 => 'rune of shocking',
7270 109 => 'rune of blasting',
7271 110 => 'rune of death',
7272 111 => 'marking rune',
7273 112 => 'build director',
7274 113 => 'create pool of chaos',
7275 114 => 'build bullet wall',
7276 115 => 'build lightning wall',
7277 116 => 'build fireball wall',
7278 117 => 'magic rune',
7279 118 => 'rune of magic drain',
7280 119 => 'antimagic rune',
7281 120 => 'rune of transferrence',
7282 121 => 'transferrence',
7283 122 => 'magic drain',
7284 123 => 'counterspell',
7285 124 => 'disarm',
7286 125 => 'cure confusion',
7287 126 => 'restoration',
7288 127 => 'summon evil monster',
7289 128 => 'counterwall',
7290 129 => 'cause light wounds',
7291 130 => 'cause medium wounds',
7292 131 => 'cause serious wounds',
7293 132 => 'charm monsters',
7294 133 => 'banishment',
7295 134 => 'create missile',
7296 135 => 'show invisible',
7297 136 => 'xray',
7298 137 => 'pacify',
7299 138 => 'summon fog',
7300 139 => 'steambolt',
7301 140 => 'command undead',
7302 141 => 'holy orb',
7303 142 => 'summon avatar',
7304 143 => 'holy possession',
7305 144 => 'bless',
7306 145 => 'curse',
7307 146 => 'regeneration',
7308 147 => 'consecrate',
7309 148 => 'summon cult monsters',
7310 149 => 'cause critical wounds',
7311 150 => 'holy wrath',
7312 151 => 'retributive strike',
7313 152 => 'finger of death',
7314 153 => 'insect plague',
7315 154 => 'call holy servant',
7316 155 => 'wall of thorns',
7317 156 => 'staff to snake',
7318 157 => 'light',
7319 158 => 'darkness',
7320 159 => 'nightfall',
7321 160 => 'daylight',
7322 161 => 'sunspear',
7323 162 => 'faery fire',
7324 163 => 'cure blindness',
7325 164 => 'dark vision',
7326 165 => 'bullet swarm',
7327 166 => 'bullet storm',
7328 167 => 'cause many wounds',
7329 168 => 'small snowstorm',
7330 169 => 'medium snowstorm',
7331 170 => 'large snowstorm',
7332 171 => 'cure disease',
7333 172 => 'cause red death',
7334 173 => 'cause flu',
7335 174 => 'cause black death',
7336 175 => 'cause leprosy',
7337 176 => 'cause smallpox',
7338 177 => 'cause white death',
7339 178 => 'cause anthrax',
7340 179 => 'cause typhoid',
7341 180 => 'mana blast',
7342 181 => 'small manaball',
7343 182 => 'medium manaball',
7344 183 => 'large manaball',
7345 184 => 'mana bolt',
7346 185 => 'dancing sword',
7347 186 => 'animate weapon',
7348 187 => 'cause cold',
7349 188 => 'divine shock',
7350 189 => 'windstorm',
7351 190 => 'sanctuary',
7352 191 => 'peace',
7353 192 => 'spiderweb',
7354 193 => 'conflict',
7355 194 => 'rage',
7356 195 => 'forked lightning',
7357 196 => 'poison fog',
7358 197 => 'flaming aura',
7359 198 => 'vitriol',
7360 199 => 'vitriol splash',
7361 200 => 'ironwood skin',
7362 201 => 'wrathful eye',
7363 202 => 'town portal',
7364 203 => 'missile swarm',
7365 204 => 'cause rabies',
7366 205 => 'glyph'
7367 );
7368
7369
7370 =head1 AUTHOR
7371
7372 Marc Lehmann <schmorp.de>
7373 http://home.schmorp.de/
7374
7375 The source files are part of the CFJavaEditor.
7376
7377 =cut
7378
7379 1