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Revision: 1.14
Committed: Mon Mar 20 03:31:45 2006 UTC (18 years, 2 months ago) by root
Branch: MAIN
Changes since 1.13: +454 -189 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 movement_type => {
64 0 => 'Walk',
65 1 => 'Fly Low',
66 2 => 'Fly High',
67 3 => 'Swim',
68 4 => 'Boat'
69 },
70 pick_up => {
71 0 => 'Nothing',
72 1 => 'Wealth',
73 2 => 'Food',
74 3 => 'Weapons',
75 4 => 'Armour',
76 5 => 'Inverse',
77 6 => 'All'
78 },
79 spellpath => {
80 0 => 'Protection',
81 1 => 'Fire',
82 2 => 'Frost',
83 3 => 'Electricity',
84 4 => 'Missiles',
85 5 => 'Self',
86 6 => 'Summoning',
87 7 => 'Abjuration',
88 8 => 'Restoration',
89 9 => 'Detonation',
90 10 => 'Mind',
91 11 => 'Creation',
92 12 => 'Teleportation',
93 13 => 'Information',
94 14 => 'Transmutation',
95 15 => 'Transferrence',
96 16 => 'Turning',
97 17 => 'Wounding',
98 18 => 'Death',
99 19 => 'Light'
100 },
101 will_apply => {
102 0 => 'Apply Handles',
103 1 => 'Open Chests',
104 2 => 'Break Walls',
105 3 => 'Open Doors'
106 }
107 );
108
109 our %LIST = (
110 direction => {
111 0 => '<none>',
112 1 => 'north',
113 2 => 'northeast',
114 3 => 'east',
115 4 => 'southeast',
116 5 => 'south',
117 6 => 'southwest',
118 7 => 'west',
119 8 => 'northwest'
120 },
121 event_type => {
122 0 => 'none',
123 1 => 'apply',
124 2 => 'attack',
125 3 => 'death',
126 4 => 'drop',
127 5 => 'pickup',
128 6 => 'say',
129 7 => 'stop',
130 8 => 'time',
131 9 => 'throw',
132 10 => 'trigger',
133 11 => 'close',
134 12 => 'timer',
135 28 => 'move'
136 },
137 mood => {
138 0 => 'furious',
139 1 => 'angry',
140 2 => 'calm',
141 3 => 'sleep',
142 4 => 'charm'
143 },
144 potion_effect => {
145 0 => '<none>',
146 65536 => 'life restoration',
147 1048576 => 'improvement'
148 },
149 skill_type => {
150 1 => 'lockpicking',
151 2 => 'hiding',
152 3 => 'smithery',
153 4 => 'bowyer',
154 5 => 'jeweler',
155 6 => 'alchemy',
156 7 => 'stealing',
157 8 => 'literacy',
158 9 => 'bargaining',
159 10 => 'jumping',
160 11 => 'detect magic',
161 12 => 'oratory',
162 13 => 'singing',
163 14 => 'detect curse',
164 15 => 'find traps',
165 16 => 'mediatation',
166 17 => 'punching',
167 18 => 'flame touch',
168 19 => 'karate',
169 20 => 'climbing',
170 21 => 'woodsman',
171 22 => 'inscription',
172 23 => 'one handed weapons',
173 24 => 'missile weapons',
174 25 => 'throwing',
175 26 => 'use magic item',
176 27 => 'disarm traps',
177 28 => 'set traps',
178 29 => 'thaumaturgy',
179 30 => 'praying',
180 31 => 'clawing',
181 32 => 'levitation',
182 33 => 'summoning',
183 34 => 'pyromancy',
184 35 => 'evocation',
185 36 => 'sorcery',
186 37 => 'two handed weapons'
187 },
188 spell_type => {
189 1 => 'raise dead',
190 2 => 'rune',
191 3 => 'make mark',
192 4 => 'bolt',
193 5 => 'bullet',
194 6 => 'explosion',
195 7 => 'cone',
196 8 => 'bomb',
197 9 => 'wonder',
198 10 => 'smite',
199 11 => 'magic missile',
200 12 => 'summon golem',
201 13 => 'dimension door',
202 14 => 'magic mapping',
203 15 => 'magic wall',
204 16 => 'destruction',
205 17 => 'perceive self',
206 18 => 'word of recall',
207 19 => 'invisible',
208 20 => 'probe',
209 21 => 'healing',
210 22 => 'create food',
211 23 => 'earth to dust',
212 24 => 'change ability',
213 25 => 'bless',
214 26 => 'curse',
215 27 => 'summon monster',
216 28 => 'recharge',
217 29 => 'polymorph',
218 30 => 'alchemy',
219 31 => 'remove curse',
220 32 => 'identify',
221 33 => 'detection',
222 34 => 'mood change',
223 35 => 'moving ball',
224 36 => 'swarm',
225 37 => 'charge mana',
226 38 => 'dispel rune',
227 39 => 'create missile',
228 40 => 'consecrate',
229 41 => 'animate weapon',
230 42 => 'light',
231 43 => 'change map light',
232 44 => 'faery fire',
233 45 => 'disease',
234 46 => 'aura',
235 47 => 'town portal'
236 },
237 weapon_type => {
238 0 => '<unknown>',
239 1 => 'sword',
240 2 => 'arrows',
241 3 => 'axe',
242 4 => 'katana',
243 5 => 'knife, dagger',
244 6 => 'whip, chain',
245 7 => 'hammer, flail',
246 8 => 'club, stick'
247 }
248 );
249
250 our %IGNORE_LIST = (
251 non_pickable => [
252 'value',
253 'nrof',
254 'weight',
255 'name_pl',
256 'material',
257 'no_pick',
258 'unpaid',
259 'title',
260 'identified'
261 ],
262 system_object => [
263 'value',
264 'nrof',
265 'weight',
266 'name_pl',
267 'material',
268 'no_pick',
269 'unpaid',
270 'title',
271 'glow_radius',
272 'identified',
273 'blocksview',
274 'invisible'
275 ]
276 );
277
278 our %DEFAULT_ATTR = (
279 attr => [
280 [
281 'name',
282 {
283 desc => 'This is the name of the object, displayed to the player.',
284 name => 'name',
285 type => 'string'
286 }
287 ],
288 [
289 'name_pl',
290 {
291 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.',
292 name => 'plural name',
293 type => 'string'
294 }
295 ],
296 [
297 'title',
298 {
299 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.',
300 name => 'title',
301 type => 'string'
302 }
303 ],
304 [
305 'face',
306 {
307 desc => 'The image-name defines what image is displayed for this object in-game.',
308 name => 'image',
309 type => 'string'
310 }
311 ],
312 [
313 'nrof',
314 {
315 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.',
316 name => 'number',
317 type => 'int'
318 }
319 ],
320 [
321 'weight',
322 {
323 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 ;) ).',
324 name => 'weight',
325 type => 'int'
326 }
327 ],
328 [
329 'value',
330 {
331 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.',
332 name => 'value',
333 type => 'int'
334 }
335 ],
336 [
337 'glow_radius',
338 {
339 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.',
340 name => 'glow radius',
341 type => 'int'
342 }
343 ],
344 [
345 'material',
346 {
347 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.',
348 name => 'material',
349 type => 'bitmask',
350 value => $BITMASK{material}
351 }
352 ],
353 [
354 'no_pick',
355 {
356 desc => 'If set, the object cannot be picked up (Neither by players nor monsters).',
357 name => 'non-pickable',
358 type => 'bool'
359 }
360 ],
361 [
362 'invisible',
363 {
364 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.',
365 name => 'invisible',
366 type => 'bool'
367 }
368 ],
369 [
370 'blocksview',
371 {
372 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.',
373 name => 'block view',
374 type => 'bool'
375 }
376 ],
377 [
378 'identified',
379 {
380 desc => 'If an item is identified, the player has full knowledge about it.',
381 name => 'identified',
382 type => 'bool'
383 }
384 ],
385 [
386 'unpaid',
387 {
388 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.',
389 name => 'unpaid',
390 type => 'bool'
391 }
392 ]
393 ]
394 );
395
396 our %TYPE = (
397 Ability => {
398 attr => [
399 [
400 'invisible',
401 {
402 type => 'fixed',
403 value => 1
404 }
405 ],
406 [
407 'no_drop',
408 {
409 type => 'fixed',
410 value => 1
411 }
412 ],
413 [
414 'sp',
415 {
416 desc => 'The monster will use the specified <short range spell> when the player is within 6-square radius (of the monster\'s head).',
417 name => 'short range spell',
418 type => 'spell'
419 }
420 ],
421 [
422 'hp',
423 {
424 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.',
425 name => 'long range spell',
426 type => 'nz_spell'
427 }
428 ],
429 [
430 'maxsp',
431 {
432 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".',
433 name => 'importance',
434 type => 'int'
435 }
436 ],
437 [
438 'attacktype',
439 {
440 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.',
441 name => 'is magical',
442 type => 'bool',
443 value => [
444 0,
445 2
446 ]
447 }
448 ]
449 ],
450 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;.',
451 ignore => [
452 $IGNORE_LIST{system_object}
453 ],
454 name => 'Ability',
455 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?'
456 },
457 Altar => {
458 attr => [
459 [
460 'no_pick',
461 {
462 type => 'fixed',
463 value => 1
464 }
465 ],
466 [
467 'move_on',
468 {
469 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
470 name => 'movement type',
471 type => 'bitmask',
472 value => $BITMASK{movement_type}
473 }
474 ],
475 [
476 'slaying',
477 {
478 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")',
479 name => 'match item name',
480 type => 'string'
481 }
482 ],
483 [
484 'food',
485 {
486 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.',
487 name => 'drop amount',
488 type => 'int'
489 }
490 ],
491 [
492 'connected',
493 {
494 desc => 'If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.',
495 name => 'connection',
496 type => 'int'
497 }
498 ],
499 [
500 'sp',
501 {
502 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.',
503 name => 'spell',
504 type => 'spell'
505 }
506 ],
507 [
508 'msg',
509 {
510 desc => 'This text will be displayed to the player in the exact moment when the altar is activated.',
511 end => 'endmsg',
512 name => 'message',
513 type => 'text'
514 }
515 ]
516 ],
517 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.',
518 ignore => [
519 $IGNORE_LIST{non_pickable}
520 ],
521 name => 'Altar'
522 },
523 'Altar Trigger' => {
524 attr => [
525 [
526 'no_pick',
527 {
528 type => 'fixed',
529 value => 1
530 }
531 ],
532 [
533 'slaying',
534 {
535 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")',
536 name => 'match item name',
537 type => 'string'
538 }
539 ],
540 [
541 'food',
542 {
543 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.',
544 name => 'drop amount',
545 type => 'int'
546 }
547 ],
548 [
549 'connected',
550 {
551 desc => 'If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.',
552 name => 'connection',
553 type => 'int'
554 }
555 ],
556 [
557 'sp',
558 {
559 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.',
560 name => 'spell',
561 type => 'spell'
562 }
563 ],
564 [
565 'exp',
566 {
567 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.',
568 name => 'reset time',
569 type => 'int'
570 }
571 ],
572 [
573 'last_sp',
574 {
575 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.',
576 name => 'ignore reset',
577 type => 'bool'
578 }
579 ],
580 [
581 'move_on',
582 {
583 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
584 name => 'movement type',
585 type => 'bitmask',
586 value => $BITMASK{movement_type}
587 }
588 ],
589 [
590 'msg',
591 {
592 desc => 'This text will be displayed to the player in the exact moment when the altar is activated.',
593 end => 'endmsg',
594 name => 'message',
595 type => 'text'
596 }
597 ]
598 ],
599 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.',
600 ignore => [
601 $IGNORE_LIST{non_pickable}
602 ],
603 name => 'Altar Trigger',
604 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. =)'
605 },
606 Amulet => {
607 attr => [
608 [
609 'ac',
610 {
611 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.',
612 name => 'armour class',
613 type => 'int'
614 }
615 ],
616 [
617 'wc',
618 {
619 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.',
620 name => 'weapon class',
621 type => 'int'
622 }
623 ],
624 [
625 'item_power',
626 {
627 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>.',
628 name => 'item power',
629 type => 'int'
630 }
631 ],
632 [
633 'damned',
634 {
635 desc => 'A damned piece of equipment cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
636 name => 'damnation',
637 type => 'bool'
638 }
639 ],
640 [
641 'cursed',
642 {
643 desc => 'A cursed piece of equipment cannot be unwielded unless the curse is removed.',
644 name => 'curse',
645 type => 'bool'
646 }
647 ],
648 [
649 'lifesave',
650 {
651 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!',
652 name => 'save life',
653 type => 'bool'
654 }
655 ],
656 [
657 'unique',
658 {
659 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
660 name => 'unique item',
661 type => 'bool'
662 }
663 ],
664 [
665 'startequip',
666 {
667 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
668 name => 'godgiven item',
669 type => 'bool'
670 }
671 ],
672 [
673 'applied',
674 {
675 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.',
676 name => 'is applied',
677 type => 'bool'
678 }
679 ],
680 [
681 'msg',
682 {
683 desc => 'This text describes the item\'s "story". Every decent artifact should have such a description.',
684 end => 'endmsg',
685 name => 'description',
686 type => 'text'
687 }
688 ]
689 ],
690 desc => 'Wearing an amulet, the object\'s stats will directly be inherited to the player. Amulets are usually meant for protection and defense.',
691 name => 'Amulet',
692 section => [
693 [
694 'resistance',
695 [
696 [
697 'resist_physical',
698 {
699 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.',
700 name => 'resist physical %',
701 type => 'int'
702 }
703 ],
704 [
705 'resist_magic',
706 {
707 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.',
708 name => 'resist magic %',
709 type => 'int'
710 }
711 ],
712 [
713 'resist_fire',
714 {
715 desc => 'This adds fire resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
716 name => 'resist fire %',
717 type => 'int'
718 }
719 ],
720 [
721 'resist_electricity',
722 {
723 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.',
724 name => 'resist electricity %',
725 type => 'int'
726 }
727 ],
728 [
729 'resist_cold',
730 {
731 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.',
732 name => 'resist cold %',
733 type => 'int'
734 }
735 ],
736 [
737 'resist_confusion',
738 {
739 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).',
740 name => 'resist confusion %',
741 type => 'int'
742 }
743 ],
744 [
745 'resist_acid',
746 {
747 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.',
748 name => 'resist acid %',
749 type => 'int'
750 }
751 ],
752 [
753 'resist_drain',
754 {
755 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).',
756 name => 'resist draining %',
757 type => 'int'
758 }
759 ],
760 [
761 'resist_weaponmagic',
762 {
763 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.',
764 name => 'resist weaponmagic %',
765 type => 'int'
766 }
767 ],
768 [
769 'resist_ghosthit',
770 {
771 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.',
772 name => 'resist ghosthit %',
773 type => 'int'
774 }
775 ],
776 [
777 'resist_poison',
778 {
779 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.',
780 name => 'resist poison %',
781 type => 'int'
782 }
783 ],
784 [
785 'resist_slow',
786 {
787 desc => 'This adds fear resistance to the item. The number is a percent-value in the range 0-100. Resistance to fear is pretty useless.',
788 name => 'resist slow %',
789 type => 'int'
790 }
791 ],
792 [
793 'resist_paralyze',
794 {
795 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).',
796 name => 'resist paralyze %',
797 type => 'int'
798 }
799 ],
800 [
801 'resist_fear',
802 {
803 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.',
804 name => 'resist fear %',
805 type => 'int'
806 }
807 ],
808 [
809 'resist_deplete',
810 {
811 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).',
812 name => 'resist depletion %',
813 type => 'int'
814 }
815 ],
816 [
817 'resist_death',
818 {
819 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!',
820 name => 'resist death-attack %',
821 type => 'int'
822 }
823 ],
824 [
825 'resist_chaos',
826 {
827 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.',
828 name => 'resist chaos %',
829 type => 'int'
830 }
831 ],
832 [
833 'resist_blind',
834 {
835 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.',
836 name => 'resist blinding %',
837 type => 'int'
838 }
839 ],
840 [
841 'resist_holyword',
842 {
843 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.',
844 name => 'resist holy power %',
845 type => 'int'
846 }
847 ]
848 ]
849 ],
850 [
851 'stats',
852 [
853 [
854 'Str',
855 {
856 desc => 'The player\'s strentgh will rise/fall by the given value while wearing this piece of equipment.',
857 name => 'strength',
858 type => 'int'
859 }
860 ],
861 [
862 'Dex',
863 {
864 desc => 'The player\'s dexterity will rise/fall by the given value while wearing this piece of equipment.',
865 name => 'dexterity',
866 type => 'int'
867 }
868 ],
869 [
870 'Con',
871 {
872 desc => 'The player\'s constitution will rise/fall by the given value while wearing this piece of equipment.',
873 name => 'constitution',
874 type => 'int'
875 }
876 ],
877 [
878 'Int',
879 {
880 desc => 'The player\'s intelligence will rise/fall by the given value while wearing this piece of equipment.',
881 name => 'intelligence',
882 type => 'int'
883 }
884 ],
885 [
886 'Pow',
887 {
888 desc => 'The player\'s power will rise/fall by the given value while wearing this piece of equipment.',
889 name => 'power',
890 type => 'int'
891 }
892 ],
893 [
894 'Wis',
895 {
896 desc => 'The player\'s wisdom will rise/fall by the given value while wearing this piece of equipment.',
897 name => 'wisdom',
898 type => 'int'
899 }
900 ],
901 [
902 'Cha',
903 {
904 desc => 'The player\'s charisma will rise/fall by the given value while wearing this piece of equipment.',
905 name => 'charisma',
906 type => 'int'
907 }
908 ]
909 ]
910 ],
911 [
912 'misc',
913 [
914 [
915 'luck',
916 {
917 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.',
918 name => 'luck bonus',
919 type => 'int'
920 }
921 ],
922 [
923 'hp',
924 {
925 desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
926 name => 'health regen.',
927 type => 'int'
928 }
929 ],
930 [
931 'sp',
932 {
933 desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
934 name => 'mana regen.',
935 type => 'int'
936 }
937 ],
938 [
939 'grace',
940 {
941 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!!',
942 name => 'grace regen.',
943 type => 'int'
944 }
945 ],
946 [
947 'food',
948 {
949 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.',
950 name => 'food bonus',
951 type => 'int'
952 }
953 ],
954 [
955 'xrays',
956 {
957 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.',
958 name => 'xray vision',
959 type => 'bool'
960 }
961 ],
962 [
963 'stealth',
964 {
965 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)',
966 name => 'stealth',
967 type => 'bool'
968 }
969 ],
970 [
971 'reflect_spell',
972 {
973 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!',
974 name => 'reflect spells',
975 type => 'bool'
976 }
977 ],
978 [
979 'reflect_missile',
980 {
981 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.',
982 name => 'reflect missiles',
983 type => 'bool'
984 }
985 ],
986 [
987 'move_type',
988 {
989 desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
990 name => 'movement type',
991 type => 'bitmask',
992 value => $BITMASK{movement_type}
993 }
994 ],
995 [
996 'path_attuned',
997 {
998 desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this item.',
999 name => 'attuned paths',
1000 type => 'bitmask',
1001 value => $BITMASK{spellpath}
1002 }
1003 ],
1004 [
1005 'path_repelled',
1006 {
1007 desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this item.',
1008 name => 'repelled paths',
1009 type => 'bitmask',
1010 value => $BITMASK{spellpath}
1011 }
1012 ],
1013 [
1014 'path_denied',
1015 {
1016 desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this item.',
1017 name => 'denied paths',
1018 type => 'bitmask',
1019 value => $BITMASK{spellpath}
1020 }
1021 ]
1022 ]
1023 ]
1024 ],
1025 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1026 },
1027 Battleground => {
1028 attr => [
1029 [
1030 'no_pick',
1031 {
1032 type => 'fixed',
1033 value => 1
1034 }
1035 ],
1036 [
1037 'is_floor',
1038 {
1039 type => 'fixed',
1040 value => 1
1041 }
1042 ],
1043 [
1044 'hp',
1045 {
1046 desc => 'The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.',
1047 name => 'destination X',
1048 type => 'int'
1049 }
1050 ],
1051 [
1052 'sp',
1053 {
1054 desc => 'The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.',
1055 name => 'destination Y',
1056 type => 'int'
1057 }
1058 ]
1059 ],
1060 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.',
1061 ignore => [
1062 $IGNORE_LIST{non_pickable}
1063 ],
1064 name => 'Battleground',
1065 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.)'
1066 },
1067 Book => {
1068 attr => [
1069 [
1070 'level',
1071 {
1072 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.',
1073 name => 'literacy level',
1074 type => 'int'
1075 }
1076 ],
1077 [
1078 'startequip',
1079 {
1080 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1081 name => 'godgiven item',
1082 type => 'bool'
1083 }
1084 ],
1085 [
1086 'unique',
1087 {
1088 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
1089 name => 'unique item',
1090 type => 'bool'
1091 }
1092 ],
1093 [
1094 'msg',
1095 {
1096 desc => 'This is the text that appears "written" in the book.',
1097 end => 'endmsg',
1098 name => 'book content',
1099 type => 'text'
1100 }
1101 ],
1102 [
1103 'slaying',
1104 {
1105 desc => 'This is the key string of the book. The key string is checked by an inventory checker. (This is used eg. for the gate/port passes in scorn)',
1106 name => 'key string',
1107 type => 'string'
1108 }
1109 ]
1110 ],
1111 desc => 'Applying a book, the containing message is displayed to the player.',
1112 name => 'Book'
1113 },
1114 Boots => {
1115 attr => [
1116 [
1117 'exp',
1118 {
1119 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.',
1120 name => 'speed bonus',
1121 type => 'int'
1122 }
1123 ],
1124 [
1125 'magic',
1126 {
1127 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>.',
1128 name => 'magic bonus',
1129 type => 'int'
1130 }
1131 ]
1132 ],
1133 desc => 'Wearing boots, the object\'s stats will directly be inherited to the player. Usually enhancing his speed, or granting some minor protection bonus.',
1134 import => [
1135 $TYPE{Amulet}
1136 ],
1137 name => 'Boots',
1138 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1139 },
1140 Bracers => {
1141 attr => [
1142 [
1143 'magic',
1144 {
1145 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.',
1146 name => 'magic bonus',
1147 type => 'int'
1148 }
1149 ]
1150 ],
1151 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.',
1152 import => [
1153 $TYPE{Amulet}
1154 ],
1155 name => 'Bracers',
1156 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1157 },
1158 'Brestplate Armour' => {
1159 attr => [
1160 [
1161 'last_heal',
1162 {
1163 desc => 'This poses a penalty to spell regeneration speed, for wearing the armour. The bigger the spellpoint penalty, the worse.',
1164 name => 'spellpoint penalty',
1165 type => 'int'
1166 }
1167 ],
1168 [
1169 'last_sp',
1170 {
1171 desc => 'Slowdown penalty reduces the player\'s walking speed when wearing the armour. Bigger values are worse - zero is best.',
1172 name => 'slowdown penalty',
1173 type => 'int'
1174 }
1175 ],
1176 [
1177 'magic',
1178 {
1179 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.',
1180 name => 'magic bonus',
1181 type => 'int'
1182 }
1183 ]
1184 ],
1185 desc => 'Wearing an armour, the object\'s stats will directly be inherited to the player. Usually enhancing his defense.',
1186 import => [
1187 $TYPE{Amulet}
1188 ],
1189 name => 'Brestplate Armour',
1190 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1191 },
1192 Button => {
1193 attr => [
1194 [
1195 'move_on',
1196 {
1197 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
1198 name => 'movement type',
1199 type => 'bitmask',
1200 value => $BITMASK{movement_type}
1201 }
1202 ],
1203 [
1204 'move_off',
1205 {
1206 desc => 'Which movement types deactivate this object (e.g. button).',
1207 name => 'movement type',
1208 type => 'bitmask',
1209 value => $BITMASK{movement_type}
1210 }
1211 ],
1212 [
1213 'no_pick',
1214 {
1215 type => 'fixed',
1216 value => 1
1217 }
1218 ],
1219 [
1220 'weight',
1221 {
1222 desc => 'The button is pressed (triggered), as soon as <press weigh> gram are placed ontop of it.',
1223 name => 'press weight',
1224 type => 'int'
1225 }
1226 ],
1227 [
1228 'connected',
1229 {
1230 desc => 'Every time the button is pressed or released, all objects with the same <connection> value are activated.',
1231 name => 'connection',
1232 type => 'int'
1233 }
1234 ],
1235 [
1236 'msg',
1237 {
1238 desc => 'This text may describe the item. You can use this message to explain the button\'s purpose to the player.',
1239 end => 'endmsg',
1240 name => 'description',
1241 type => 'text'
1242 }
1243 ]
1244 ],
1245 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.',
1246 ignore => [
1247 $IGNORE_LIST{non_pickable}
1248 ],
1249 name => 'Button'
1250 },
1251 'Button Trigger' => {
1252 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.',
1253 ignore => [
1254 $IGNORE_LIST{non_pickable}
1255 ],
1256 import => [
1257 $TYPE{Button}
1258 ],
1259 name => 'Button Trigger'
1260 },
1261 'Class Changer' => {
1262 attr => [
1263 [
1264 'randomitems',
1265 {
1266 desc => 'This entry determines which initial items the character receives.',
1267 name => 'class items',
1268 type => 'treasurelist'
1269 }
1270 ]
1271 ],
1272 desc => 'Class changer are used while creating a character.',
1273 ignore => [
1274 $IGNORE_LIST{non_pickable}
1275 ],
1276 name => 'Class Changer',
1277 section => [
1278 [
1279 'stats',
1280 [
1281 [
1282 'Str',
1283 {
1284 desc => 'The player\'s strength will rise by the given value if he chooses this class. (Negative values make strength fall)',
1285 name => 'strength',
1286 type => 'int'
1287 }
1288 ],
1289 [
1290 'Dex',
1291 {
1292 desc => 'The player\'s dexterity will rise by the given value if he chooses this class. (Negative values make dexterity fall)',
1293 name => 'dexterity',
1294 type => 'int'
1295 }
1296 ],
1297 [
1298 'Con',
1299 {
1300 desc => 'The player\'s constitution will rise by the given value if he chooses this class. (Negative values make constitution fall)',
1301 name => 'constitution',
1302 type => 'int'
1303 }
1304 ],
1305 [
1306 'Int',
1307 {
1308 desc => 'The player\'s intelligence will rise by the given value if he chooses this class. (Negative values make intelligence fall)',
1309 name => 'intelligence',
1310 type => 'int'
1311 }
1312 ],
1313 [
1314 'Pow',
1315 {
1316 desc => 'The player\'s power will rise by the given value if he chooses this class. (Negative values make power fall)',
1317 name => 'power',
1318 type => 'int'
1319 }
1320 ],
1321 [
1322 'Wis',
1323 {
1324 desc => 'The player\'s wisdom will rise by the given value if he chooses this class. (Negative values make wisdom fall)',
1325 name => 'wisdom',
1326 type => 'int'
1327 }
1328 ],
1329 [
1330 'Cha',
1331 {
1332 desc => 'The player\'s charisma will rise by the given value if he chooses this class. (Negative values make charisma fall)',
1333 name => 'charisma',
1334 type => 'int'
1335 }
1336 ]
1337 ]
1338 ]
1339 ]
1340 },
1341 Cloak => {
1342 attr => [
1343 [
1344 'magic',
1345 {
1346 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>.',
1347 name => 'magic bonus',
1348 type => 'int'
1349 }
1350 ]
1351 ],
1352 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.',
1353 import => [
1354 $TYPE{Amulet}
1355 ],
1356 name => 'Cloak',
1357 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1358 },
1359 Clock => {
1360 attr => [
1361 [
1362 'msg',
1363 {
1364 desc => 'This text may describe the item',
1365 end => 'endmsg',
1366 name => 'description',
1367 type => 'text'
1368 }
1369 ]
1370 ],
1371 desc => 'Applying a clock, the time is displayed to the player.',
1372 name => 'Clock'
1373 },
1374 Container => {
1375 attr => [
1376 [
1377 'race',
1378 {
1379 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.',
1380 name => 'container class',
1381 type => 'string'
1382 }
1383 ],
1384 [
1385 'slaying',
1386 {
1387 desc => 'If <key string> is set, only players with a special key of matching <key string> are able to open the container.',
1388 name => 'key string',
1389 type => 'string'
1390 }
1391 ],
1392 [
1393 'container',
1394 {
1395 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.',
1396 name => 'maximum weight',
1397 type => 'int'
1398 }
1399 ],
1400 [
1401 'Str',
1402 {
1403 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.',
1404 name => 'reduce weight %',
1405 type => 'int'
1406 }
1407 ],
1408 [
1409 'is_cauldron',
1410 {
1411 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.',
1412 name => 'alchemy cauldron',
1413 type => 'bool'
1414 }
1415 ],
1416 [
1417 'unique',
1418 {
1419 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.',
1420 name => 'unique item',
1421 type => 'bool'
1422 }
1423 ],
1424 [
1425 'startequip',
1426 {
1427 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1428 name => 'godgiven item',
1429 type => 'bool'
1430 }
1431 ],
1432 [
1433 'other_arch',
1434 {
1435 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.',
1436 name => 'animation arch',
1437 type => 'string'
1438 }
1439 ],
1440 [
1441 'msg',
1442 {
1443 desc => 'This text may contain a description of the container.',
1444 end => 'endmsg',
1445 name => 'description',
1446 type => 'text'
1447 }
1448 ]
1449 ],
1450 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.',
1451 name => 'Container',
1452 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>'
1453 },
1454 Converter => {
1455 attr => [
1456 [
1457 'no_pick',
1458 {
1459 type => 'fixed',
1460 value => 1
1461 }
1462 ],
1463 [
1464 'slaying',
1465 {
1466 desc => '<cost arch> is the name of the archetype the player has to put on the converter, as payment.',
1467 name => 'cost arch',
1468 type => 'string'
1469 }
1470 ],
1471 [
1472 'food',
1473 {
1474 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>.',
1475 name => 'cost number',
1476 type => 'int'
1477 }
1478 ],
1479 [
1480 'other_arch',
1481 {
1482 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.',
1483 name => 'receive arch',
1484 type => 'string'
1485 }
1486 ],
1487 [
1488 'sp',
1489 {
1490 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>.',
1491 name => 'receive number',
1492 type => 'int'
1493 }
1494 ],
1495 [
1496 'msg',
1497 {
1498 desc => 'This text may contain a description of the converter.',
1499 end => 'endmsg',
1500 name => 'description',
1501 type => 'text'
1502 }
1503 ]
1504 ],
1505 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.',
1506 ignore => [
1507 'value',
1508 'nrof',
1509 'name_pl',
1510 'no_pick',
1511 'unpaid',
1512 'title'
1513 ],
1514 name => 'Converter',
1515 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.'
1516 },
1517 Creator => {
1518 attr => [
1519 [
1520 'no_pick',
1521 {
1522 type => 'fixed',
1523 value => 1
1524 }
1525 ],
1526 [
1527 'other_arch',
1528 {
1529 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.',
1530 name => 'create arch',
1531 type => 'string'
1532 }
1533 ],
1534 [
1535 'connected',
1536 {
1537 desc => 'Whenever the connection value is activated, the creator gets triggered.',
1538 name => 'connection',
1539 type => 'int'
1540 }
1541 ],
1542 [
1543 'lifesave',
1544 {
1545 desc => 'If <infinit uses> is set, the creator will work infinitely, regardless of the value in <number of uses>.',
1546 name => 'infinit uses',
1547 type => 'bool'
1548 }
1549 ],
1550 [
1551 'hp',
1552 {
1553 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).',
1554 name => 'number of uses',
1555 type => 'int'
1556 }
1557 ],
1558 [
1559 'slaying',
1560 {
1561 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.',
1562 name => 'name of creation',
1563 type => 'string'
1564 }
1565 ],
1566 [
1567 'level',
1568 {
1569 desc => 'The created object will be of that level. If zero/unset, the standard level of the archetype is used.',
1570 name => 'level of creation',
1571 type => 'int'
1572 }
1573 ]
1574 ],
1575 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.',
1576 ignore => [
1577 $IGNORE_LIST{system_object}
1578 ],
1579 name => 'Creator',
1580 use => 'Don\'t hesitate to hide your creators under the floor. The created items will still always appear ontop of the floor.'
1581 },
1582 Detector => {
1583 attr => [
1584 [
1585 'no_pick',
1586 {
1587 type => 'fixed',
1588 value => 1
1589 }
1590 ],
1591 [
1592 'slaying',
1593 {
1594 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.',
1595 name => 'match name',
1596 type => 'string'
1597 }
1598 ],
1599 [
1600 'connected',
1601 {
1602 desc => 'When the detector is triggered, all objects with the same connection value get activated.',
1603 name => 'connection',
1604 type => 'int'
1605 }
1606 ],
1607 [
1608 'speed',
1609 {
1610 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.',
1611 name => 'detection speed',
1612 type => 'float'
1613 }
1614 ]
1615 ],
1616 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.',
1617 ignore => [
1618 $IGNORE_LIST{system_object}
1619 ],
1620 name => 'Detector',
1621 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.'
1622 },
1623 Director => {
1624 attr => [
1625 [
1626 'sp',
1627 {
1628 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).',
1629 name => 'direction',
1630 type => 'list',
1631 value => $LIST{direction}
1632 }
1633 ],
1634 [
1635 'move_on',
1636 {
1637 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
1638 name => 'movement type',
1639 type => 'bitmask',
1640 value => $BITMASK{movement_type}
1641 }
1642 ]
1643 ],
1644 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.',
1645 ignore => [
1646 $IGNORE_LIST{non_pickable}
1647 ],
1648 name => 'Director',
1649 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.'
1650 },
1651 Disease => {
1652 attr => [
1653 [
1654 'invisible',
1655 {
1656 type => 'fixed',
1657 value => 1
1658 }
1659 ],
1660 [
1661 'level',
1662 {
1663 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.',
1664 name => 'plaque level',
1665 type => 'int'
1666 }
1667 ],
1668 [
1669 'race',
1670 {
1671 desc => 'The disease will only infect creatures of the specified <race>. "<race> *" means every creature can be infected.',
1672 name => 'infect race',
1673 type => 'string'
1674 }
1675 ],
1676 [
1677 'ac',
1678 {
1679 desc => 'Every time the disease "moves" the severity of the symptoms are increased by <progressiveness>/100. (severity = 1 + (accumlated progression)/100)',
1680 name => 'progressiveness',
1681 type => 'int'
1682 }
1683 ],
1684 [
1685 'msg',
1686 {
1687 desc => 'This text is displayed to the player every time the symptoms strike.',
1688 end => 'endmsg',
1689 name => 'message',
1690 type => 'text'
1691 }
1692 ]
1693 ],
1694 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.',
1695 ignore => [
1696 $IGNORE_LIST{system_object}
1697 ],
1698 name => 'Disease',
1699 section => [
1700 [
1701 'spreading',
1702 [
1703 [
1704 'wc',
1705 {
1706 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.',
1707 name => 'infectiosness',
1708 type => 'int'
1709 }
1710 ],
1711 [
1712 'last_grace',
1713 {
1714 desc => 'The <attenuation> value reduces the diseases\' <infectiosness> everytime it infects someone new. This limits how many generations a disease can propagate.',
1715 name => 'attenuation',
1716 type => 'int'
1717 }
1718 ],
1719 [
1720 'magic',
1721 {
1722 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.',
1723 name => 'infection range',
1724 type => 'int'
1725 }
1726 ],
1727 [
1728 'maxhp',
1729 {
1730 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).',
1731 name => 'persistence',
1732 type => 'int'
1733 }
1734 ],
1735 [
1736 'maxgrace',
1737 {
1738 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.',
1739 name => 'curing duration',
1740 type => 'int'
1741 }
1742 ],
1743 [
1744 'speed',
1745 {
1746 desc => 'The <speed> of the disease determines how fast the disease will "move", thus how fast the symptoms strike the host.',
1747 name => 'moving speed',
1748 type => 'float'
1749 }
1750 ]
1751 ]
1752 ],
1753 [
1754 'symptoms',
1755 [
1756 [
1757 'attacktype',
1758 {
1759 desc => 'The disease will attack the host with the given <attacktype>. Godpower attacktype is commonly used for "unresistable" diseases.',
1760 name => 'attacktype',
1761 type => 'bitmask',
1762 value => $BITMASK{attacktype}
1763 }
1764 ],
1765 [
1766 'dam',
1767 {
1768 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.',
1769 name => 'damage',
1770 type => 'int'
1771 }
1772 ],
1773 [
1774 'other_arch',
1775 {
1776 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.',
1777 name => 'create arch',
1778 type => 'string'
1779 }
1780 ],
1781 [
1782 'last_sp',
1783 {
1784 desc => 'If set, the disease imposes a <slowdown penalty> while being infected. The player\'s speed is reduced by <slowdown penalty> % of normal value.',
1785 name => 'slowdown penalty',
1786 type => 'int'
1787 }
1788 ],
1789 [
1790 'exp',
1791 {
1792 desc => 'When the player manages to cure this disease (with a curing spell), he is awarded with <exp. for curing> experience.',
1793 name => 'exp. for curing',
1794 type => 'int'
1795 }
1796 ],
1797 [
1798 'maxsp',
1799 {
1800 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.',
1801 name => 'mana depletion',
1802 type => 'int'
1803 }
1804 ],
1805 [
1806 'last_eat',
1807 {
1808 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.',
1809 name => 'food depletion',
1810 type => 'int'
1811 }
1812 ],
1813 [
1814 'hp',
1815 {
1816 desc => 'This value increases the player\'s healing rate. Negative values decrease it.',
1817 name => 'health regen.',
1818 type => 'int'
1819 }
1820 ],
1821 [
1822 'sp',
1823 {
1824 desc => 'This value increases the player\'s rate of mana regeneration. Negative values decrease it.',
1825 name => 'mana regen.',
1826 type => 'int'
1827 }
1828 ]
1829 ]
1830 ],
1831 [
1832 'disability',
1833 [
1834 [
1835 'Str',
1836 {
1837 desc => 'The player\'s strength will rise by the given value while being infected. (Negative values make strength fall)',
1838 name => 'strength',
1839 type => 'int'
1840 }
1841 ],
1842 [
1843 'Dex',
1844 {
1845 desc => 'The player\'s dexterity will rise by the given value while being infected. (Negative values make dexterity fall)',
1846 name => 'dexterity',
1847 type => 'int'
1848 }
1849 ],
1850 [
1851 'Con',
1852 {
1853 desc => 'The player\'s constitution will rise by the given value while being infected. (Negative values make constitution fall)',
1854 name => 'constitution',
1855 type => 'int'
1856 }
1857 ],
1858 [
1859 'Int',
1860 {
1861 desc => 'The player\'s intelligence will rise by the given value while being infected. (Negative values make intelligence fall)',
1862 name => 'intelligence',
1863 type => 'int'
1864 }
1865 ],
1866 [
1867 'Pow',
1868 {
1869 desc => 'The player\'s power will rise by the given value while being infected. (Negative values make power fall)',
1870 name => 'power',
1871 type => 'int'
1872 }
1873 ],
1874 [
1875 'Wis',
1876 {
1877 desc => 'The player\'s wisdom will rise by the given value while being infected. (Negative values make wisdom fall)',
1878 name => 'wisdom',
1879 type => 'int'
1880 }
1881 ],
1882 [
1883 'Cha',
1884 {
1885 desc => 'The player\'s charisma will rise by the given value while being infected. (Negative values make charisma fall)',
1886 name => 'charisma',
1887 type => 'int'
1888 }
1889 ]
1890 ]
1891 ]
1892 ],
1893 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.'
1894 },
1895 Door => {
1896 attr => [
1897 [
1898 'no_pick',
1899 {
1900 type => 'fixed',
1901 value => 1
1902 }
1903 ],
1904 [
1905 'alive',
1906 {
1907 type => 'fixed',
1908 value => 1
1909 }
1910 ],
1911 [
1912 'move_block',
1913 {
1914 desc => 'Objects using these movement types cannot move over this space.',
1915 name => 'blocked movement',
1916 type => 'bitmask',
1917 value => $BITMASK{movement_type}
1918 }
1919 ],
1920 [
1921 'move_allow',
1922 {
1923 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
1924 name => 'allowed movement',
1925 type => 'bitmask',
1926 value => $BITMASK{movement_type}
1927 }
1928 ],
1929 [
1930 'move_slow',
1931 {
1932 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
1933 name => 'slowed movement',
1934 type => 'bitmask',
1935 value => $BITMASK{movement_type}
1936 }
1937 ],
1938 [
1939 'move_slow_penalty',
1940 {
1941 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
1942 name => 'slow movement penalty',
1943 type => 'int'
1944 }
1945 ],
1946 [
1947 'hp',
1948 {
1949 desc => 'The more <hitpoints> the door has, the longer it takes to be broken.',
1950 name => 'hitpoints',
1951 type => 'int'
1952 }
1953 ],
1954 [
1955 'ac',
1956 {
1957 desc => 'Doors of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
1958 name => 'armour class',
1959 type => 'int'
1960 }
1961 ],
1962 [
1963 'other_arch',
1964 {
1965 desc => 'This string defines the object that will be created when the door was defeated.',
1966 name => 'drop arch',
1967 type => 'string'
1968 }
1969 ],
1970 [
1971 'randomitems',
1972 {
1973 desc => 'This entry determines what kind of traps will appear in the door.',
1974 name => 'treasurelist',
1975 type => 'treasurelist'
1976 }
1977 ]
1978 ],
1979 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.',
1980 ignore => [
1981 $IGNORE_LIST{non_pickable}
1982 ],
1983 name => 'Door'
1984 },
1985 Duplicator => {
1986 attr => [
1987 [
1988 'other_arch',
1989 {
1990 desc => 'Only objects of matching archtype, lying ontop of the dublicator will be dublicated, multiplied or removed. All other objects will be ignored.',
1991 name => 'target arch',
1992 type => 'string'
1993 }
1994 ],
1995 [
1996 'level',
1997 {
1998 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.',
1999 name => 'multiply factor',
2000 type => 'int'
2001 }
2002 ],
2003 [
2004 'connected',
2005 {
2006 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!',
2007 name => 'connection',
2008 type => 'int'
2009 }
2010 ]
2011 ],
2012 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.',
2013 ignore => [
2014 $IGNORE_LIST{system_object}
2015 ],
2016 name => 'Duplicator',
2017 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%.'
2018 },
2019 'Event Connector' => {
2020 attr => [
2021 [
2022 'subtype',
2023 {
2024 desc => 'The type of event that triggers a notify to the plug-in.',
2025 name => 'event type',
2026 type => 'list',
2027 value => $LIST{event_type}
2028 }
2029 ],
2030 [
2031 'title',
2032 {
2033 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.',
2034 name => 'plug-in',
2035 type => 'string'
2036 }
2037 ],
2038 [
2039 'slaying',
2040 {
2041 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.',
2042 name => 'extension',
2043 type => 'string'
2044 }
2045 ],
2046 [
2047 'name',
2048 {
2049 desc => 'A string that is passed unaltered to the extension above. Often used to pass options to the extension that alter its behaviour.',
2050 name => 'options',
2051 type => 'string'
2052 }
2053 ]
2054 ],
2055 desc => 'Event connectors link specific events that happen to objects to a crossfire plug-in.',
2056 name => 'Event Connector'
2057 },
2058 Exit => {
2059 attr => [
2060 [
2061 'slaying',
2062 {
2063 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".',
2064 name => 'exit path',
2065 type => 'string'
2066 }
2067 ],
2068 [
2069 'hp',
2070 {
2071 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.',
2072 name => 'destination X',
2073 type => 'int'
2074 }
2075 ],
2076 [
2077 'sp',
2078 {
2079 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.',
2080 name => 'destination Y',
2081 type => 'int'
2082 }
2083 ],
2084 [
2085 'move_on',
2086 {
2087 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2088 name => 'movement type',
2089 type => 'bitmask',
2090 value => $BITMASK{movement_type}
2091 }
2092 ],
2093 [
2094 'msg',
2095 {
2096 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. =)',
2097 end => 'endmsg',
2098 name => 'exit message',
2099 type => 'text'
2100 }
2101 ],
2102 [
2103 'unique',
2104 {
2105 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.',
2106 name => 'unique destination',
2107 type => 'bool'
2108 }
2109 ]
2110 ],
2111 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.',
2112 ignore => [
2113 $IGNORE_LIST{non_pickable}
2114 ],
2115 name => 'Exit',
2116 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.'
2117 },
2118 Flesh => {
2119 attr => [
2120 [
2121 'food',
2122 {
2123 desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2124 name => 'foodpoints',
2125 type => 'int'
2126 }
2127 ],
2128 [
2129 'level',
2130 {
2131 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.',
2132 name => 'flesh level',
2133 type => 'int'
2134 }
2135 ],
2136 [
2137 'startequip',
2138 {
2139 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2140 name => 'godgiven item',
2141 type => 'bool'
2142 }
2143 ],
2144 [
2145 'msg',
2146 {
2147 desc => 'This text may describe the item.',
2148 end => 'endmsg',
2149 name => 'description',
2150 type => 'text'
2151 }
2152 ]
2153 ],
2154 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.',
2155 name => 'Flesh',
2156 section => [
2157 [
2158 'resistance',
2159 [
2160 [
2161 'resist_physical',
2162 {
2163 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2164 name => 'resist physical %',
2165 type => 'int'
2166 }
2167 ],
2168 [
2169 'resist_magic',
2170 {
2171 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2172 name => 'resist magic %',
2173 type => 'int'
2174 }
2175 ],
2176 [
2177 'resist_fire',
2178 {
2179 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2180 name => 'resist fire %',
2181 type => 'int'
2182 }
2183 ],
2184 [
2185 'resist_electricity',
2186 {
2187 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2188 name => 'resist electricity %',
2189 type => 'int'
2190 }
2191 ],
2192 [
2193 'resist_cold',
2194 {
2195 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2196 name => 'resist cold %',
2197 type => 'int'
2198 }
2199 ],
2200 [
2201 'resist_confusion',
2202 {
2203 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2204 name => 'resist confusion %',
2205 type => 'int'
2206 }
2207 ],
2208 [
2209 'resist_acid',
2210 {
2211 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2212 name => 'resist acid %',
2213 type => 'int'
2214 }
2215 ],
2216 [
2217 'resist_drain',
2218 {
2219 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2220 name => 'resist draining %',
2221 type => 'int'
2222 }
2223 ],
2224 [
2225 'resist_weaponmagic',
2226 {
2227 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2228 name => 'resist weaponmagic %',
2229 type => 'int'
2230 }
2231 ],
2232 [
2233 'resist_ghosthit',
2234 {
2235 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2236 name => 'resist ghosthit %',
2237 type => 'int'
2238 }
2239 ],
2240 [
2241 'resist_poison',
2242 {
2243 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.',
2244 name => 'resist poison %',
2245 type => 'int'
2246 }
2247 ],
2248 [
2249 'resist_slow',
2250 {
2251 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2252 name => 'resist slow %',
2253 type => 'int'
2254 }
2255 ],
2256 [
2257 'resist_paralyze',
2258 {
2259 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2260 name => 'resist paralyze %',
2261 type => 'int'
2262 }
2263 ],
2264 [
2265 'resist_fear',
2266 {
2267 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.',
2268 name => 'resist fear %',
2269 type => 'int'
2270 }
2271 ],
2272 [
2273 'resist_deplete',
2274 {
2275 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.',
2276 name => 'resist depletion %',
2277 type => 'int'
2278 }
2279 ],
2280 [
2281 'resist_death',
2282 {
2283 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.',
2284 name => 'resist death-attack %',
2285 type => 'int'
2286 }
2287 ],
2288 [
2289 'resist_chaos',
2290 {
2291 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.',
2292 name => 'resist chaos %',
2293 type => 'int'
2294 }
2295 ],
2296 [
2297 'resist_blind',
2298 {
2299 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.',
2300 name => 'resist blinding %',
2301 type => 'int'
2302 }
2303 ]
2304 ]
2305 ]
2306 ],
2307 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.'
2308 },
2309 Floor => {
2310 attr => [
2311 [
2312 'is_floor',
2313 {
2314 type => 'fixed',
2315 value => 1
2316 }
2317 ],
2318 [
2319 'no_pick',
2320 {
2321 type => 'fixed',
2322 value => 1
2323 }
2324 ],
2325 [
2326 'no_magic',
2327 {
2328 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2329 name => 'no spells',
2330 type => 'bool'
2331 }
2332 ],
2333 [
2334 'damned',
2335 {
2336 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2337 name => 'no prayers',
2338 type => 'bool'
2339 }
2340 ],
2341 [
2342 'unique',
2343 {
2344 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>.',
2345 name => 'unique map',
2346 type => 'bool'
2347 }
2348 ],
2349 [
2350 'msg',
2351 {
2352 desc => 'This text may describe the object.',
2353 end => 'endmsg',
2354 name => 'description',
2355 type => 'text'
2356 }
2357 ]
2358 ],
2359 desc => 'Floor is a very basic thing whithout too much functionality. It\'s a floor - you stand on it.',
2360 ignore => [
2361 $IGNORE_LIST{non_pickable}
2362 ],
2363 name => 'Floor',
2364 required => {
2365 alive => 0,
2366 is_floor => 1
2367 },
2368 section => [
2369 [
2370 'terrain',
2371 [
2372 [
2373 'move_block',
2374 {
2375 desc => 'Objects using these movement types cannot move over this space.',
2376 name => 'blocked movement',
2377 type => 'bitmask',
2378 value => $BITMASK{movement_type}
2379 }
2380 ],
2381 [
2382 'move_allow',
2383 {
2384 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2385 name => 'allowed movement',
2386 type => 'bitmask',
2387 value => $BITMASK{movement_type}
2388 }
2389 ],
2390 [
2391 'move_slow',
2392 {
2393 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2394 name => 'slowed movement',
2395 type => 'bitmask',
2396 value => $BITMASK{movement_type}
2397 }
2398 ],
2399 [
2400 'move_slow_penalty',
2401 {
2402 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
2403 name => 'slow movement penalty',
2404 type => 'int'
2405 }
2406 ],
2407 [
2408 'is_wooded',
2409 {
2410 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2411 name => 'wooded terrain',
2412 type => 'bool'
2413 }
2414 ],
2415 [
2416 'is_hilly',
2417 {
2418 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2419 name => 'hilly terrain',
2420 type => 'bool'
2421 }
2422 ]
2423 ]
2424 ]
2425 ]
2426 },
2427 'Floor (Encounter)' => {
2428 attr => [
2429 [
2430 'is_floor',
2431 {
2432 type => 'fixed',
2433 value => 1
2434 }
2435 ],
2436 [
2437 'no_pick',
2438 {
2439 type => 'fixed',
2440 value => 1
2441 }
2442 ],
2443 [
2444 'no_magic',
2445 {
2446 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2447 name => 'no spells',
2448 type => 'bool'
2449 }
2450 ],
2451 [
2452 'damned',
2453 {
2454 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2455 name => 'no prayers',
2456 type => 'bool'
2457 }
2458 ],
2459 [
2460 'unique',
2461 {
2462 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>.',
2463 name => 'unique map',
2464 type => 'bool'
2465 }
2466 ],
2467 [
2468 'msg',
2469 {
2470 desc => 'This text may describe the object.',
2471 end => 'endmsg',
2472 name => 'description',
2473 type => 'text'
2474 }
2475 ]
2476 ],
2477 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.',
2478 ignore => [
2479 $IGNORE_LIST{non_pickable}
2480 ],
2481 name => 'Floor (Encounter)',
2482 section => [
2483 [
2484 'terrain',
2485 [
2486 [
2487 'move_block',
2488 {
2489 desc => 'Objects using these movement types cannot move over this space.',
2490 name => 'blocked movement',
2491 type => 'bitmask',
2492 value => $BITMASK{movement_type}
2493 }
2494 ],
2495 [
2496 'move_allow',
2497 {
2498 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2499 name => 'allowed movement',
2500 type => 'bitmask',
2501 value => $BITMASK{movement_type}
2502 }
2503 ],
2504 [
2505 'move_slow',
2506 {
2507 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2508 name => 'slowed movement',
2509 type => 'bitmask',
2510 value => $BITMASK{movement_type}
2511 }
2512 ],
2513 [
2514 'move_slow_penalty',
2515 {
2516 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
2517 name => 'slow movement penalty',
2518 type => 'int'
2519 }
2520 ],
2521 [
2522 'is_wooded',
2523 {
2524 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2525 name => 'wooded terrain',
2526 type => 'bool'
2527 }
2528 ],
2529 [
2530 'is_hilly',
2531 {
2532 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2533 name => 'hilly terrain',
2534 type => 'bool'
2535 }
2536 ]
2537 ]
2538 ]
2539 ]
2540 },
2541 Food => {
2542 attr => [
2543 [
2544 'food',
2545 {
2546 desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2547 name => 'foodpoints',
2548 type => 'int'
2549 }
2550 ],
2551 [
2552 'startequip',
2553 {
2554 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2555 name => 'godgiven item',
2556 type => 'bool'
2557 }
2558 ]
2559 ],
2560 desc => 'By eating/drinking food-objects, the player can fill his stomache and gain a little health.',
2561 name => 'Food'
2562 },
2563 Gate => {
2564 attr => [
2565 [
2566 'no_pick',
2567 {
2568 type => 'fixed',
2569 value => 1
2570 }
2571 ],
2572 [
2573 'connected',
2574 {
2575 desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
2576 name => 'connection',
2577 type => 'int'
2578 }
2579 ],
2580 [
2581 'wc',
2582 {
2583 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.',
2584 name => 'position state',
2585 type => 'int'
2586 }
2587 ],
2588 [
2589 'move_block',
2590 {
2591 desc => 'Objects using these movement types cannot move over this space.',
2592 name => 'blocked movement',
2593 type => 'bitmask',
2594 value => $BITMASK{movement_type}
2595 }
2596 ],
2597 [
2598 'move_allow',
2599 {
2600 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2601 name => 'allowed movement',
2602 type => 'bitmask',
2603 value => $BITMASK{movement_type}
2604 }
2605 ],
2606 [
2607 'move_slow',
2608 {
2609 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2610 name => 'slowed movement',
2611 type => 'bitmask',
2612 value => $BITMASK{movement_type}
2613 }
2614 ],
2615 [
2616 'move_slow_penalty',
2617 {
2618 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
2619 name => 'slow movement penalty',
2620 type => 'int'
2621 }
2622 ],
2623 [
2624 'no_magic',
2625 {
2626 desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
2627 name => 'restrict spells',
2628 type => 'bool'
2629 }
2630 ],
2631 [
2632 'damned',
2633 {
2634 desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
2635 name => 'restrict prayers',
2636 type => 'bool'
2637 }
2638 ]
2639 ],
2640 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.',
2641 ignore => [
2642 $IGNORE_LIST{non_pickable}
2643 ],
2644 name => 'Gate',
2645 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".'
2646 },
2647 Girdle => {
2648 attr => [
2649 [
2650 'magic',
2651 {
2652 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.',
2653 name => 'magic bonus',
2654 type => 'int'
2655 }
2656 ]
2657 ],
2658 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.',
2659 import => [
2660 $TYPE{Amulet}
2661 ],
2662 name => 'Girdle',
2663 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2664 },
2665 Gloves => {
2666 attr => [
2667 [
2668 'magic',
2669 {
2670 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.',
2671 name => 'magic bonus',
2672 type => 'int'
2673 }
2674 ]
2675 ],
2676 desc => 'Wearing gloves, the object\'s stats will directly be inherited to the player. Gloves can add defense or damage bonuses.',
2677 import => [
2678 $TYPE{Amulet}
2679 ],
2680 name => 'Gloves',
2681 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2682 },
2683 Handle => {
2684 attr => [
2685 [
2686 'no_pick',
2687 {
2688 type => 'fixed',
2689 value => 1
2690 }
2691 ],
2692 [
2693 'connected',
2694 {
2695 desc => 'Every time the handle is applied, all objects with the same <connection> value are activated.',
2696 name => 'connection',
2697 type => 'int'
2698 }
2699 ],
2700 [
2701 'msg',
2702 {
2703 desc => 'This text may describe the item. You can use this message to explain the handle\'s purpose to the player.',
2704 end => 'endmsg',
2705 name => 'description',
2706 type => 'text'
2707 }
2708 ]
2709 ],
2710 desc => 'A handle can be applied by players and (certain) monsters. Every time it is applied, the &lt;connection&gt; value is triggered.',
2711 ignore => [
2712 $IGNORE_LIST{non_pickable}
2713 ],
2714 name => 'Handle',
2715 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.'
2716 },
2717 'Handle Trigger' => {
2718 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.',
2719 ignore => [
2720 $IGNORE_LIST{non_pickable}
2721 ],
2722 import => [
2723 $TYPE{Handle}
2724 ],
2725 name => 'Handle Trigger',
2726 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.'
2727 },
2728 'Hazard Floor' => {
2729 attr => [
2730 [
2731 'is_floor',
2732 {
2733 type => 'fixed',
2734 value => 1
2735 }
2736 ],
2737 [
2738 'lifesave',
2739 {
2740 type => 'fixed',
2741 value => 1
2742 }
2743 ],
2744 [
2745 'move_on',
2746 {
2747 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2748 name => 'movement type',
2749 type => 'bitmask',
2750 value => $BITMASK{movement_type}
2751 }
2752 ],
2753 [
2754 'no_pick',
2755 {
2756 type => 'fixed',
2757 value => 1
2758 }
2759 ],
2760 [
2761 'attacktype',
2762 {
2763 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.',
2764 name => 'attacktype',
2765 type => 'bitmask',
2766 value => $BITMASK{attacktype}
2767 }
2768 ],
2769 [
2770 'dam',
2771 {
2772 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.',
2773 name => 'base damage',
2774 type => 'int'
2775 }
2776 ],
2777 [
2778 'wc',
2779 {
2780 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.',
2781 name => 'weaponclass',
2782 type => 'int'
2783 }
2784 ],
2785 [
2786 'level',
2787 {
2788 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.',
2789 name => 'attack level',
2790 type => 'int'
2791 }
2792 ],
2793 [
2794 'no_magic',
2795 {
2796 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2797 name => 'no spells',
2798 type => 'bool'
2799 }
2800 ],
2801 [
2802 'damned',
2803 {
2804 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2805 name => 'no prayers',
2806 type => 'bool'
2807 }
2808 ],
2809 [
2810 'unique',
2811 {
2812 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>.',
2813 name => 'unique map',
2814 type => 'bool'
2815 }
2816 ]
2817 ],
2818 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.',
2819 ignore => [
2820 $IGNORE_LIST{non_pickable}
2821 ],
2822 name => 'Hazard Floor',
2823 required => {
2824 is_floor => 1
2825 },
2826 section => [
2827 [
2828 'terrain',
2829 [
2830 [
2831 'move_block',
2832 {
2833 desc => 'Objects using these movement types cannot move over this space.',
2834 name => 'blocked movement',
2835 type => 'bitmask',
2836 value => $BITMASK{movement_type}
2837 }
2838 ],
2839 [
2840 'move_allow',
2841 {
2842 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2843 name => 'allowed movement',
2844 type => 'bitmask',
2845 value => $BITMASK{movement_type}
2846 }
2847 ],
2848 [
2849 'move_slow',
2850 {
2851 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2852 name => 'slowed movement',
2853 type => 'bitmask',
2854 value => $BITMASK{movement_type}
2855 }
2856 ],
2857 [
2858 'move_slow_penalty',
2859 {
2860 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
2861 name => 'slow movement penalty',
2862 type => 'int'
2863 }
2864 ],
2865 [
2866 'is_wooded',
2867 {
2868 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2869 name => 'wooded terrain',
2870 type => 'bool'
2871 }
2872 ],
2873 [
2874 'is_hilly',
2875 {
2876 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2877 name => 'hilly terrain',
2878 type => 'bool'
2879 }
2880 ]
2881 ]
2882 ]
2883 ],
2884 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.'
2885 },
2886 Helmet => {
2887 attr => [
2888 [
2889 'magic',
2890 {
2891 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>.',
2892 name => 'magic bonus',
2893 type => 'int'
2894 }
2895 ]
2896 ],
2897 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.',
2898 import => [
2899 $TYPE{Amulet}
2900 ],
2901 name => 'Helmet',
2902 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2903 },
2904 'Holy Altar' => {
2905 attr => [
2906 [
2907 'no_pick',
2908 {
2909 type => 'fixed',
2910 value => 1
2911 }
2912 ],
2913 [
2914 'other_arch',
2915 {
2916 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.',
2917 name => 'god name',
2918 type => 'string'
2919 }
2920 ],
2921 [
2922 'level',
2923 {
2924 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.',
2925 name => 'reconsecrate level',
2926 type => 'int'
2927 }
2928 ]
2929 ],
2930 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.',
2931 ignore => [
2932 $IGNORE_LIST{non_pickable}
2933 ],
2934 name => 'Holy Altar'
2935 },
2936 Horn => {
2937 attr => [
2938 [
2939 'sp',
2940 {
2941 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!',
2942 name => 'spell',
2943 type => 'spell'
2944 }
2945 ],
2946 [
2947 'level',
2948 {
2949 desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should not be set too high.',
2950 name => 'casting level',
2951 type => 'int'
2952 }
2953 ],
2954 [
2955 'hp',
2956 {
2957 desc => 'This value represents the initial amount of spellpoints in the horn. Naturally, this is quite unimportant.',
2958 name => 'initial spellpoints',
2959 type => 'int'
2960 }
2961 ],
2962 [
2963 'maxhp',
2964 {
2965 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.',
2966 name => 'max. spellpoints',
2967 type => 'int'
2968 }
2969 ],
2970 [
2971 'startequip',
2972 {
2973 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2974 name => 'godgiven item',
2975 type => 'bool'
2976 }
2977 ],
2978 [
2979 'msg',
2980 {
2981 desc => 'This text may contain a description of the horn.',
2982 end => 'endmsg',
2983 name => 'description',
2984 type => 'text'
2985 }
2986 ]
2987 ],
2988 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.',
2989 ignore => [
2990 'title'
2991 ],
2992 name => 'Horn',
2993 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.'
2994 },
2995 Inorganic => {
2996 attr => [
2997 [
2998 'is_dust',
2999 {
3000 name => 'is dust',
3001 type => 'bool'
3002 }
3003 ]
3004 ],
3005 desc => 'Inorganic materials are generally used as ingredients for alchemical receipes. By themselves, they have no special functionalities.',
3006 name => 'Inorganic',
3007 section => [
3008 [
3009 'resistance',
3010 [
3011 [
3012 'resist_physical',
3013 {
3014 name => 'resist physical %',
3015 type => 'int'
3016 }
3017 ],
3018 [
3019 'resist_magic',
3020 {
3021 name => 'resist magic %',
3022 type => 'int'
3023 }
3024 ],
3025 [
3026 'resist_fire',
3027 {
3028 name => 'resist fire %',
3029 type => 'int'
3030 }
3031 ],
3032 [
3033 'resist_electricity',
3034 {
3035 name => 'resist electricity %',
3036 type => 'int'
3037 }
3038 ],
3039 [
3040 'resist_cold',
3041 {
3042 name => 'resist cold %',
3043 type => 'int'
3044 }
3045 ],
3046 [
3047 'resist_acid',
3048 {
3049 name => 'resist acid %',
3050 type => 'int'
3051 }
3052 ],
3053 [
3054 'resist_weaponmagic',
3055 {
3056 name => 'resist weaponmagic %',
3057 type => 'int'
3058 }
3059 ],
3060 [
3061 'resist_ghosthit',
3062 {
3063 name => 'resist ghosthit %',
3064 type => 'int'
3065 }
3066 ],
3067 [
3068 'resist_poison',
3069 {
3070 name => 'resist poison %',
3071 type => 'int'
3072 }
3073 ],
3074 [
3075 'resist_death',
3076 {
3077 name => 'resist death-attack %',
3078 type => 'int'
3079 }
3080 ],
3081 [
3082 'resist_chaos',
3083 {
3084 name => 'resist chaos %',
3085 type => 'int'
3086 }
3087 ],
3088 [
3089 'resist_holyword',
3090 {
3091 name => 'resist holy power %',
3092 type => 'int'
3093 }
3094 ]
3095 ]
3096 ]
3097 ]
3098 },
3099 'Inventory Checker' => {
3100 attr => [
3101 [
3102 'no_pick',
3103 {
3104 type => 'fixed',
3105 value => 1
3106 }
3107 ],
3108 [
3109 'slaying',
3110 {
3111 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.',
3112 name => 'match key string',
3113 type => 'string'
3114 }
3115 ],
3116 [
3117 'race',
3118 {
3119 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>.',
3120 name => 'match arch name',
3121 type => 'string'
3122 }
3123 ],
3124 [
3125 'hp',
3126 {
3127 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. ;)',
3128 name => 'match type',
3129 type => 'int'
3130 }
3131 ],
3132 [
3133 'last_sp',
3134 {
3135 desc => 'Enabled means having that object is a match. Disabled means not having that object is a match.',
3136 name => 'match = having',
3137 type => 'bool'
3138 }
3139 ],
3140 [
3141 'connected',
3142 {
3143 desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
3144 name => 'connection',
3145 type => 'int'
3146 }
3147 ],
3148 [
3149 'move_block',
3150 {
3151 desc => 'Objects using these movement types cannot move over this space.',
3152 name => 'blocked movement',
3153 type => 'bitmask',
3154 value => $BITMASK{movement_type}
3155 }
3156 ],
3157 [
3158 'move_allow',
3159 {
3160 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3161 name => 'allowed movement',
3162 type => 'bitmask',
3163 value => $BITMASK{movement_type}
3164 }
3165 ],
3166 [
3167 'move_slow',
3168 {
3169 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3170 name => 'slowed movement',
3171 type => 'bitmask',
3172 value => $BITMASK{movement_type}
3173 }
3174 ],
3175 [
3176 'move_slow_penalty',
3177 {
3178 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
3179 name => 'slow movement penalty',
3180 type => 'int'
3181 }
3182 ],
3183 [
3184 'last_heal',
3185 {
3186 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!',
3187 name => 'remove match',
3188 type => 'bool'
3189 }
3190 ]
3191 ],
3192 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. <br><br> As you can see, inv. checkers are quite powerful, holding a great variety of possibilities.',
3193 ignore => [
3194 $IGNORE_LIST{system_object}
3195 ],
3196 name => 'Inventory Checker',
3197 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.'
3198 },
3199 'Item Transformer' => {
3200 attr => [
3201 [
3202 'food',
3203 {
3204 desc => '<number of uses> controls how many times the item transformer can be used. The value 0 means "unlimited"',
3205 name => 'number of uses',
3206 type => 'int'
3207 }
3208 ],
3209 [
3210 'slaying',
3211 {
3212 desc => 'Contains the verb that is used to construct a message to the player applying the item transformer.',
3213 name => 'verb',
3214 type => 'string'
3215 }
3216 ],
3217 [
3218 'startequip',
3219 {
3220 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3221 name => 'godgiven item',
3222 type => 'bool'
3223 }
3224 ],
3225 [
3226 'msg',
3227 {
3228 desc => 'This text may contain a description of the item transformer.',
3229 end => 'endmsg',
3230 name => 'description',
3231 type => 'text'
3232 }
3233 ]
3234 ],
3235 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.',
3236 name => 'Item Transformer',
3237 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\'.'
3238 },
3239 Jewel => {
3240 attr => [
3241 [
3242 'race',
3243 {
3244 type => 'fixed',
3245 value => 'gold and jewels'
3246 }
3247 ],
3248 [
3249 'msg',
3250 {
3251 desc => 'This text may describe the object.',
3252 end => 'endmsg',
3253 name => 'description',
3254 type => 'text'
3255 }
3256 ]
3257 ],
3258 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.',
3259 name => 'Jewel'
3260 },
3261 Key => {
3262 attr => [
3263 [
3264 'startequip',
3265 {
3266 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3267 name => 'godgiven item',
3268 type => 'bool'
3269 }
3270 ]
3271 ],
3272 desc => 'When carrying a key, a normal door can be opened. The key will disappear.',
3273 name => 'Key'
3274 },
3275 'Locked Door' => {
3276 attr => [
3277 [
3278 'move_type',
3279 {
3280 type => 'fixed',
3281 value => 0
3282 }
3283 ],
3284 [
3285 'no_pick',
3286 {
3287 type => 'fixed',
3288 value => 1
3289 }
3290 ],
3291 [
3292 'slaying',
3293 {
3294 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".',
3295 name => 'key string',
3296 type => 'string'
3297 }
3298 ],
3299 [
3300 'no_magic',
3301 {
3302 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).',
3303 name => 'restrict spells',
3304 type => 'bool'
3305 }
3306 ],
3307 [
3308 'damned',
3309 {
3310 desc => 'Restricting the use of prayers to pass this door. This should be set in most cases.',
3311 name => 'restrict prayers',
3312 type => 'bool'
3313 }
3314 ],
3315 [
3316 'msg',
3317 {
3318 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.',
3319 end => 'endmsg',
3320 name => 'lock message',
3321 type => 'text'
3322 }
3323 ]
3324 ],
3325 desc => 'A locked door can be opened only when carrying the appropriate special key.',
3326 ignore => [
3327 $IGNORE_LIST{non_pickable}
3328 ],
3329 name => 'Locked Door',
3330 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).'
3331 },
3332 'Magic Ear' => {
3333 attr => [
3334 [
3335 'no_pick',
3336 {
3337 type => 'fixed',
3338 value => 1
3339 }
3340 ],
3341 [
3342 'connected',
3343 {
3344 desc => 'The Magic_ear will trigger all objects with the same connection value, every time it is activated.',
3345 name => 'connection',
3346 type => 'int'
3347 }
3348 ],
3349 [
3350 'msg',
3351 {
3352 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!',
3353 end => 'endmsg',
3354 name => 'keyword-matching',
3355 type => 'text'
3356 }
3357 ]
3358 ],
3359 desc => 'Magic_ears trigger a connected value when the player speaks a specific keyword.',
3360 ignore => [
3361 $IGNORE_LIST{system_object}
3362 ],
3363 name => 'Magic Ear',
3364 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.'
3365 },
3366 'Magic Wall' => {
3367 attr => [
3368 [
3369 'dam',
3370 {
3371 desc => 'The magic wall will cast this <spell>.',
3372 name => 'spell',
3373 type => 'spell'
3374 }
3375 ],
3376 [
3377 'level',
3378 {
3379 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.',
3380 name => 'spell level',
3381 type => 'int'
3382 }
3383 ],
3384 [
3385 'connected',
3386 {
3387 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.',
3388 name => 'connection',
3389 type => 'int'
3390 }
3391 ],
3392 [
3393 'speed',
3394 {
3395 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".',
3396 name => 'casting speed',
3397 type => 'float'
3398 }
3399 ],
3400 [
3401 'sp',
3402 {
3403 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.',
3404 name => 'direction',
3405 type => 'list',
3406 value => $LIST{direction}
3407 }
3408 ],
3409 [
3410 'move_block',
3411 {
3412 desc => 'Objects using these movement types cannot move over this space.',
3413 name => 'blocked movement',
3414 type => 'bitmask',
3415 value => $BITMASK{movement_type}
3416 }
3417 ],
3418 [
3419 'move_allow',
3420 {
3421 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3422 name => 'allowed movement',
3423 type => 'bitmask',
3424 value => $BITMASK{movement_type}
3425 }
3426 ],
3427 [
3428 'move_slow',
3429 {
3430 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3431 name => 'slowed movement',
3432 type => 'bitmask',
3433 value => $BITMASK{movement_type}
3434 }
3435 ],
3436 [
3437 'move_slow_penalty',
3438 {
3439 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
3440 name => 'slow movement penalty',
3441 type => 'int'
3442 }
3443 ]
3444 ],
3445 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.',
3446 ignore => [
3447 $IGNORE_LIST{non_pickable}
3448 ],
3449 name => 'Magic Wall',
3450 section => [
3451 [
3452 'destroyable',
3453 [
3454 [
3455 'alive',
3456 {
3457 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.',
3458 name => 'is destroyable',
3459 type => 'bool'
3460 }
3461 ],
3462 [
3463 'hp',
3464 {
3465 desc => 'The more <hitpoints> the wall has, the longer it takes to be destroyed.',
3466 name => 'hitpoints',
3467 type => 'int'
3468 }
3469 ],
3470 [
3471 'maxhp',
3472 {
3473 desc => '<max hitpoints> are the maximum amount of hitpoints the wall can have. This only makes sense if the wall can regain health.',
3474 name => 'max hitpoints',
3475 type => 'int'
3476 }
3477 ],
3478 [
3479 'ac',
3480 {
3481 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>.',
3482 name => 'armour class',
3483 type => 'int'
3484 }
3485 ]
3486 ]
3487 ],
3488 [
3489 'resistance',
3490 [
3491 [
3492 'resist_physical',
3493 {
3494 name => 'resist physical %',
3495 type => 'int'
3496 }
3497 ],
3498 [
3499 'resist_magic',
3500 {
3501 name => 'resist magic %',
3502 type => 'int'
3503 }
3504 ],
3505 [
3506 'resist_fire',
3507 {
3508 name => 'resist fire %',
3509 type => 'int'
3510 }
3511 ],
3512 [
3513 'resist_electricity',
3514 {
3515 name => 'resist electricity %',
3516 type => 'int'
3517 }
3518 ],
3519 [
3520 'resist_cold',
3521 {
3522 name => 'resist cold %',
3523 type => 'int'
3524 }
3525 ],
3526 [
3527 'resist_confusion',
3528 {
3529 name => 'resist confusion %',
3530 type => 'int'
3531 }
3532 ],
3533 [
3534 'resist_acid',
3535 {
3536 name => 'resist acid %',
3537 type => 'int'
3538 }
3539 ],
3540 [
3541 'resist_drain',
3542 {
3543 name => 'resist draining %',
3544 type => 'int'
3545 }
3546 ],
3547 [
3548 'resist_weaponmagic',
3549 {
3550 name => 'resist weaponmagic %',
3551 type => 'int'
3552 }
3553 ],
3554 [
3555 'resist_ghosthit',
3556 {
3557 name => 'resist ghosthit %',
3558 type => 'int'
3559 }
3560 ],
3561 [
3562 'resist_poison',
3563 {
3564 name => 'resist poison %',
3565 type => 'int'
3566 }
3567 ],
3568 [
3569 'resist_slow',
3570 {
3571 name => 'resist slow %',
3572 type => 'int'
3573 }
3574 ],
3575 [
3576 'resist_paralyze',
3577 {
3578 name => 'resist paralyze %',
3579 type => 'int'
3580 }
3581 ],
3582 [
3583 'resist_fear',
3584 {
3585 name => 'resist fear %',
3586 type => 'int'
3587 }
3588 ],
3589 [
3590 'resist_deplete',
3591 {
3592 name => 'resist depletion %',
3593 type => 'int'
3594 }
3595 ],
3596 [
3597 'resist_turn_undead',
3598 {
3599 name => 'resist turn undead %',
3600 type => 'int'
3601 }
3602 ],
3603 [
3604 'resist_death',
3605 {
3606 name => 'resist death-attack %',
3607 type => 'int'
3608 }
3609 ],
3610 [
3611 'resist_chaos',
3612 {
3613 name => 'resist chaos %',
3614 type => 'int'
3615 }
3616 ],
3617 [
3618 'resist_blind',
3619 {
3620 name => 'resist blinding %',
3621 type => 'int'
3622 }
3623 ],
3624 [
3625 'resist_holyword',
3626 {
3627 name => 'resist holy power %',
3628 type => 'int'
3629 }
3630 ],
3631 [
3632 'resist_godpower',
3633 {
3634 name => 'resist godpower %',
3635 type => 'int'
3636 }
3637 ]
3638 ]
3639 ]
3640 ],
3641 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".'
3642 },
3643 Marker => {
3644 attr => [
3645 [
3646 'no_pick',
3647 {
3648 type => 'fixed',
3649 value => 1
3650 }
3651 ],
3652 [
3653 'slaying',
3654 {
3655 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.',
3656 name => 'key string',
3657 type => 'string'
3658 }
3659 ],
3660 [
3661 'connected',
3662 {
3663 desc => 'When the detector is triggered, all objects with the same connection value get activated.',
3664 name => 'connection',
3665 type => 'int'
3666 }
3667 ],
3668 [
3669 'speed',
3670 {
3671 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.',
3672 name => 'marking speed',
3673 type => 'float'
3674 }
3675 ],
3676 [
3677 'food',
3678 {
3679 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.',
3680 name => 'mark duration',
3681 type => 'int'
3682 }
3683 ],
3684 [
3685 'name',
3686 {
3687 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.',
3688 name => 'delete mark',
3689 type => 'string'
3690 }
3691 ],
3692 [
3693 'msg',
3694 {
3695 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.',
3696 end => 'endmsg',
3697 name => 'marking message',
3698 type => 'text'
3699 }
3700 ]
3701 ],
3702 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.',
3703 ignore => [
3704 $IGNORE_LIST{system_object}
3705 ],
3706 name => 'Marker',
3707 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.'
3708 },
3709 Misc => {
3710 attr => [
3711 [
3712 'move_block',
3713 {
3714 desc => 'Objects using these movement types cannot move over this space.',
3715 name => 'blocked movement',
3716 type => 'bitmask',
3717 value => $BITMASK{movement_type}
3718 }
3719 ],
3720 [
3721 'move_allow',
3722 {
3723 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3724 name => 'allowed movement',
3725 type => 'bitmask',
3726 value => $BITMASK{movement_type}
3727 }
3728 ],
3729 [
3730 'move_slow',
3731 {
3732 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3733 name => 'slowed movement',
3734 type => 'bitmask',
3735 value => $BITMASK{movement_type}
3736 }
3737 ],
3738 [
3739 'move_slow_penalty',
3740 {
3741 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
3742 name => 'slow movement penalty',
3743 type => 'int'
3744 }
3745 ],
3746 [
3747 'cursed',
3748 {
3749 desc => 'Curses can have various effects: On equipment and food, they generally harm the player in some way.',
3750 name => 'cursed',
3751 type => 'bool'
3752 }
3753 ],
3754 [
3755 'damned',
3756 {
3757 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.',
3758 name => 'damned',
3759 type => 'bool'
3760 }
3761 ],
3762 [
3763 'unique',
3764 {
3765 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
3766 name => 'unique item',
3767 type => 'bool'
3768 }
3769 ],
3770 [
3771 'startequip',
3772 {
3773 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3774 name => 'godgiven item',
3775 type => 'bool'
3776 }
3777 ],
3778 [
3779 'msg',
3780 {
3781 desc => 'This text may describe the object.',
3782 end => 'endmsg',
3783 name => 'description',
3784 type => 'text'
3785 }
3786 ]
3787 ],
3788 name => 'Misc'
3789 },
3790 Money => {
3791 attr => [
3792 [
3793 'race',
3794 {
3795 type => 'fixed',
3796 value => 'gold and jewels'
3797 }
3798 ]
3799 ],
3800 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.',
3801 ignore => [
3802 'unpaid'
3803 ],
3804 name => 'Money'
3805 },
3806 'Monster & NPC' => {
3807 attr => [
3808 [
3809 'alive',
3810 {
3811 type => 'fixed',
3812 value => 1
3813 }
3814 ],
3815 [
3816 'randomitems',
3817 {
3818 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>.',
3819 name => 'treasurelist',
3820 type => 'treasurelist'
3821 }
3822 ],
3823 [
3824 'level',
3825 {
3826 desc => 'A monster\'s <level> is the most important attribute. <level> affects the power of a monster in various ways.',
3827 name => 'level',
3828 type => 'int'
3829 }
3830 ],
3831 [
3832 'race',
3833 {
3834 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.',
3835 name => 'race',
3836 type => 'string'
3837 }
3838 ],
3839 [
3840 'exp',
3841 {
3842 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!',
3843 name => 'experience',
3844 type => 'int'
3845 }
3846 ],
3847 [
3848 'speed',
3849 {
3850 desc => 'The <speed> determines how fast a monster will both move and fight. High <speed> makes a monster considerably stronger.',
3851 name => 'speed',
3852 type => 'float'
3853 }
3854 ],
3855 [
3856 'other_arch',
3857 {
3858 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.',
3859 name => 'breed monster',
3860 type => 'string'
3861 }
3862 ],
3863 [
3864 'generator',
3865 {
3866 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.',
3867 name => 'multiply',
3868 type => 'bool'
3869 }
3870 ],
3871 [
3872 'use_content_on_gen',
3873 {
3874 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.',
3875 name => 'template generation',
3876 type => 'bool'
3877 }
3878 ],
3879 [
3880 'move_type',
3881 {
3882 desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
3883 name => 'movement type',
3884 type => 'bitmask',
3885 value => $BITMASK{movement_type}
3886 }
3887 ],
3888 [
3889 'undead',
3890 {
3891 desc => 'Several spells only affect undead monsters: turn undead, banish undead, holy word, etc.',
3892 name => 'undead',
3893 type => 'bool'
3894 }
3895 ],
3896 [
3897 'carrying',
3898 {
3899 desc => 'If a monster has something in the inventory, this value can be set to reflect the slowdown due to the carried weight.',
3900 name => 'carries weight',
3901 type => 'int'
3902 }
3903 ],
3904 [
3905 'msg',
3906 {
3907 end => 'endmsg',
3908 name => 'npc message',
3909 type => 'text'
3910 }
3911 ]
3912 ],
3913 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.',
3914 ignore => [
3915 'material',
3916 'name_pl',
3917 'nrof',
3918 'value',
3919 'unpaid'
3920 ],
3921 name => 'Monster & NPC',
3922 required => {
3923 alive => 1,
3924 is_floor => 0,
3925 tear_down => 0
3926 },
3927 section => [
3928 [
3929 'melee',
3930 [
3931 [
3932 'attacktype',
3933 {
3934 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.',
3935 name => 'attacktype',
3936 type => 'bitmask',
3937 value => $BITMASK{attacktype}
3938 }
3939 ],
3940 [
3941 'dam',
3942 {
3943 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.',
3944 name => 'damage',
3945 type => 'int'
3946 }
3947 ],
3948 [
3949 'wc',
3950 {
3951 desc => 'Monsters of high <weapon class> are more likely to really hit their opponent. <weapon class> can be considered the "counterpiece" to <armour class>.',
3952 name => 'weapon class',
3953 type => 'int'
3954 }
3955 ],
3956 [
3957 'hp',
3958 {
3959 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>.',
3960 name => 'health points',
3961 type => 'int'
3962 }
3963 ],
3964 [
3965 'maxhp',
3966 {
3967 desc => '<max health> is the maximum amount of <health points> this monster can have.',
3968 name => 'max health',
3969 type => 'int'
3970 }
3971 ],
3972 [
3973 'ac',
3974 {
3975 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).',
3976 name => 'armour class',
3977 type => 'int'
3978 }
3979 ],
3980 [
3981 'Con',
3982 {
3983 desc => 'Monsters regenerate this many health points each 4 ticks. Hence, the healing rate is independent of <speed>.',
3984 name => 'healing rate',
3985 type => 'int'
3986 }
3987 ],
3988 [
3989 'reflect_missile',
3990 {
3991 desc => 'A monster with this flag has the ability to <reflect missiles>, all kinds of projectiles (e.g. arrows, bolts, boulders) will bounce off.',
3992 name => 'reflect missiles',
3993 type => 'bool'
3994 }
3995 ],
3996 [
3997 'hitback',
3998 {
3999 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.',
4000 name => 'hitback',
4001 type => 'bool'
4002 }
4003 ],
4004 [
4005 'one_hit',
4006 {
4007 desc => 'Monsters with <one hit only> dissapear after one successful hit to a player.',
4008 name => 'one hit only',
4009 type => 'bool'
4010 }
4011 ]
4012 ]
4013 ],
4014 [
4015 'spellcraft',
4016 [
4017 [
4018 'can_cast_spell',
4019 {
4020 desc => 'If <can cast spell> is disabled, the monster cannot cast any spell. Only wands/rods/etc can be used, given the appropriate abilities.',
4021 name => 'can cast spell',
4022 type => 'bool'
4023 }
4024 ],
4025 [
4026 'reflect_spell',
4027 {
4028 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.',
4029 name => 'reflect spells',
4030 type => 'bool'
4031 }
4032 ],
4033 [
4034 'sp',
4035 {
4036 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>.',
4037 name => 'spellpoints',
4038 type => 'int'
4039 }
4040 ],
4041 [
4042 'maxsp',
4043 {
4044 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.',
4045 name => 'max spellpoints',
4046 type => 'int'
4047 }
4048 ],
4049 [
4050 'Pow',
4051 {
4052 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.',
4053 name => 'spellpoint regen.',
4054 type => 'int'
4055 }
4056 ],
4057 [
4058 'path_attuned',
4059 {
4060 desc => 'Click on the <attuned paths> button to select spellpaths. The creature will get attuned to the specified spellpaths.',
4061 name => 'attuned paths',
4062 type => 'bitmask',
4063 value => $BITMASK{spellpath}
4064 }
4065 ],
4066 [
4067 'path_repelled',
4068 {
4069 desc => 'Click on the <repelled paths> button to select spellpaths. The creature will get repelled to the specified spellpaths.',
4070 name => 'repelled paths',
4071 type => 'bitmask',
4072 value => $BITMASK{spellpath}
4073 }
4074 ],
4075 [
4076 'path_denied',
4077 {
4078 desc => 'Click on the <denied paths> button to select spellpaths. The creature won\'t be able to cast spells of the specified paths.',
4079 name => 'denied paths',
4080 type => 'bitmask',
4081 value => $BITMASK{spellpath}
4082 }
4083 ]
4084 ]
4085 ],
4086 [
4087 'ability',
4088 [
4089 [
4090 'Int',
4091 {
4092 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.',
4093 name => 'detect hidden',
4094 type => 'int'
4095 }
4096 ],
4097 [
4098 'see_invisible',
4099 {
4100 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.',
4101 name => 'see invisible',
4102 type => 'bool'
4103 }
4104 ],
4105 [
4106 'can_see_in_dark',
4107 {
4108 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.',
4109 name => 'see in darkness',
4110 type => 'bool'
4111 }
4112 ],
4113 [
4114 'can_use_weapon',
4115 {
4116 desc => 'Monster is able to wield weapon type objects.',
4117 name => 'can use weapons',
4118 type => 'bool'
4119 }
4120 ],
4121 [
4122 'can_use_bow',
4123 {
4124 desc => 'Monster is able to use missile-weapon type objects.',
4125 name => 'can use bows',
4126 type => 'bool'
4127 }
4128 ],
4129 [
4130 'can_use_armour',
4131 {
4132 desc => 'Monster is able to wear protective equipment like brestplate armour, shields, helmets etc.',
4133 name => 'can use armour',
4134 type => 'bool'
4135 }
4136 ],
4137 [
4138 'can_use_ring',
4139 {
4140 desc => 'Monster is able to wear rings.',
4141 name => 'can use rings',
4142 type => 'bool'
4143 }
4144 ],
4145 [
4146 'can_use_wand',
4147 {
4148 desc => 'Monster is able to use wands and staves.',
4149 name => 'can use wands',
4150 type => 'bool'
4151 }
4152 ],
4153 [
4154 'can_use_rod',
4155 {
4156 desc => 'Monster is able to use rods.',
4157 name => 'can use rods',
4158 type => 'bool'
4159 }
4160 ],
4161 [
4162 'can_use_scroll',
4163 {
4164 desc => 'Monster is able to read scrolls.',
4165 name => 'can use scrolls',
4166 type => 'bool'
4167 }
4168 ],
4169 [
4170 'can_use_skill',
4171 {
4172 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>.',
4173 name => 'can use skills',
4174 type => 'bool'
4175 }
4176 ]
4177 ]
4178 ],
4179 [
4180 'behave',
4181 [
4182 [
4183 'monster',
4184 {
4185 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.',
4186 name => 'monster behaviour',
4187 type => 'bool'
4188 }
4189 ],
4190 [
4191 'unaggressive',
4192 {
4193 desc => '<unaggressive> monsters do not attack players unless attacked first.',
4194 name => 'unaggressive',
4195 type => 'bool'
4196 }
4197 ],
4198 [
4199 'friendly',
4200 {
4201 desc => '<friendly> monsters help the player, attacking any non-friendly monsters in range.',
4202 name => 'friendly',
4203 type => 'bool'
4204 }
4205 ],
4206 [
4207 'stand_still',
4208 {
4209 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.',
4210 name => 'stand still',
4211 type => 'bool'
4212 }
4213 ],
4214 [
4215 'sleep',
4216 {
4217 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.',
4218 name => 'asleep',
4219 type => 'bool'
4220 }
4221 ],
4222 [
4223 'will_apply',
4224 {
4225 desc => 'This entry defines which kinds of environment actions the creature is able to perform.',
4226 name => 'misc. actions',
4227 type => 'bitmask',
4228 value => $BITMASK{will_apply}
4229 }
4230 ],
4231 [
4232 'pick_up',
4233 {
4234 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.',
4235 name => 'pick up',
4236 type => 'bitmask',
4237 value => $BITMASK{pick_up}
4238 }
4239 ],
4240 [
4241 'Wis',
4242 {
4243 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.',
4244 name => 'sensing range',
4245 type => 'int'
4246 }
4247 ],
4248 [
4249 'attack_movement',
4250 {
4251 name => 'attack movement',
4252 type => 'int'
4253 }
4254 ],
4255 [
4256 'run_away',
4257 {
4258 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.',
4259 name => 'run at % health',
4260 type => 'int'
4261 }
4262 ]
4263 ]
4264 ],
4265 [
4266 'resistance',
4267 [
4268 [
4269 'resist_physical',
4270 {
4271 name => 'resist physical %',
4272 type => 'int'
4273 }
4274 ],
4275 [
4276 'resist_magic',
4277 {
4278 name => 'resist magic %',
4279 type => 'int'
4280 }
4281 ],
4282 [
4283 'resist_fire',
4284 {
4285 name => 'resist fire %',
4286 type => 'int'
4287 }
4288 ],
4289 [
4290 'resist_electricity',
4291 {
4292 name => 'resist electricity %',
4293 type => 'int'
4294 }
4295 ],
4296 [
4297 'resist_cold',
4298 {
4299 name => 'resist cold %',
4300 type => 'int'
4301 }
4302 ],
4303 [
4304 'resist_confusion',
4305 {
4306 name => 'resist confusion %',
4307 type => 'int'
4308 }
4309 ],
4310 [
4311 'resist_acid',
4312 {
4313 name => 'resist acid %',
4314 type => 'int'
4315 }
4316 ],
4317 [
4318 'resist_drain',
4319 {
4320 name => 'resist draining %',
4321 type => 'int'
4322 }
4323 ],
4324 [
4325 'resist_weaponmagic',
4326 {
4327 name => 'resist weaponmagic %',
4328 type => 'int'
4329 }
4330 ],
4331 [
4332 'resist_ghosthit',
4333 {
4334 name => 'resist ghosthit %',
4335 type => 'int'
4336 }
4337 ],
4338 [
4339 'resist_poison',
4340 {
4341 name => 'resist poison %',
4342 type => 'int'
4343 }
4344 ],
4345 [
4346 'resist_slow',
4347 {
4348 name => 'resist slow %',
4349 type => 'int'
4350 }
4351 ],
4352 [
4353 'resist_paralyze',
4354 {
4355 name => 'resist paralyze %',
4356 type => 'int'
4357 }
4358 ],
4359 [
4360 'resist_fear',
4361 {
4362 name => 'resist fear %',
4363 type => 'int'
4364 }
4365 ],
4366 [
4367 'resist_deplete',
4368 {
4369 name => 'resist depletion %',
4370 type => 'int'
4371 }
4372 ],
4373 [
4374 'resist_turn_undead',
4375 {
4376 name => 'resist turn undead %',
4377 type => 'int'
4378 }
4379 ],
4380 [
4381 'resist_death',
4382 {
4383 name => 'resist death-attack %',
4384 type => 'int'
4385 }
4386 ],
4387 [
4388 'resist_chaos',
4389 {
4390 name => 'resist chaos %',
4391 type => 'int'
4392 }
4393 ],
4394 [
4395 'resist_blind',
4396 {
4397 name => 'resist blinding %',
4398 type => 'int'
4399 }
4400 ],
4401 [
4402 'resist_holyword',
4403 {
4404 name => 'resist holy power %',
4405 type => 'int'
4406 }
4407 ],
4408 [
4409 'resist_godpower',
4410 {
4411 name => 'resist godpower %',
4412 type => 'int'
4413 }
4414 ]
4415 ]
4416 ]
4417 ],
4418 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. :-)'
4419 },
4420 'Monster (Grimreaper)' => {
4421 desc => 'A grimreaper is a monster that vanishes after it did some number of draining attacks.',
4422 ignore => [
4423 'material',
4424 'name_pl',
4425 'nrof',
4426 'value',
4427 'unpaid'
4428 ],
4429 import => [
4430 $TYPE{'Monster & NPC'}
4431 ],
4432 name => 'Monster (Grimreaper)',
4433 section => [
4434 [
4435 'grimreaper',
4436 [
4437 [
4438 'value',
4439 {
4440 desc => 'The object vanishes after this number of draining attacks.',
4441 name => 'attacks',
4442 type => 'int'
4443 }
4444 ]
4445 ]
4446 ]
4447 ]
4448 },
4449 'Mood Floor' => {
4450 attr => [
4451 [
4452 'no_pick',
4453 {
4454 type => 'fixed',
4455 value => 1
4456 }
4457 ],
4458 [
4459 'last_sp',
4460 {
4461 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!',
4462 name => 'mood',
4463 type => 'list',
4464 value => $LIST{mood}
4465 }
4466 ],
4467 [
4468 'connected',
4469 {
4470 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!',
4471 name => 'connection',
4472 type => 'int'
4473 }
4474 ],
4475 [
4476 'no_magic',
4477 {
4478 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
4479 name => 'no spells',
4480 type => 'bool'
4481 }
4482 ],
4483 [
4484 'damned',
4485 {
4486 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
4487 name => 'no prayers',
4488 type => 'bool'
4489 }
4490 ]
4491 ],
4492 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.',
4493 ignore => [
4494 $IGNORE_LIST{system_object}
4495 ],
4496 name => 'Mood Floor',
4497 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.)'
4498 },
4499 Mover => {
4500 attr => [
4501 [
4502 'attacktype',
4503 {
4504 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.',
4505 name => 'forced movement',
4506 type => 'bool'
4507 }
4508 ],
4509 [
4510 'maxsp',
4511 {
4512 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.',
4513 name => 'freeze duration',
4514 type => 'int'
4515 }
4516 ],
4517 [
4518 'speed',
4519 {
4520 desc => 'The movement speed value determines how fast a chain of these movers will push a player along (default is -0.2).',
4521 name => 'movement speed',
4522 type => 'float'
4523 }
4524 ],
4525 [
4526 'sp',
4527 {
4528 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.',
4529 name => 'direction',
4530 type => 'list',
4531 value => $LIST{direction}
4532 }
4533 ],
4534 [
4535 'lifesave',
4536 {
4537 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.',
4538 name => 'gets used up',
4539 type => 'bool'
4540 }
4541 ],
4542 [
4543 'hp',
4544 {
4545 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).',
4546 name => 'number of uses',
4547 type => 'int'
4548 }
4549 ]
4550 ],
4551 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.',
4552 ignore => [
4553 $IGNORE_LIST{non_pickable}
4554 ],
4555 name => 'Mover',
4556 section => [
4557 [
4558 'targets',
4559 [
4560 [
4561 'level',
4562 {
4563 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.',
4564 name => 'move players',
4565 type => 'bool'
4566 }
4567 ],
4568 [
4569 'move_on',
4570 {
4571 desc => 'Which movement types activate the mover.',
4572 name => 'movement type',
4573 type => 'movement_type'
4574 }
4575 ]
4576 ]
4577 ]
4578 ],
4579 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).'
4580 },
4581 Pedestal => {
4582 attr => [
4583 [
4584 'no_pick',
4585 {
4586 type => 'fixed',
4587 value => 1
4588 }
4589 ],
4590 [
4591 'slaying',
4592 {
4593 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.',
4594 name => 'match race',
4595 type => 'string'
4596 }
4597 ],
4598 [
4599 'connected',
4600 {
4601 desc => 'When the pedestal is triggered, all objects with the same connection value get activated.',
4602 name => 'connection',
4603 type => 'int'
4604 }
4605 ],
4606 [
4607 'move_on',
4608 {
4609 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
4610 name => 'movement type',
4611 type => 'bitmask',
4612 value => $BITMASK{movement_type}
4613 }
4614 ]
4615 ],
4616 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.',
4617 ignore => [
4618 $IGNORE_LIST{non_pickable}
4619 ],
4620 name => 'Pedestal',
4621 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.'
4622 },
4623 Pit => {
4624 attr => [
4625 [
4626 'no_pick',
4627 {
4628 type => 'fixed',
4629 value => 1
4630 }
4631 ],
4632 [
4633 'connected',
4634 {
4635 desc => 'When a <connection> value is set, the pit can be opened/closed by activating the connection.',
4636 name => 'connection',
4637 type => 'int'
4638 }
4639 ],
4640 [
4641 'hp',
4642 {
4643 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!',
4644 name => 'destination X',
4645 type => 'int'
4646 }
4647 ],
4648 [
4649 'sp',
4650 {
4651 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!',
4652 name => 'destination Y',
4653 type => 'int'
4654 }
4655 ],
4656 [
4657 'wc',
4658 {
4659 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.',
4660 name => 'position state',
4661 type => 'int'
4662 }
4663 ],
4664 [
4665 'move_on',
4666 {
4667 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
4668 name => 'movement type',
4669 type => 'bitmask',
4670 value => $BITMASK{movement_type}
4671 }
4672 ]
4673 ],
4674 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.',
4675 ignore => [
4676 $IGNORE_LIST{non_pickable}
4677 ],
4678 name => 'Pit',
4679 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.'
4680 },
4681 'Poison Food' => {
4682 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.',
4683 name => 'Poison Food'
4684 },
4685 Potion => {
4686 attr => [
4687 [
4688 'level',
4689 {
4690 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.',
4691 name => 'potion level',
4692 type => 'int'
4693 }
4694 ],
4695 [
4696 'sp',
4697 {
4698 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".',
4699 name => 'spell',
4700 type => 'spell'
4701 }
4702 ],
4703 [
4704 'attacktype',
4705 {
4706 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.',
4707 name => 'special effect',
4708 type => 'list',
4709 value => $LIST{potion_effect}
4710 }
4711 ],
4712 [
4713 'cursed',
4714 {
4715 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 >:)',
4716 name => 'cursed',
4717 type => 'bool'
4718 }
4719 ],
4720 [
4721 'startequip',
4722 {
4723 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4724 name => 'godgiven item',
4725 type => 'bool'
4726 }
4727 ]
4728 ],
4729 desc => 'The player can drink these and gain various kinds of benefits (/penalties) by doing so.',
4730 name => 'Potion',
4731 section => [
4732 [
4733 'stats',
4734 [
4735 [
4736 'Str',
4737 {
4738 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.',
4739 name => 'strength',
4740 type => 'int'
4741 }
4742 ],
4743 [
4744 'Dex',
4745 {
4746 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.',
4747 name => 'dexterity',
4748 type => 'int'
4749 }
4750 ],
4751 [
4752 'Con',
4753 {
4754 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.',
4755 name => 'constitution',
4756 type => 'int'
4757 }
4758 ],
4759 [
4760 'Int',
4761 {
4762 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.',
4763 name => 'intelligence',
4764 type => 'int'
4765 }
4766 ],
4767 [
4768 'Pow',
4769 {
4770 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.',
4771 name => 'power',
4772 type => 'int'
4773 }
4774 ],
4775 [
4776 'Wis',
4777 {
4778 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.',
4779 name => 'wisdom',
4780 type => 'int'
4781 }
4782 ],
4783 [
4784 'Cha',
4785 {
4786 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.',
4787 name => 'charisma',
4788 type => 'int'
4789 }
4790 ]
4791 ]
4792 ],
4793 [
4794 'resistance',
4795 [
4796 [
4797 'resist_physical',
4798 {
4799 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!',
4800 name => 'resist physical %',
4801 type => 'int'
4802 }
4803 ],
4804 [
4805 'resist_magic',
4806 {
4807 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!',
4808 name => 'resist magic %',
4809 type => 'int'
4810 }
4811 ],
4812 [
4813 'resist_fire',
4814 {
4815 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!',
4816 name => 'resist fire %',
4817 type => 'int'
4818 }
4819 ],
4820 [
4821 'resist_electricity',
4822 {
4823 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!',
4824 name => 'resist electricity %',
4825 type => 'int'
4826 }
4827 ],
4828 [
4829 'resist_cold',
4830 {
4831 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!',
4832 name => 'resist cold %',
4833 type => 'int'
4834 }
4835 ],
4836 [
4837 'resist_acid',
4838 {
4839 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!',
4840 name => 'resist acid %',
4841 type => 'int'
4842 }
4843 ],
4844 [
4845 'resist_confusion',
4846 {
4847 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!',
4848 name => 'resist confusion %',
4849 type => 'int'
4850 }
4851 ],
4852 [
4853 'resist_weaponmagic',
4854 {
4855 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!',
4856 name => 'resist weaponmagic %',
4857 type => 'int'
4858 }
4859 ],
4860 [
4861 'resist_paralyze',
4862 {
4863 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!',
4864 name => 'resist paralyze %',
4865 type => 'int'
4866 }
4867 ],
4868 [
4869 'resist_drain',
4870 {
4871 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!',
4872 name => 'resist draining %',
4873 type => 'int'
4874 }
4875 ],
4876 [
4877 'resist_deplete',
4878 {
4879 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!',
4880 name => 'resist depletion %',
4881 type => 'int'
4882 }
4883 ],
4884 [
4885 'resist_poison',
4886 {
4887 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!',
4888 name => 'resist poison %',
4889 type => 'int'
4890 }
4891 ]
4892 ]
4893 ]
4894 ],
4895 use => 'One potion should never give multiple benefits at once.'
4896 },
4897 'Power Crystal' => {
4898 attr => [
4899 [
4900 'sp',
4901 {
4902 desc => '<initial mana> is the amount of spellpoints that the crystal holds when the map is loaded.',
4903 name => 'initial mana',
4904 type => 'int'
4905 }
4906 ],
4907 [
4908 'maxsp',
4909 {
4910 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.',
4911 name => 'mana capacity',
4912 type => 'int'
4913 }
4914 ]
4915 ],
4916 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.',
4917 name => 'Power Crystal'
4918 },
4919 Projectile => {
4920 attr => [
4921 [
4922 'attacktype',
4923 {
4924 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.',
4925 name => 'attacktype',
4926 type => 'bitmask',
4927 value => $BITMASK{attacktype}
4928 }
4929 ],
4930 [
4931 'race',
4932 {
4933 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>.',
4934 name => 'ammunition class',
4935 type => 'string'
4936 }
4937 ],
4938 [
4939 'slaying',
4940 {
4941 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.',
4942 name => 'slaying race',
4943 type => 'string'
4944 }
4945 ],
4946 [
4947 'dam',
4948 {
4949 desc => 'The projectile <damage> significantly affects the damage done. Damage can be further increased by the shooting weapon\'s attributes.',
4950 name => 'damage',
4951 type => 'int'
4952 }
4953 ],
4954 [
4955 'wc',
4956 {
4957 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.',
4958 name => 'weaponclass',
4959 type => 'int'
4960 }
4961 ],
4962 [
4963 'food',
4964 {
4965 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).',
4966 name => 'chance to break',
4967 type => 'int'
4968 }
4969 ],
4970 [
4971 'magic',
4972 {
4973 desc => 'Magic bonus increases chance to hit and damage a little bit.',
4974 name => 'magic bonus',
4975 type => 'int'
4976 }
4977 ],
4978 [
4979 'unique',
4980 {
4981 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
4982 name => 'unique item',
4983 type => 'bool'
4984 }
4985 ],
4986 [
4987 'startequip',
4988 {
4989 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4990 name => 'godgiven item',
4991 type => 'bool'
4992 }
4993 ],
4994 [
4995 'no_drop',
4996 {
4997 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.',
4998 name => 'don\'t drop',
4999 type => 'bool'
5000 }
5001 ],
5002 [
5003 'msg',
5004 {
5005 desc => 'This text may describe the projectile. This could be nice for very special ones.',
5006 end => 'endmsg',
5007 name => 'description',
5008 type => 'text'
5009 }
5010 ]
5011 ],
5012 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.',
5013 name => 'Projectile',
5014 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.'
5015 },
5016 Ring => {
5017 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.',
5018 import => [
5019 $TYPE{Amulet}
5020 ],
5021 name => 'Ring',
5022 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.'
5023 },
5024 Rod => {
5025 attr => [
5026 [
5027 'sp',
5028 {
5029 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!',
5030 name => 'spell',
5031 type => 'spell'
5032 }
5033 ],
5034 [
5035 'level',
5036 {
5037 desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should be set to something reasonable.',
5038 name => 'casting level',
5039 type => 'int'
5040 }
5041 ],
5042 [
5043 'hp',
5044 {
5045 desc => 'This value represents the initial amount of spellpoints in the rod. Naturally, this is quite unimportant.',
5046 name => 'initial spellpoints',
5047 type => 'int'
5048 }
5049 ],
5050 [
5051 'maxhp',
5052 {
5053 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.',
5054 name => 'max. spellpoints',
5055 type => 'int'
5056 }
5057 ],
5058 [
5059 'startequip',
5060 {
5061 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5062 name => 'godgiven item',
5063 type => 'bool'
5064 }
5065 ],
5066 [
5067 'msg',
5068 {
5069 desc => 'This text may contain a description of the rod.',
5070 end => 'endmsg',
5071 name => 'description',
5072 type => 'text'
5073 }
5074 ]
5075 ],
5076 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.',
5077 ignore => [
5078 'title'
5079 ],
5080 name => 'Rod',
5081 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>'
5082 },
5083 Rune => {
5084 attr => [
5085 [
5086 'no_pick',
5087 {
5088 type => 'fixed',
5089 value => 1
5090 }
5091 ],
5092 [
5093 'move_on',
5094 {
5095 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5096 name => 'movement type',
5097 type => 'bitmask',
5098 value => $BITMASK{movement_type}
5099 }
5100 ],
5101 [
5102 'level',
5103 {
5104 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.',
5105 name => 'rune level',
5106 type => 'int'
5107 }
5108 ],
5109 [
5110 'Cha',
5111 {
5112 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.',
5113 name => 'visibility',
5114 type => 'int'
5115 }
5116 ],
5117 [
5118 'hp',
5119 {
5120 desc => 'The rune will detonate <number of charges> times before disappearing.',
5121 name => 'number of charges',
5122 type => 'int'
5123 }
5124 ],
5125 [
5126 'dam',
5127 {
5128 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.',
5129 name => 'direct damage',
5130 type => 'int'
5131 }
5132 ],
5133 [
5134 'attacktype',
5135 {
5136 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.',
5137 name => 'attacktype',
5138 type => 'bitmask',
5139 value => $BITMASK{attacktype}
5140 }
5141 ],
5142 [
5143 'msg',
5144 {
5145 desc => 'When the rune detonates, this text is displayed to the victim. For especially powerful runes, create an appropriate thrilling description. ;)',
5146 end => 'endmsg',
5147 name => 'detonation text',
5148 type => 'text'
5149 }
5150 ]
5151 ],
5152 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.',
5153 ignore => [
5154 'no_pick',
5155 'title',
5156 'name_pl',
5157 'weight',
5158 'value',
5159 'material',
5160 'unpaid'
5161 ],
5162 name => 'Rune',
5163 section => [
5164 [
5165 'spellcraft',
5166 [
5167 [
5168 'sp',
5169 {
5170 desc => 'The selected <spell> defines the spell in the rune, if any. (Many runes do direct damage).',
5171 name => 'spell',
5172 type => 'spell'
5173 }
5174 ],
5175 [
5176 'slaying',
5177 {
5178 desc => 'Name of the spell in the rune, if any. <spell name> is optional, but if present, overrides the <spell> setting.',
5179 name => 'spell name',
5180 type => 'string'
5181 }
5182 ],
5183 [
5184 'other_arch',
5185 {
5186 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.',
5187 name => 'spell arch',
5188 type => 'string'
5189 }
5190 ],
5191 [
5192 'maxsp',
5193 {
5194 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.',
5195 name => 'direction',
5196 type => 'list',
5197 value => $LIST{direction}
5198 }
5199 ],
5200 [
5201 'race',
5202 {
5203 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.',
5204 name => 'summon monster',
5205 type => 'string'
5206 }
5207 ],
5208 [
5209 'maxhp',
5210 {
5211 desc => 'This should only be set to a summoning rune. It will then summon that many creatures of the kind <summon monster>.',
5212 name => 'summon amount',
5213 type => 'int'
5214 }
5215 ]
5216 ]
5217 ]
5218 ],
5219 use => 'Avoid monsters stepping on your runes. For example, summoning runes together with spellcasting- and attack-runes is usually a bad idea.'
5220 },
5221 Savebed => {
5222 attr => [
5223 [
5224 'no_pick',
5225 {
5226 type => 'fixed',
5227 value => 1
5228 }
5229 ],
5230 [
5231 'no_magic',
5232 {
5233 type => 'fixed',
5234 value => 1
5235 }
5236 ],
5237 [
5238 'damned',
5239 {
5240 type => 'fixed',
5241 value => 1
5242 }
5243 ]
5244 ],
5245 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.',
5246 ignore => [
5247 $IGNORE_LIST{non_pickable}
5248 ],
5249 name => 'Savebed',
5250 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>'
5251 },
5252 Scroll => {
5253 attr => [
5254 [
5255 'level',
5256 {
5257 desc => 'The spell of the scroll will be casted at this level. This value should always be set, at least to 1.',
5258 name => 'casting level',
5259 type => 'int'
5260 }
5261 ],
5262 [
5263 'sp',
5264 {
5265 desc => 'When a player/monster applies this scroll, the selected <spell> will be casted (once). This should work for any given spell.',
5266 name => 'spell',
5267 type => 'spell'
5268 }
5269 ],
5270 [
5271 'startequip',
5272 {
5273 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5274 name => 'godgiven item',
5275 type => 'bool'
5276 }
5277 ]
5278 ],
5279 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.',
5280 ignore => [
5281 'title'
5282 ],
5283 name => 'Scroll',
5284 use => 'For low level quests, scrolls of healing/curing-spells can be a nice reward. At higher levels, scrolls become less and less useful.'
5285 },
5286 Shield => {
5287 attr => [
5288 [
5289 'magic',
5290 {
5291 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.',
5292 name => 'magic bonus',
5293 type => 'int'
5294 }
5295 ]
5296 ],
5297 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.',
5298 import => [
5299 $TYPE{Amulet}
5300 ],
5301 name => 'Shield',
5302 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
5303 },
5304 'Shooting Weapon' => {
5305 attr => [
5306 [
5307 'race',
5308 {
5309 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.',
5310 name => 'ammunition class',
5311 type => 'string'
5312 }
5313 ],
5314 [
5315 'sp',
5316 {
5317 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).',
5318 name => 'shooting speed',
5319 type => 'int'
5320 }
5321 ],
5322 [
5323 'dam',
5324 {
5325 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.',
5326 name => 'base damage',
5327 type => 'int'
5328 }
5329 ],
5330 [
5331 'wc',
5332 {
5333 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.',
5334 name => 'weaponclass',
5335 type => 'int'
5336 }
5337 ],
5338 [
5339 'item_power',
5340 {
5341 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>.',
5342 name => 'item power',
5343 type => 'int'
5344 }
5345 ],
5346 [
5347 'no_strength',
5348 {
5349 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.',
5350 name => 'ignore strength',
5351 type => 'bool'
5352 }
5353 ],
5354 [
5355 'damned',
5356 {
5357 desc => 'A damned shooting weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
5358 name => 'damnation',
5359 type => 'bool'
5360 }
5361 ],
5362 [
5363 'cursed',
5364 {
5365 desc => 'A cursed shooting weapon cannot be unwielded unless the curse is removed.',
5366 name => 'curse',
5367 type => 'bool'
5368 }
5369 ],
5370 [
5371 'unique',
5372 {
5373 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5374 name => 'unique item',
5375 type => 'bool'
5376 }
5377 ],
5378 [
5379 'startequip',
5380 {
5381 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5382 name => 'godgiven item',
5383 type => 'bool'
5384 }
5385 ],
5386 [
5387 'msg',
5388 {
5389 desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
5390 end => 'endmsg',
5391 name => 'description',
5392 type => 'text'
5393 }
5394 ]
5395 ],
5396 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.',
5397 name => 'Shooting Weapon',
5398 section => [
5399 [
5400 'stats',
5401 [
5402 [
5403 'Str',
5404 {
5405 desc => 'The player\'s strentgh will rise/fall by the given value while wearing this shooting weapon.',
5406 name => 'strength',
5407 type => 'int'
5408 }
5409 ],
5410 [
5411 'Dex',
5412 {
5413 desc => 'The player\'s dexterity will rise/fall by the given value while wearing this shooting weapon.',
5414 name => 'dexterity',
5415 type => 'int'
5416 }
5417 ],
5418 [
5419 'Con',
5420 {
5421 desc => 'The player\'s constitution will rise/fall by the given value while wearing this shooting weapon.',
5422 name => 'constitution',
5423 type => 'int'
5424 }
5425 ],
5426 [
5427 'Int',
5428 {
5429 desc => 'The player\'s intelligence will rise/fall by the given value while wearing this shooting weapon.',
5430 name => 'intelligence',
5431 type => 'int'
5432 }
5433 ],
5434 [
5435 'Pow',
5436 {
5437 desc => 'The player\'s power will rise/fall by the given value while wearing this shooting weapon.',
5438 name => 'power',
5439 type => 'int'
5440 }
5441 ],
5442 [
5443 'Wis',
5444 {
5445 desc => 'The player\'s wisdom will rise/fall by the given value while wearing this shooting weapon.',
5446 name => 'wisdom',
5447 type => 'int'
5448 }
5449 ],
5450 [
5451 'Cha',
5452 {
5453 desc => 'The player\'s charisma will rise/fall by the given value while wearing this shooting weapon.',
5454 name => 'charisma',
5455 type => 'int'
5456 }
5457 ]
5458 ]
5459 ],
5460 [
5461 'bonus',
5462 [
5463 [
5464 'luck',
5465 {
5466 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.',
5467 name => 'luck bonus',
5468 type => 'int'
5469 }
5470 ],
5471 [
5472 'magic',
5473 {
5474 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.',
5475 name => 'magic bonus',
5476 type => 'int'
5477 }
5478 ]
5479 ]
5480 ]
5481 ],
5482 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.'
5483 },
5484 'Shop Floor' => {
5485 attr => [
5486 [
5487 'is_floor',
5488 {
5489 type => 'fixed',
5490 value => 1
5491 }
5492 ],
5493 [
5494 'no_pick',
5495 {
5496 type => 'fixed',
5497 value => 1
5498 }
5499 ],
5500 [
5501 'no_magic',
5502 {
5503 type => 'fixed',
5504 value => 1
5505 }
5506 ],
5507 [
5508 'auto_apply',
5509 {
5510 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.',
5511 name => 'generate goods',
5512 type => 'bool'
5513 }
5514 ],
5515 [
5516 'randomitems',
5517 {
5518 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.',
5519 name => 'treasurelist',
5520 type => 'treasurelist'
5521 }
5522 ],
5523 [
5524 'exp',
5525 {
5526 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.',
5527 name => 'quality level',
5528 type => 'int'
5529 }
5530 ],
5531 [
5532 'damned',
5533 {
5534 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.)',
5535 name => 'no prayers',
5536 type => 'bool'
5537 }
5538 ]
5539 ],
5540 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).',
5541 ignore => [
5542 $IGNORE_LIST{non_pickable}
5543 ],
5544 name => 'Shop Floor',
5545 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.'
5546 },
5547 'Shop Mat' => {
5548 attr => [
5549 [
5550 'no_pick',
5551 {
5552 type => 'fixed',
5553 value => 1
5554 }
5555 ],
5556 [
5557 'move_on',
5558 {
5559 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5560 name => 'movement type',
5561 type => 'bitmask',
5562 value => $BITMASK{movement_type}
5563 }
5564 ]
5565 ],
5566 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).',
5567 ignore => [
5568 $IGNORE_LIST{non_pickable}
5569 ],
5570 name => 'Shop Mat',
5571 use => 'As stated above, always place TWO shop mats into your shop. Not more and not less than that.'
5572 },
5573 'Sign & MagicMouth' => {
5574 attr => [
5575 [
5576 'connected',
5577 {
5578 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.',
5579 name => 'connection',
5580 type => 'int'
5581 }
5582 ],
5583 [
5584 'move_on',
5585 {
5586 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5587 name => 'movement type',
5588 type => 'bitmask',
5589 value => $BITMASK{movement_type}
5590 }
5591 ],
5592 [
5593 'food',
5594 {
5595 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).',
5596 name => 'counter',
5597 type => 'int'
5598 }
5599 ],
5600 [
5601 'msg',
5602 {
5603 desc => 'This text will be displayed to the player.',
5604 end => 'endmsg',
5605 name => 'message',
5606 type => 'text'
5607 }
5608 ]
5609 ],
5610 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).',
5611 ignore => [
5612 $IGNORE_LIST{non_pickable}
5613 ],
5614 name => 'Sign & MagicMouth',
5615 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.'
5616 },
5617 Skill => {
5618 attr => [
5619 [
5620 'invisible',
5621 {
5622 type => 'fixed',
5623 value => 1
5624 }
5625 ],
5626 [
5627 'no_drop',
5628 {
5629 type => 'fixed',
5630 value => 1
5631 }
5632 ],
5633 [
5634 'skill',
5635 {
5636 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.',
5637 name => 'skill name',
5638 type => 'string'
5639 }
5640 ],
5641 [
5642 'expmul',
5643 {
5644 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.',
5645 name => 'exp multiplier',
5646 type => 'float'
5647 }
5648 ],
5649 [
5650 'subtype',
5651 {
5652 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.',
5653 name => 'skill type',
5654 type => 'list',
5655 value => $LIST{skill_type}
5656 }
5657 ],
5658 [
5659 'level',
5660 {
5661 name => 'level',
5662 type => 'int'
5663 }
5664 ],
5665 [
5666 'exp',
5667 {
5668 name => 'experience',
5669 type => 'int'
5670 }
5671 ],
5672 [
5673 'can_use_skill',
5674 {
5675 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.',
5676 name => 'is native skill',
5677 type => 'bool'
5678 }
5679 ]
5680 ],
5681 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.',
5682 ignore => [
5683 $IGNORE_LIST{system_object}
5684 ],
5685 name => 'Skill',
5686 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>'
5687 },
5688 'Skill Scroll' => {
5689 attr => [
5690 [
5691 'race',
5692 {
5693 type => 'fixed',
5694 value => 'scrolls'
5695 }
5696 ],
5697 [
5698 'skill',
5699 {
5700 desc => 'The <skill name> matches the skill object that can be learned from this scroll.',
5701 name => 'skill name',
5702 type => 'string'
5703 }
5704 ]
5705 ],
5706 desc => 'By reading a skill scroll, a player has a chance to learn the contained skill.',
5707 name => 'Skill Scroll',
5708 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.'
5709 },
5710 'Special Key' => {
5711 attr => [
5712 [
5713 'slaying',
5714 {
5715 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.',
5716 name => 'key string',
5717 type => 'string'
5718 }
5719 ],
5720 [
5721 'material',
5722 {
5723 desc => 'For Special Keys, material should always be unset or set to Adamantite. This prevents the key from getting burned or otherwise destroyed.',
5724 name => 'material',
5725 type => 'bitmask',
5726 value => $BITMASK{material}
5727 }
5728 ],
5729 [
5730 'unique',
5731 {
5732 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.',
5733 name => 'unique item',
5734 type => 'bool'
5735 }
5736 ],
5737 [
5738 'startequip',
5739 {
5740 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5741 name => 'godgiven item',
5742 type => 'bool'
5743 }
5744 ],
5745 [
5746 'msg',
5747 {
5748 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.',
5749 end => 'endmsg',
5750 name => 'description',
5751 type => 'text'
5752 }
5753 ]
5754 ],
5755 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.',
5756 ignore => [
5757 'material'
5758 ],
5759 name => 'Special Key',
5760 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".'
5761 },
5762 Spell => {
5763 attr => [
5764 [
5765 'no_drop',
5766 {
5767 type => 'fixed',
5768 value => 1
5769 }
5770 ],
5771 [
5772 'invisible',
5773 {
5774 type => 'fixed',
5775 value => 1
5776 }
5777 ],
5778 [
5779 'skill',
5780 {
5781 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.',
5782 name => 'skill name',
5783 type => 'string'
5784 }
5785 ],
5786 [
5787 'subtype',
5788 {
5789 desc => 'The <spell type> defines the basic type of spell. Some of these types are of a more generic nature than others.',
5790 name => 'spell type',
5791 type => 'list',
5792 value => $LIST{spell_type}
5793 }
5794 ],
5795 [
5796 'level',
5797 {
5798 name => 'spell level',
5799 type => 'int'
5800 }
5801 ],
5802 [
5803 'casting_time',
5804 {
5805 name => 'casting time',
5806 type => 'int'
5807 }
5808 ],
5809 [
5810 'duration',
5811 {
5812 name => 'duration',
5813 type => 'int'
5814 }
5815 ],
5816 [
5817 'other_arch',
5818 {
5819 name => 'create object',
5820 type => 'string'
5821 }
5822 ],
5823 [
5824 'sp',
5825 {
5826 name => 'cost spellpoints',
5827 type => 'int'
5828 }
5829 ],
5830 [
5831 'grace',
5832 {
5833 name => 'cost grace',
5834 type => 'int'
5835 }
5836 ],
5837 [
5838 'maxsp',
5839 {
5840 name => 'double cost per level',
5841 type => 'int'
5842 }
5843 ]
5844 ],
5845 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.',
5846 ignore => [
5847 $IGNORE_LIST{system_object}
5848 ],
5849 name => 'Spell',
5850 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.'
5851 },
5852 Spellbook => {
5853 attr => [
5854 [
5855 'skill',
5856 {
5857 type => 'fixed',
5858 value => 'literacy'
5859 }
5860 ],
5861 [
5862 'randomitems',
5863 {
5864 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.',
5865 name => 'treasurelist',
5866 type => 'treasurelist'
5867 }
5868 ],
5869 [
5870 'startequip',
5871 {
5872 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5873 name => 'godgiven item',
5874 type => 'bool'
5875 }
5876 ],
5877 [
5878 'msg',
5879 {
5880 desc => 'This text may contain a nice description of the spellbook\'s cover or something.',
5881 end => 'endmsg',
5882 name => 'description',
5883 type => 'text'
5884 }
5885 ]
5886 ],
5887 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.',
5888 name => 'Spellbook',
5889 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.'
5890 },
5891 Spinner => {
5892 attr => [
5893 [
5894 'sp',
5895 {
5896 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.',
5897 name => 'direction number',
5898 type => 'int'
5899 }
5900 ],
5901 [
5902 'move_on',
5903 {
5904 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5905 name => 'movement type',
5906 type => 'bitmask',
5907 value => $BITMASK{movement_type}
5908 }
5909 ]
5910 ],
5911 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.',
5912 ignore => [
5913 $IGNORE_LIST{non_pickable}
5914 ],
5915 name => 'Spinner',
5916 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.'
5917 },
5918 Swamp => {
5919 attr => [
5920 [
5921 'is_floor',
5922 {
5923 type => 'fixed',
5924 value => 1
5925 }
5926 ],
5927 [
5928 'is_wooded',
5929 {
5930 type => 'fixed',
5931 value => 1
5932 }
5933 ],
5934 [
5935 'speed',
5936 {
5937 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.',
5938 name => 'drowning speed',
5939 type => 'float'
5940 }
5941 ],
5942 [
5943 'move_on',
5944 {
5945 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5946 name => 'movement type',
5947 type => 'bitmask',
5948 value => $BITMASK{movement_type}
5949 }
5950 ],
5951 [
5952 'move_block',
5953 {
5954 desc => 'Objects using these movement types cannot move over this space.',
5955 name => 'blocked movement',
5956 type => 'bitmask',
5957 value => $BITMASK{movement_type}
5958 }
5959 ],
5960 [
5961 'move_allow',
5962 {
5963 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
5964 name => 'allowed movement',
5965 type => 'bitmask',
5966 value => $BITMASK{movement_type}
5967 }
5968 ],
5969 [
5970 'move_slow',
5971 {
5972 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
5973 name => 'slowed movement',
5974 type => 'bitmask',
5975 value => $BITMASK{movement_type}
5976 }
5977 ],
5978 [
5979 'move_slow_penalty',
5980 {
5981 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
5982 name => 'slow movement penalty',
5983 type => 'int'
5984 }
5985 ],
5986 [
5987 'no_magic',
5988 {
5989 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
5990 name => 'no spells',
5991 type => 'bool'
5992 }
5993 ],
5994 [
5995 'damned',
5996 {
5997 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
5998 name => 'no prayers',
5999 type => 'bool'
6000 }
6001 ]
6002 ],
6003 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.',
6004 ignore => [
6005 $IGNORE_LIST{non_pickable}
6006 ],
6007 name => 'Swamp'
6008 },
6009 Teleporter => {
6010 attr => [
6011 [
6012 'slaying',
6013 {
6014 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.',
6015 name => 'exit path',
6016 type => 'string'
6017 }
6018 ],
6019 [
6020 'hp',
6021 {
6022 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.',
6023 name => 'destination X',
6024 type => 'int'
6025 }
6026 ],
6027 [
6028 'sp',
6029 {
6030 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.',
6031 name => 'destination Y',
6032 type => 'int'
6033 }
6034 ],
6035 [
6036 'connected',
6037 {
6038 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.',
6039 name => 'connection',
6040 type => 'int'
6041 }
6042 ],
6043 [
6044 'speed',
6045 {
6046 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!',
6047 name => 'activation speed',
6048 type => 'float'
6049 }
6050 ]
6051 ],
6052 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.',
6053 ignore => [
6054 $IGNORE_LIST{non_pickable}
6055 ],
6056 name => 'Teleporter',
6057 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.'
6058 },
6059 'Timed Gate' => {
6060 attr => [
6061 [
6062 'no_pick',
6063 {
6064 type => 'fixed',
6065 value => 1
6066 }
6067 ],
6068 [
6069 'connected',
6070 {
6071 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.',
6072 name => 'connection',
6073 type => 'int'
6074 }
6075 ],
6076 [
6077 'wc',
6078 {
6079 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.',
6080 name => 'position state',
6081 type => 'int'
6082 }
6083 ],
6084 [
6085 'move_block',
6086 {
6087 desc => 'Objects using these movement types cannot move over this space.',
6088 name => 'blocked movement',
6089 type => 'bitmask',
6090 value => $BITMASK{movement_type}
6091 }
6092 ],
6093 [
6094 'move_allow',
6095 {
6096 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6097 name => 'allowed movement',
6098 type => 'bitmask',
6099 value => $BITMASK{movement_type}
6100 }
6101 ],
6102 [
6103 'move_slow',
6104 {
6105 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6106 name => 'slowed movement',
6107 type => 'bitmask',
6108 value => $BITMASK{movement_type}
6109 }
6110 ],
6111 [
6112 'move_slow_penalty',
6113 {
6114 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
6115 name => 'slow movement penalty',
6116 type => 'int'
6117 }
6118 ],
6119 [
6120 'no_magic',
6121 {
6122 desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
6123 name => 'restrict spells',
6124 type => 'bool'
6125 }
6126 ],
6127 [
6128 'damned',
6129 {
6130 desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
6131 name => 'restrict prayers',
6132 type => 'bool'
6133 }
6134 ],
6135 [
6136 'hp',
6137 {
6138 desc => 'Defines the duration the gate remains closed. This only takes effect if the gate is not connected.',
6139 name => 'open duration',
6140 type => 'int'
6141 }
6142 ]
6143 ],
6144 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.',
6145 ignore => [
6146 $IGNORE_LIST{non_pickable}
6147 ],
6148 name => 'Timed Gate',
6149 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".'
6150 },
6151 Trap => {
6152 attr => [
6153 [
6154 'no_pick',
6155 {
6156 type => 'fixed',
6157 value => 1
6158 }
6159 ],
6160 [
6161 'move_on',
6162 {
6163 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6164 name => 'movement type',
6165 type => 'bitmask',
6166 value => $BITMASK{movement_type}
6167 }
6168 ],
6169 [
6170 'level',
6171 {
6172 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.',
6173 name => 'trap level',
6174 type => 'int'
6175 }
6176 ],
6177 [
6178 'Cha',
6179 {
6180 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.',
6181 name => 'visibility',
6182 type => 'int'
6183 }
6184 ],
6185 [
6186 'hp',
6187 {
6188 desc => 'The trap will detonate <number of charges> times before disappearing.',
6189 name => 'number of charges',
6190 type => 'int'
6191 }
6192 ],
6193 [
6194 'dam',
6195 {
6196 desc => '<direct damage> specifies how much damage is done by the trap. This should be set in reasonable relation to the trap\'s level.',
6197 name => 'direct damage',
6198 type => 'int'
6199 }
6200 ],
6201 [
6202 'attacktype',
6203 {
6204 desc => 'This attribute defines what attacktype to use for direct damage when the trap detonates.',
6205 name => 'attacktype',
6206 type => 'bitmask',
6207 value => $BITMASK{attacktype}
6208 }
6209 ],
6210 [
6211 'connected',
6212 {
6213 desc => 'When the trap is detonated, all objects with the same connection value get activated.',
6214 name => 'connection',
6215 type => 'int'
6216 }
6217 ],
6218 [
6219 'msg',
6220 {
6221 desc => 'When the trap detonates, this text is displayed to the victim. For especially powerful or complex traps, create an appropriate and thrilling description. ;)',
6222 end => 'endmsg',
6223 name => 'detonation text',
6224 type => 'text'
6225 }
6226 ]
6227 ],
6228 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.',
6229 ignore => [
6230 'no_pick',
6231 'title',
6232 'name_pl',
6233 'weight',
6234 'value',
6235 'material',
6236 'unpaid'
6237 ],
6238 name => 'Trap',
6239 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.'
6240 },
6241 Trapdoor => {
6242 attr => [
6243 [
6244 'no_pick',
6245 {
6246 type => 'fixed',
6247 value => 1
6248 }
6249 ],
6250 [
6251 'move_on',
6252 {
6253 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6254 name => 'movement type',
6255 type => 'bitmask',
6256 value => $BITMASK{movement_type}
6257 }
6258 ],
6259 [
6260 'weight',
6261 {
6262 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.',
6263 name => 'hold weight',
6264 type => 'int'
6265 }
6266 ],
6267 [
6268 'hp',
6269 {
6270 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!',
6271 name => 'destination X',
6272 type => 'int'
6273 }
6274 ],
6275 [
6276 'sp',
6277 {
6278 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!',
6279 name => 'destination Y',
6280 type => 'int'
6281 }
6282 ]
6283 ],
6284 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.',
6285 ignore => [
6286 $IGNORE_LIST{non_pickable}
6287 ],
6288 name => 'Trapdoor',
6289 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.'
6290 },
6291 Treasure => {
6292 attr => [
6293 [
6294 'randomitems',
6295 {
6296 desc => 'This entry determines what kind of treasure will appear. Look into /crossfire/share/crossfire/treasures for details about existing treasurelists.',
6297 name => 'treasurelist',
6298 type => 'treasurelist'
6299 }
6300 ],
6301 [
6302 'auto_apply',
6303 {
6304 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.',
6305 name => 'auto-generate',
6306 type => 'bool'
6307 }
6308 ],
6309 [
6310 'hp',
6311 {
6312 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.',
6313 name => 'create number',
6314 type => 'int'
6315 }
6316 ],
6317 [
6318 'exp',
6319 {
6320 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).',
6321 name => 'quality level',
6322 type => 'int'
6323 }
6324 ]
6325 ],
6326 desc => 'A treasure-object turns into certain randomitems when the map is loaded into the game.',
6327 ignore => [
6328 'nrof',
6329 'title',
6330 'name_pl',
6331 'weight',
6332 'value',
6333 'material'
6334 ],
6335 name => 'Treasure',
6336 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.'
6337 },
6338 'Trigger Marker' => {
6339 attr => [
6340 [
6341 'no_pick',
6342 {
6343 type => 'fixed',
6344 value => 1
6345 }
6346 ],
6347 [
6348 'slaying',
6349 {
6350 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.',
6351 name => 'key string',
6352 type => 'string'
6353 }
6354 ],
6355 [
6356 'connected',
6357 {
6358 desc => 'Unlike a regular marker this is the connection that triggers this marker to activate.',
6359 name => 'connection',
6360 type => 'int'
6361 }
6362 ],
6363 [
6364 'food',
6365 {
6366 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.',
6367 name => 'mark duration',
6368 type => 'int'
6369 }
6370 ],
6371 [
6372 'name',
6373 {
6374 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.',
6375 name => 'delete mark',
6376 type => 'string'
6377 }
6378 ],
6379 [
6380 'msg',
6381 {
6382 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.',
6383 end => 'endmsg',
6384 name => 'marking message',
6385 type => 'text'
6386 }
6387 ]
6388 ],
6389 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.',
6390 ignore => [
6391 $IGNORE_LIST{system_object}
6392 ],
6393 name => 'Trigger Marker',
6394 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.'
6395 },
6396 Wall => {
6397 attr => [
6398 [
6399 'move_block',
6400 {
6401 desc => 'Objects using these movement types cannot move over this space.',
6402 name => 'blocked movement',
6403 type => 'bitmask',
6404 value => $BITMASK{movement_type}
6405 }
6406 ],
6407 [
6408 'move_allow',
6409 {
6410 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6411 name => 'allowed movement',
6412 type => 'bitmask',
6413 value => $BITMASK{movement_type}
6414 }
6415 ],
6416 [
6417 'move_slow',
6418 {
6419 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6420 name => 'slowed movement',
6421 type => 'bitmask',
6422 value => $BITMASK{movement_type}
6423 }
6424 ],
6425 [
6426 'move_slow_penalty',
6427 {
6428 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
6429 name => 'slow movement penalty',
6430 type => 'int'
6431 }
6432 ],
6433 [
6434 'can_roll',
6435 {
6436 desc => 'If set, the object is able to "roll", so it can be pushed around. This setting is used for boulders and barrels.',
6437 name => 'moveable',
6438 type => 'bool'
6439 }
6440 ],
6441 [
6442 'no_magic',
6443 {
6444 desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
6445 name => 'restrict spells',
6446 type => 'bool'
6447 }
6448 ],
6449 [
6450 'damned',
6451 {
6452 desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
6453 name => 'restrict prayers',
6454 type => 'bool'
6455 }
6456 ]
6457 ],
6458 desc => 'Walls usually block passage and sight.',
6459 ignore => [
6460 'nrof',
6461 'title',
6462 'name_pl',
6463 'value',
6464 'unpaid'
6465 ],
6466 name => 'Wall',
6467 required => {
6468 alive => 0,
6469 is_floor => 0,
6470 move_block => 255
6471 }
6472 },
6473 'Wand & Staff' => {
6474 attr => [
6475 [
6476 'sp',
6477 {
6478 desc => 'The <spell> specifies the contained spell.',
6479 name => 'spell',
6480 type => 'spell'
6481 }
6482 ],
6483 [
6484 'level',
6485 {
6486 desc => 'The <casting level> of the wand determines it\'s power. An average level for wands in shops is about 10.',
6487 name => 'casting level',
6488 type => 'int'
6489 }
6490 ],
6491 [
6492 'food',
6493 {
6494 desc => 'The wand can be used <number of charges> times before it is used up. It can be recharged with scrolls of charging.',
6495 name => 'number of charges',
6496 type => 'int'
6497 }
6498 ],
6499 [
6500 'startequip',
6501 {
6502 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6503 name => 'godgiven item',
6504 type => 'bool'
6505 }
6506 ],
6507 [
6508 'msg',
6509 {
6510 desc => 'This text may contain a description of the wand.',
6511 end => 'endmsg',
6512 name => 'description',
6513 type => 'text'
6514 }
6515 ]
6516 ],
6517 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.',
6518 name => 'Wand & Staff',
6519 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.'
6520 },
6521 'Weak Wall' => {
6522 attr => [
6523 [
6524 'alive',
6525 {
6526 type => 'fixed',
6527 value => 1
6528 }
6529 ],
6530 [
6531 'no_pick',
6532 {
6533 type => 'fixed',
6534 value => 1
6535 }
6536 ],
6537 [
6538 'tear_down',
6539 {
6540 type => 'fixed',
6541 value => 1
6542 }
6543 ],
6544 [
6545 'race',
6546 {
6547 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.',
6548 name => 'race',
6549 type => 'string'
6550 }
6551 ],
6552 [
6553 'level',
6554 {
6555 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.',
6556 name => 'level',
6557 type => 'int'
6558 }
6559 ],
6560 [
6561 'hp',
6562 {
6563 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.',
6564 name => 'health points',
6565 type => 'int'
6566 }
6567 ],
6568 [
6569 'maxhp',
6570 {
6571 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.',
6572 name => 'max health',
6573 type => 'int'
6574 }
6575 ],
6576 [
6577 'ac',
6578 {
6579 desc => 'Weak walls of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
6580 name => 'armour class',
6581 type => 'int'
6582 }
6583 ]
6584 ],
6585 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.',
6586 ignore => [
6587 $IGNORE_LIST{non_pickable}
6588 ],
6589 name => 'Weak Wall',
6590 required => {
6591 alive => 1,
6592 is_floor => 0,
6593 tear_down => 1
6594 },
6595 section => [
6596 [
6597 'resistance',
6598 [
6599 [
6600 'resist_physical',
6601 {
6602 name => 'resist physical %',
6603 type => 'int'
6604 }
6605 ],
6606 [
6607 'resist_magic',
6608 {
6609 name => 'resist magic %',
6610 type => 'int'
6611 }
6612 ],
6613 [
6614 'resist_fire',
6615 {
6616 name => 'resist fire %',
6617 type => 'int'
6618 }
6619 ],
6620 [
6621 'resist_electricity',
6622 {
6623 name => 'resist electricity %',
6624 type => 'int'
6625 }
6626 ],
6627 [
6628 'resist_cold',
6629 {
6630 name => 'resist cold %',
6631 type => 'int'
6632 }
6633 ],
6634 [
6635 'resist_confusion',
6636 {
6637 name => 'resist confusion %',
6638 type => 'int'
6639 }
6640 ],
6641 [
6642 'resist_acid',
6643 {
6644 name => 'resist acid %',
6645 type => 'int'
6646 }
6647 ],
6648 [
6649 'resist_drain',
6650 {
6651 name => 'resist draining %',
6652 type => 'int'
6653 }
6654 ],
6655 [
6656 'resist_weaponmagic',
6657 {
6658 name => 'resist weaponmagic %',
6659 type => 'int'
6660 }
6661 ],
6662 [
6663 'resist_ghosthit',
6664 {
6665 name => 'resist ghosthit %',
6666 type => 'int'
6667 }
6668 ],
6669 [
6670 'resist_poison',
6671 {
6672 name => 'resist poison %',
6673 type => 'int'
6674 }
6675 ],
6676 [
6677 'resist_slow',
6678 {
6679 name => 'resist slow %',
6680 type => 'int'
6681 }
6682 ],
6683 [
6684 'resist_paralyze',
6685 {
6686 name => 'resist paralyze %',
6687 type => 'int'
6688 }
6689 ],
6690 [
6691 'resist_fear',
6692 {
6693 name => 'resist fear %',
6694 type => 'int'
6695 }
6696 ],
6697 [
6698 'resist_deplete',
6699 {
6700 name => 'resist depletion %',
6701 type => 'int'
6702 }
6703 ],
6704 [
6705 'resist_turn_undead',
6706 {
6707 name => 'resist turn undead %',
6708 type => 'int'
6709 }
6710 ],
6711 [
6712 'resist_death',
6713 {
6714 name => 'resist death-attack %',
6715 type => 'int'
6716 }
6717 ],
6718 [
6719 'resist_chaos',
6720 {
6721 name => 'resist chaos %',
6722 type => 'int'
6723 }
6724 ],
6725 [
6726 'resist_blind',
6727 {
6728 name => 'resist blinding %',
6729 type => 'int'
6730 }
6731 ],
6732 [
6733 'resist_holyword',
6734 {
6735 name => 'resist holy power %',
6736 type => 'int'
6737 }
6738 ],
6739 [
6740 'resist_godpower',
6741 {
6742 name => 'resist godpower %',
6743 type => 'int'
6744 }
6745 ]
6746 ]
6747 ]
6748 ],
6749 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.'
6750 },
6751 Weapon => {
6752 attr => [
6753 [
6754 'attacktype',
6755 {
6756 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.',
6757 name => 'attacktype',
6758 type => 'bitmask',
6759 value => $BITMASK{attacktype}
6760 }
6761 ],
6762 [
6763 'weapontype',
6764 {
6765 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.',
6766 name => 'weapontype',
6767 type => 'list',
6768 value => $LIST{weapon_type}
6769 }
6770 ],
6771 [
6772 'skill',
6773 {
6774 desc => 'Matching <skill name> of the skill that is required to use this weapon.',
6775 name => 'skill name',
6776 type => 'string'
6777 }
6778 ],
6779 [
6780 'dam',
6781 {
6782 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.',
6783 name => 'damage',
6784 type => 'int'
6785 }
6786 ],
6787 [
6788 'slaying',
6789 {
6790 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.',
6791 name => 'slaying race',
6792 type => 'string'
6793 }
6794 ],
6795 [
6796 'last_sp',
6797 {
6798 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.',
6799 name => 'weapon speed',
6800 type => 'int'
6801 }
6802 ],
6803 [
6804 'wc',
6805 {
6806 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.',
6807 name => 'weapon class',
6808 type => 'int'
6809 }
6810 ],
6811 [
6812 'magic',
6813 {
6814 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.',
6815 name => 'magic bonus',
6816 type => 'int'
6817 }
6818 ],
6819 [
6820 'item_power',
6821 {
6822 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>.',
6823 name => 'item power',
6824 type => 'int'
6825 }
6826 ],
6827 [
6828 'damned',
6829 {
6830 desc => 'A damned weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
6831 name => 'damnation',
6832 type => 'bool'
6833 }
6834 ],
6835 [
6836 'cursed',
6837 {
6838 desc => 'A cursed weapon cannot be unwielded unless the curse is removed.',
6839 name => 'curse',
6840 type => 'bool'
6841 }
6842 ],
6843 [
6844 'lifesave',
6845 {
6846 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!',
6847 name => 'save life',
6848 type => 'bool'
6849 }
6850 ],
6851 [
6852 'unique',
6853 {
6854 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
6855 name => 'unique item',
6856 type => 'bool'
6857 }
6858 ],
6859 [
6860 'startequip',
6861 {
6862 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6863 name => 'godgiven item',
6864 type => 'bool'
6865 }
6866 ],
6867 [
6868 'msg',
6869 {
6870 desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
6871 end => 'endmsg',
6872 name => 'description',
6873 type => 'text'
6874 }
6875 ]
6876 ],
6877 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.',
6878 name => 'Weapon',
6879 section => [
6880 [
6881 'resistance',
6882 [
6883 [
6884 'resist_physical',
6885 {
6886 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.',
6887 name => 'resist physical %',
6888 type => 'int'
6889 }
6890 ],
6891 [
6892 'resist_magic',
6893 {
6894 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.',
6895 name => 'resist magic %',
6896 type => 'int'
6897 }
6898 ],
6899 [
6900 'resist_fire',
6901 {
6902 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.',
6903 name => 'resist fire %',
6904 type => 'int'
6905 }
6906 ],
6907 [
6908 'resist_electricity',
6909 {
6910 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.',
6911 name => 'resist electricity %',
6912 type => 'int'
6913 }
6914 ],
6915 [
6916 'resist_cold',
6917 {
6918 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.',
6919 name => 'resist cold %',
6920 type => 'int'
6921 }
6922 ],
6923 [
6924 'resist_confusion',
6925 {
6926 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).',
6927 name => 'resist confusion %',
6928 type => 'int'
6929 }
6930 ],
6931 [
6932 'resist_acid',
6933 {
6934 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.',
6935 name => 'resist acid %',
6936 type => 'int'
6937 }
6938 ],
6939 [
6940 'resist_drain',
6941 {
6942 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).',
6943 name => 'resist draining %',
6944 type => 'int'
6945 }
6946 ],
6947 [
6948 'resist_weaponmagic',
6949 {
6950 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.',
6951 name => 'resist weaponmagic %',
6952 type => 'int'
6953 }
6954 ],
6955 [
6956 'resist_ghosthit',
6957 {
6958 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.',
6959 name => 'resist ghosthit %',
6960 type => 'int'
6961 }
6962 ],
6963 [
6964 'resist_poison',
6965 {
6966 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.',
6967 name => 'resist poison %',
6968 type => 'int'
6969 }
6970 ],
6971 [
6972 'resist_slow',
6973 {
6974 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.',
6975 name => 'resist slow %',
6976 type => 'int'
6977 }
6978 ],
6979 [
6980 'resist_paralyze',
6981 {
6982 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).',
6983 name => 'resist paralyze %',
6984 type => 'int'
6985 }
6986 ],
6987 [
6988 'resist_fear',
6989 {
6990 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.',
6991 name => 'resist fear %',
6992 type => 'int'
6993 }
6994 ],
6995 [
6996 'resist_deplete',
6997 {
6998 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).',
6999 name => 'resist depletion %',
7000 type => 'int'
7001 }
7002 ],
7003 [
7004 'resist_death',
7005 {
7006 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!',
7007 name => 'resist death-attack %',
7008 type => 'int'
7009 }
7010 ],
7011 [
7012 'resist_chaos',
7013 {
7014 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.',
7015 name => 'resist chaos %',
7016 type => 'int'
7017 }
7018 ],
7019 [
7020 'resist_blind',
7021 {
7022 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.',
7023 name => 'resist blinding %',
7024 type => 'int'
7025 }
7026 ],
7027 [
7028 'resist_holyword',
7029 {
7030 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.',
7031 name => 'resist holy power %',
7032 type => 'int'
7033 }
7034 ]
7035 ]
7036 ],
7037 [
7038 'stats',
7039 [
7040 [
7041 'Str',
7042 {
7043 desc => 'The player\'s strentgh will rise/fall by the given value while wearing this weapon.',
7044 name => 'strength',
7045 type => 'int'
7046 }
7047 ],
7048 [
7049 'Dex',
7050 {
7051 desc => 'The player\'s dexterity will rise/fall by the given value while wearing this weapon.',
7052 name => 'dexterity',
7053 type => 'int'
7054 }
7055 ],
7056 [
7057 'Con',
7058 {
7059 desc => 'The player\'s constitution will rise/fall by the given value while wearing this weapon.',
7060 name => 'constitution',
7061 type => 'int'
7062 }
7063 ],
7064 [
7065 'Int',
7066 {
7067 desc => 'The player\'s intelligence will rise/fall by the given value while wearing this weapon.',
7068 name => 'intelligence',
7069 type => 'int'
7070 }
7071 ],
7072 [
7073 'Pow',
7074 {
7075 desc => 'The player\'s power will rise/fall by the given value while wearing this weapon.',
7076 name => 'power',
7077 type => 'int'
7078 }
7079 ],
7080 [
7081 'Wis',
7082 {
7083 desc => 'The player\'s wisdom will rise/fall by the given value while wearing this weapon.',
7084 name => 'wisdom',
7085 type => 'int'
7086 }
7087 ],
7088 [
7089 'Cha',
7090 {
7091 desc => 'The player\'s charisma will rise/fall by the given value while wearing this weapon.',
7092 name => 'charisma',
7093 type => 'int'
7094 }
7095 ]
7096 ]
7097 ],
7098 [
7099 'misc',
7100 [
7101 [
7102 'luck',
7103 {
7104 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.',
7105 name => 'luck bonus',
7106 type => 'int'
7107 }
7108 ],
7109 [
7110 'hp',
7111 {
7112 desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
7113 name => 'health regen.',
7114 type => 'int'
7115 }
7116 ],
7117 [
7118 'sp',
7119 {
7120 desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
7121 name => 'mana regen.',
7122 type => 'int'
7123 }
7124 ],
7125 [
7126 'grace',
7127 {
7128 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!!',
7129 name => 'grace regen.',
7130 type => 'int'
7131 }
7132 ],
7133 [
7134 'food',
7135 {
7136 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.',
7137 name => 'food bonus',
7138 type => 'int'
7139 }
7140 ],
7141 [
7142 'xrays',
7143 {
7144 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.',
7145 name => 'xray vision',
7146 type => 'bool'
7147 }
7148 ],
7149 [
7150 'stealth',
7151 {
7152 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)',
7153 name => 'stealth',
7154 type => 'bool'
7155 }
7156 ],
7157 [
7158 'reflect_spell',
7159 {
7160 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!',
7161 name => 'reflect spells',
7162 type => 'bool'
7163 }
7164 ],
7165 [
7166 'reflect_missile',
7167 {
7168 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.',
7169 name => 'reflect missiles',
7170 type => 'bool'
7171 }
7172 ],
7173 [
7174 'path_attuned',
7175 {
7176 desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this weapon.',
7177 name => 'attuned paths',
7178 type => 'bitmask',
7179 value => $BITMASK{spellpath}
7180 }
7181 ],
7182 [
7183 'path_repelled',
7184 {
7185 desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this weapon.',
7186 name => 'repelled paths',
7187 type => 'bitmask',
7188 value => $BITMASK{spellpath}
7189 }
7190 ],
7191 [
7192 'path_denied',
7193 {
7194 desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this weapon.',
7195 name => 'denied paths',
7196 type => 'bitmask',
7197 value => $BITMASK{spellpath}
7198 }
7199 ]
7200 ]
7201 ]
7202 ],
7203 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.'
7204 }
7205 );
7206
7207 our @ATTR0 = (
7208 $TYPE{Floor},
7209 $TYPE{'Monster & NPC'},
7210 $TYPE{Wall},
7211 $TYPE{'Weak Wall'}
7212 );
7213
7214 our %ATTR = (
7215 3 => $TYPE{Rod},
7216 4 => $TYPE{Treasure},
7217 5 => $TYPE{Potion},
7218 6 => $TYPE{Food},
7219 7 => $TYPE{'Poison Food'},
7220 8 => $TYPE{Book},
7221 9 => $TYPE{Clock},
7222 13 => $TYPE{Projectile},
7223 14 => $TYPE{'Shooting Weapon'},
7224 15 => $TYPE{Weapon},
7225 16 => $TYPE{'Brestplate Armour'},
7226 17 => $TYPE{Pedestal},
7227 18 => $TYPE{Altar},
7228 20 => $TYPE{'Locked Door'},
7229 21 => $TYPE{'Special Key'},
7230 23 => $TYPE{Door},
7231 24 => $TYPE{Key},
7232 26 => $TYPE{'Timed Gate'},
7233 27 => $TYPE{'Handle Trigger'},
7234 28 => $TYPE{'Monster (Grimreaper)'},
7235 29 => $TYPE{'Magic Ear'},
7236 30 => $TYPE{'Button Trigger'},
7237 31 => $TYPE{'Altar Trigger'},
7238 33 => $TYPE{Shield},
7239 34 => $TYPE{Helmet},
7240 35 => $TYPE{Horn},
7241 36 => $TYPE{Money},
7242 37 => $TYPE{'Class Changer'},
7243 39 => $TYPE{Amulet},
7244 40 => $TYPE{Mover},
7245 41 => $TYPE{Teleporter},
7246 42 => $TYPE{Creator},
7247 43 => $TYPE{Skill},
7248 51 => $TYPE{Detector},
7249 52 => $TYPE{'Trigger Marker'},
7250 55 => $TYPE{Marker},
7251 56 => $TYPE{'Holy Altar'},
7252 58 => $TYPE{Battleground},
7253 60 => $TYPE{Jewel},
7254 62 => $TYPE{'Magic Wall'},
7255 64 => $TYPE{'Inventory Checker'},
7256 65 => $TYPE{'Mood Floor'},
7257 66 => $TYPE{Exit},
7258 67 => $TYPE{'Floor (Encounter)'},
7259 68 => $TYPE{'Shop Floor'},
7260 69 => $TYPE{'Shop Mat'},
7261 70 => $TYPE{Ring},
7262 72 => $TYPE{Flesh},
7263 73 => $TYPE{Inorganic},
7264 83 => $TYPE{Duplicator},
7265 85 => $TYPE{Spellbook},
7266 87 => $TYPE{Cloak},
7267 88 => $TYPE{'Hazard Floor'},
7268 90 => $TYPE{Spinner},
7269 91 => $TYPE{Gate},
7270 92 => $TYPE{Button},
7271 93 => $TYPE{Handle},
7272 94 => $TYPE{Pit},
7273 95 => $TYPE{Trapdoor},
7274 98 => $TYPE{'Sign & MagicMouth'},
7275 99 => $TYPE{Boots},
7276 100 => $TYPE{Gloves},
7277 101 => $TYPE{Spell},
7278 103 => $TYPE{Converter},
7279 104 => $TYPE{Bracers},
7280 106 => $TYPE{Savebed},
7281 109 => $TYPE{'Wand & Staff'},
7282 110 => $TYPE{Ability},
7283 111 => $TYPE{Scroll},
7284 112 => $TYPE{Director},
7285 113 => $TYPE{Girdle},
7286 116 => $TYPE{'Event Connector'},
7287 122 => $TYPE{Container},
7288 130 => $TYPE{'Skill Scroll'},
7289 138 => $TYPE{Swamp},
7290 154 => $TYPE{Rune},
7291 155 => $TYPE{Trap},
7292 156 => $TYPE{'Power Crystal'},
7293 158 => $TYPE{Disease},
7294 163 => $TYPE{'Item Transformer'}
7295 );
7296
7297 our %TYPENAME = (
7298 0 => '*NONE*',
7299 1 => 'PLAYER',
7300 2 => 'TRANSPORT',
7301 3 => 'ROD',
7302 4 => 'TREASURE',
7303 5 => 'POTION',
7304 6 => 'FOOD',
7305 7 => 'POISON',
7306 8 => 'BOOK',
7307 9 => 'CLOCK',
7308 12 => 'LIGHTNING',
7309 13 => 'ARROW',
7310 14 => 'BOW',
7311 15 => 'WEAPON',
7312 16 => 'ARMOUR',
7313 17 => 'PEDESTAL',
7314 18 => 'ALTAR',
7315 20 => 'LOCKED_DOOR',
7316 21 => 'SPECIAL_KEY',
7317 22 => 'MAP',
7318 23 => 'DOOR',
7319 24 => 'KEY',
7320 26 => 'TIMED_GATE',
7321 27 => 'TRIGGER',
7322 28 => 'GRIMREAPER',
7323 29 => 'MAGIC_EAR',
7324 30 => 'TRIGGER_BUTTON',
7325 31 => 'TRIGGER_ALTAR',
7326 32 => 'TRIGGER_PEDESTAL',
7327 33 => 'SHIELD',
7328 34 => 'HELMET',
7329 35 => 'HORN',
7330 36 => 'MONEY',
7331 37 => 'CLASS',
7332 38 => 'GRAVESTONE',
7333 39 => 'AMULET',
7334 40 => 'PLAYERMOVER',
7335 41 => 'TELEPORTER',
7336 42 => 'CREATOR',
7337 43 => 'SKILL',
7338 44 => 'EXPERIENCE',
7339 45 => 'EARTHWALL',
7340 46 => 'GOLEM',
7341 48 => 'THROWN_OBJ',
7342 49 => 'BLINDNESS',
7343 50 => 'GOD',
7344 51 => 'DETECTOR',
7345 52 => 'TRIGGER_MARKER',
7346 53 => 'DEAD_OBJECT',
7347 54 => 'DRINK',
7348 55 => 'MARKER',
7349 56 => 'HOLY_ALTAR',
7350 57 => 'PLAYER_CHANGER',
7351 58 => 'BATTLEGROUND',
7352 59 => 'PEACEMAKER',
7353 60 => 'GEM',
7354 62 => 'FIREWALL',
7355 63 => 'ANVIL',
7356 64 => 'CHECK_INV',
7357 65 => 'MOOD_FLOOR',
7358 66 => 'EXIT',
7359 67 => 'ENCOUNTER',
7360 68 => 'SHOP_FLOOR',
7361 69 => 'SHOP_MAT',
7362 70 => 'RING',
7363 71 => 'FLOOR',
7364 72 => 'FLESH',
7365 73 => 'INORGANIC',
7366 74 => 'SKILL_TOOL',
7367 75 => 'LIGHTER',
7368 76 => 'TRAP_PART',
7369 77 => 'WALL',
7370 78 => 'LIGHT_SOURCE',
7371 79 => 'MISC_OBJECT',
7372 80 => 'MONSTER',
7373 81 => 'SPAWN_GENERATOR',
7374 82 => 'LAMP',
7375 83 => 'DUPLICATOR',
7376 84 => 'TOOL',
7377 85 => 'SPELLBOOK',
7378 86 => 'BUILDFAC',
7379 87 => 'CLOAK',
7380 90 => 'SPINNER',
7381 91 => 'GATE',
7382 92 => 'BUTTON',
7383 93 => 'CF_HANDLE',
7384 94 => 'HOLE',
7385 95 => 'TRAPDOOR',
7386 98 => 'SIGN',
7387 99 => 'BOOTS',
7388 100 => 'GLOVES',
7389 101 => 'SPELL',
7390 102 => 'SPELL_EFFECT',
7391 103 => 'CONVERTER',
7392 104 => 'BRACERS',
7393 105 => 'POISONING',
7394 106 => 'SAVEBED',
7395 107 => 'POISONCLOUD',
7396 108 => 'FIREHOLES',
7397 109 => 'WAND',
7398 111 => 'SCROLL',
7399 112 => 'DIRECTOR',
7400 113 => 'GIRDLE',
7401 114 => 'FORCE',
7402 115 => 'POTION_EFFECT',
7403 116 => 'EVENT_CONNECTOR',
7404 121 => 'CLOSE_CON',
7405 122 => 'CONTAINER',
7406 123 => 'ARMOUR_IMPROVER',
7407 124 => 'WEAPON_IMPROVER',
7408 130 => 'SKILLSCROLL',
7409 138 => 'DEEP_SWAMP',
7410 139 => 'IDENTIFY_ALTAR',
7411 150 => 'MENU',
7412 154 => 'RUNE',
7413 155 => 'TRAP',
7414 156 => 'POWER_CRYSTAL',
7415 157 => 'CORPSE',
7416 158 => 'DISEASE',
7417 159 => 'SYMPTOM',
7418 160 => 'BUILDER',
7419 161 => 'MATERIAL',
7420 162 => 'GPS',
7421 163 => 'ITEM_TRANSFORMER',
7422 164 => 'QUEST'
7423 );
7424
7425 our %SPELL = (
7426 0 => 'magic bullet',
7427 1 => 'small fireball',
7428 2 => 'medium fireball',
7429 3 => 'large fireball',
7430 4 => 'burning hands',
7431 5 => 'small lightning',
7432 6 => 'large lightning',
7433 7 => 'magic missile',
7434 8 => 'create bomb',
7435 9 => 'summon golem',
7436 10 => 'summon fire elemental',
7437 11 => 'summon earth elemental',
7438 12 => 'summon water elemental',
7439 13 => 'summon air elemental',
7440 14 => 'dimension door',
7441 15 => 'create earth wall',
7442 16 => 'paralyze',
7443 17 => 'icestorm',
7444 18 => 'magic mapping',
7445 19 => 'turn undead',
7446 20 => 'fear',
7447 21 => 'poison cloud',
7448 22 => 'wonder',
7449 23 => 'destruction',
7450 24 => 'perceive self',
7451 25 => 'word of recall',
7452 26 => 'invisible',
7453 27 => 'invisible to undead',
7454 28 => 'probe',
7455 29 => 'large bullet',
7456 30 => 'improved invisibility',
7457 31 => 'holy word',
7458 32 => 'minor healing',
7459 33 => 'medium healing',
7460 34 => 'major healing',
7461 35 => 'heal',
7462 36 => 'create food',
7463 37 => 'earth to dust',
7464 38 => 'armour',
7465 39 => 'strength',
7466 40 => 'dexterity',
7467 41 => 'constitution',
7468 42 => 'charisma',
7469 43 => 'create fire wall',
7470 44 => 'create frost wall',
7471 45 => 'protection from cold',
7472 46 => 'protection from electricity',
7473 47 => 'protection from fire',
7474 48 => 'protection from poison',
7475 49 => 'protection from slow',
7476 50 => 'protection from paralysis',
7477 51 => 'protection from draining',
7478 52 => 'protection from magic',
7479 53 => 'protection from attack',
7480 54 => 'levitate',
7481 55 => 'small speedball',
7482 56 => 'large speedball',
7483 57 => 'hellfire',
7484 58 => 'dragonbreath',
7485 59 => 'large icestorm',
7486 60 => 'charging',
7487 61 => 'polymorph',
7488 62 => 'cancellation',
7489 63 => 'confusion',
7490 64 => 'mass confusion',
7491 65 => 'summon pet monster',
7492 66 => 'slow',
7493 67 => 'regenerate spellpoints',
7494 68 => 'cure poison',
7495 69 => 'protection from confusion',
7496 70 => 'protection from cancellation',
7497 71 => 'protection from depletion',
7498 72 => 'alchemy',
7499 73 => 'remove curse',
7500 74 => 'remove damnation',
7501 75 => 'identify',
7502 76 => 'detect magic',
7503 77 => 'detect monster',
7504 78 => 'detect evil',
7505 79 => 'detect curse',
7506 80 => 'heroism',
7507 81 => 'aggravation',
7508 82 => 'firebolt',
7509 83 => 'frostbolt',
7510 84 => 'shockwave',
7511 85 => 'color spray',
7512 86 => 'haste',
7513 87 => 'face of death',
7514 88 => 'ball lightning',
7515 89 => 'meteor swarm',
7516 90 => 'comet',
7517 91 => 'mystic fist',
7518 92 => 'raise dead',
7519 93 => 'resurrection',
7520 94 => 'reincarnation',
7521 95 => 'immunity to cold',
7522 96 => 'immunity to electricity',
7523 97 => 'immunity to fire',
7524 98 => 'immunity to poison',
7525 99 => 'immunity to slow',
7526 100 => 'immunity to paralysis',
7527 101 => 'immunity to draining',
7528 102 => 'immunity to magic',
7529 103 => 'immunity to attack',
7530 104 => 'invulnerability',
7531 105 => 'defense',
7532 106 => 'rune of fire',
7533 107 => 'rune of frost',
7534 108 => 'rune of shocking',
7535 109 => 'rune of blasting',
7536 110 => 'rune of death',
7537 111 => 'marking rune',
7538 112 => 'build director',
7539 113 => 'create pool of chaos',
7540 114 => 'build bullet wall',
7541 115 => 'build lightning wall',
7542 116 => 'build fireball wall',
7543 117 => 'magic rune',
7544 118 => 'rune of magic drain',
7545 119 => 'antimagic rune',
7546 120 => 'rune of transferrence',
7547 121 => 'transferrence',
7548 122 => 'magic drain',
7549 123 => 'counterspell',
7550 124 => 'disarm',
7551 125 => 'cure confusion',
7552 126 => 'restoration',
7553 127 => 'summon evil monster',
7554 128 => 'counterwall',
7555 129 => 'cause light wounds',
7556 130 => 'cause medium wounds',
7557 131 => 'cause serious wounds',
7558 132 => 'charm monsters',
7559 133 => 'banishment',
7560 134 => 'create missile',
7561 135 => 'show invisible',
7562 136 => 'xray',
7563 137 => 'pacify',
7564 138 => 'summon fog',
7565 139 => 'steambolt',
7566 140 => 'command undead',
7567 141 => 'holy orb',
7568 142 => 'summon avatar',
7569 143 => 'holy possession',
7570 144 => 'bless',
7571 145 => 'curse',
7572 146 => 'regeneration',
7573 147 => 'consecrate',
7574 148 => 'summon cult monsters',
7575 149 => 'cause critical wounds',
7576 150 => 'holy wrath',
7577 151 => 'retributive strike',
7578 152 => 'finger of death',
7579 153 => 'insect plague',
7580 154 => 'call holy servant',
7581 155 => 'wall of thorns',
7582 156 => 'staff to snake',
7583 157 => 'light',
7584 158 => 'darkness',
7585 159 => 'nightfall',
7586 160 => 'daylight',
7587 161 => 'sunspear',
7588 162 => 'faery fire',
7589 163 => 'cure blindness',
7590 164 => 'dark vision',
7591 165 => 'bullet swarm',
7592 166 => 'bullet storm',
7593 167 => 'cause many wounds',
7594 168 => 'small snowstorm',
7595 169 => 'medium snowstorm',
7596 170 => 'large snowstorm',
7597 171 => 'cure disease',
7598 172 => 'cause red death',
7599 173 => 'cause flu',
7600 174 => 'cause black death',
7601 175 => 'cause leprosy',
7602 176 => 'cause smallpox',
7603 177 => 'cause white death',
7604 178 => 'cause anthrax',
7605 179 => 'cause typhoid',
7606 180 => 'mana blast',
7607 181 => 'small manaball',
7608 182 => 'medium manaball',
7609 183 => 'large manaball',
7610 184 => 'mana bolt',
7611 185 => 'dancing sword',
7612 186 => 'animate weapon',
7613 187 => 'cause cold',
7614 188 => 'divine shock',
7615 189 => 'windstorm',
7616 190 => 'sanctuary',
7617 191 => 'peace',
7618 192 => 'spiderweb',
7619 193 => 'conflict',
7620 194 => 'rage',
7621 195 => 'forked lightning',
7622 196 => 'poison fog',
7623 197 => 'flaming aura',
7624 198 => 'vitriol',
7625 199 => 'vitriol splash',
7626 200 => 'ironwood skin',
7627 201 => 'wrathful eye',
7628 202 => 'town portal',
7629 203 => 'missile swarm',
7630 204 => 'cause rabies',
7631 205 => 'glyph'
7632 );
7633
7634
7635 =head1 AUTHOR
7636
7637 Marc Lehmann <schmorp.de>
7638 http://home.schmorp.de/
7639
7640 The source files are part of the CFJavaEditor.
7641
7642 =cut
7643
7644 1